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The Future Of LordsWM


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AuthorThe Future Of LordsWM
TIER 1 2ND UPGRADE FOR BLACKGUARD, RANGER, AND NOMAD

Coyote-hyena
Attack-5
Defense-5
Damage-3-3
HP-12
Speed-6
Initiative-12
Abilities-Scavenger. Rage

Rooster-Cockatrice
Attack-4
Defense-3
Damage-2-3
HP-6
Speed-6
Initiative-11
Abilities-Flyer. Food. (4hp each) Poisonous.

Worg-Fenrir
Attack-7
Defense-3
Damage-2-5
HP-12
Speed-6
Initiative-12
Abilities-Rage. Bloodlust.

TIER 2 2ND UPGRADE FOR BLACKGUARD, RANGER, AND NOMAD

Ox-Peryton
Attack-5
Defense-5
Damage-2-2
HP-30
Speed-5
Initiative-8
Abilities- Flyer. Transporter.

Wolf-Arctic Wolf
Attack-5
Defense-5
Damage-2-3
HP-14
Speed-6
Initiative-12
Abilities-Carnivorous. Pack Attack. Immune to Water.

Siren-djinn (a dark genie.)
Attack-6
Defense-6
Damage-3-4
HP-18
Speed-8
Initiative-10
Abilities-Flyer. Random Caster Darkness (cast on beginner.)
TIER 3 2ND UPGRADE FOR BLACKGUARD, RANGER, AND NOMAD.

Galah-Eagle
Attack-7
Defense-7
Damage-3-7
HP-22
Speed-9
Initiative-9
Abilities-Flyer. Scavenger. Strike and Return. Eagle Eye. (can retaliate no-retaliate units.)

Dire Boar-Erymanthian Boar
Attack-12
Defense-5
Damage-6-6
HP-30
Speed-8
Initiative-11
Abilities-Rage. Charge. Plow (can charge forward 4 spaces, dealing 75% damage to anyone in the way.)

Drider Alpha-Bebilith
Attack-10
Defense-3
Damage-5-7
HP-25
Shots-10
Speed-6
Initiative-11
Abilities-Shooter. Large Creature. No Melee Penalty. Sticky Shot. (the bebilith's shots are strands of silk, a.k.a. its web that are shot at the enemy having the same effect as stunning blow.)

TIER 4 2ND UPGRADE FOR BLACKGUARD, RANGER, AND NOMAD

Knife Thrower-Blade Thrower
Attack-13
Defense-10
Damage-10-15
HP-40
Speed-2
Initiative-13
Abilities-Shooter. No range penalty. No Melee Penalty.

Black Bear-Grizzly Bear
Attack-12
Defense-12
Damage-9-16
HP-60
Speed-7
Initiative-10
Abilities-Carnivorous. Large Creature. Bloody Claws. Devour.

Ravenous Umber Hulk-Rotting Umber Hulk
Attack-16
Defense-6
Damage-12-16
HP-55
Speed-5
Initiative-8
Abilities-Undead. Rage. Drain Life.
u take so much time to inmprove this game thanks you
They never make new monsters
For the last time I will tell posters.

THE THREAD IS ONLY FOR IDEAS! NO CRITICISM! (even compliments mut, but thank you.)
i have to say i like the epic hunt idea for those people that manage to get to HG lvl 9 since it is hard enough as it is to achiev that high of a lvl in it, there should be a reward and special hunts for people that make it that far
ALTGRADES FOR TIER 1

Here some ideas for possible alternative upgrades for tier one units.

Skelton-Skeletal Warrior
Attack-3
Defense-2
Damage-1-2
HP-8
Speed-5
Initiative-10
Abilities-Undead. Rage.

Skeletal Warrior-Skeletal Knight
Attack-5
Defense-6
Damage-2-3
HP-10
Speed-5
Initiative-10
Abilities-Undead. Rage. Stun.

Farmer-Peasant
Attack-1
Defense-1
Damage-1-2
HP-4
Speed-5
Initiative-9
Abilities-None.
Peasants are even easier to train than recruits, increasing recruit count even further.

Peasants-Citizen
Attack-2
Defense-2
Damage-2-2
HP-6
Speed-5
Initiative-10
Abilities-Stun.
Citizens require no training, allowing for maximum troops.

Goblin-Goblin Priest
Attack-4
Defense-1
Damage-2-2
HP-4
Mana-10
Shots-10
Speed-4
Initiative-10
Abilities-Shooter. Caster.
Weakness on basic.

Goblin Priest-Goblin Shaman
Attack-7
Defense-3
Damage-2-4
HP-6
Mana-15
Shots-15
Speed-4
Initiative-11
Abilities-Shooter. Caster.
Weakness on advanced
Curse on basic
Delay on basic

Gremlin-Brownie
Attack-2
Defense-3
Damage-1-3
HP-5
Speed-4
Initiative-11
Abilities-Repair.

Brownie-Boggart
Attack-6
Defense-2
Damage-3-3
HP-5
Speed-5
Initiative-11
Abilities-Rage. Repair.

Imp-Popobawa
Attack-4
Defense-3
Damage-3-4
HP-8
Speed-6
Initiative-11
Abilities-Demonic. Rage. Flyer.

Popobawa-Soucouyant
Attack-5
Defense-4
Damage-1-5
HP-8
Speed-7
Initiative-11
Abilities-Demonic. Flyer. Rage. Drain Life.

bandit-raider
Attack-5
Defense-5
Damage-3-5
HP-15
Speed-6
Initiative-13
Abilities-Stun.

Raider-Marauder
Attack-6
Defense-6
Damage-4-6
HP-20
Speed-6
Initiative-13
Abilities-Stun. Double Strike.

Fairy-Leprechaun
Attack-3
Defense-2
Damage-2-2
HP-8
Speed-7
Initiative-13
Abilities-No retaliation. Strike and return.

Leprechaun-Clurichaun
Attack-5
Defense-3
Damage-3-3
HP-10
Speed-8
Initiative-14
Abilities-No retaliation. Strike and return.
NEW HUNT MONSTERS

Archangel
Attack-33
Defense-33
Damage-55-55
HP-225
Speed-7
Initiative-13
Abilities-Flyer. Large Creature. Immune to Darkness (darkness spells.) Holy Avenger (150% damage to undead.)

Ourg (very large mean ogre)
Attack-40
Defense-25
Damage-50-89
HP-250
Speed-6
Initiative-10
Abilities-Large Creature. Rage. Knockback. Spray (by sweeping his club, hits the three units in front of him.)

Rakashas ( a tiger-like humanoid. Runs on all four, but strikes when on two feet.)
Attack-12
Defense-10
Damage-10-11
HP-55
Speed-7
Initiative-12
Abilities-Immune to magic. Mayhem.

Bullette ( a grey creature, who's body slightly resembles a bullet.)
Attack-25
Defense-1
Damage-20-30
HP-100
Speed-7
Initiative-7
Abilities-Charge. Devour.

Revenant ( a powerful demonic ghost that grows stronger with each stack of creatures that dies.)
Attack-25+3 for every dead stack (allied or not)
Defense-25+3 for every dead stack
Damage-35-40 +3 min/max for every dead stack
HP-160 +30 and top stack fully healed for each dead stack
Speed-6+2 for each dead stack
Initiative-12+2 for each dead stack
Abilities-Incorporeal. Unlimited Retaliation. Devour Soul (the ability to grow stronger after each dead stack.)
NEW GUILD

OVERVIEW
I have an idea for a guild, called the Evenhanded Order. In the guild you would hun down bandit leaders and bring them to justice. By successfully completing a mission, you will be awarded 1-9 guild points (based on guild level) that can be used to purchase, gold, resources, and even a few new Paladin armor/ weapons (The post earlier by Brasingr had a sword called Holy Avenger, you could get that from the guild, I'll go into more details later.) You will also get a gold reward, about 100-200 each time for a successful mission, as well s 1 point towards leveling up (skill point?) Level 10 is recommended.

THE HUNT
You would have to hunt down a bandit leader, but to get to him you will need to fight 2-4 waves of bandits, rogues, and a few other random "evil" monsters. The final boss wave ( it would be the 3-5 wave) would contain a leader, with a randomly generated name, as well as 2 honor guards. Once defeated, you may return back to the guild, located in Blooming Glade.

THE REWARDS
After completing the mission, you get 1-9 spendable points which can purchase Items. Heres the List. (note, when purchasing resources or gold, every 100 points gets you a bonus 10% goods. For example, if you spent 100 points on gold, instead of getting 15,000, you would get 16,500.)
150 gold-1 point
1 wood or ore-1 point
1 mercury, sulfur, crystal, or gem-2 points
Holy Avenger-+5 Attack +1 Defense +15% damage to undead 60 dur.-50 points
Paladin Shield-+5 Defense +1 Morale 75 dur.-50 points
Ring of Redemption-+2 attack +1 luck +1 morale 50 dur.-50 points
Ring of Wrath-+5 attack +5% initiative 50 dur.-50 points
Cloak of Courage- 15% range and magic resistance 60 dur.-50 points
Justice Amulet-+2 Luck +2% initiative +15% damage to monsters on guild hunts 50 dur.-50 points
Helmet of Honor-+2 attack +2 defense +1 morale 60 dur-50 points
Boots of Righteousness-+4 defense +1 Morale 55 dur-50 points
Cuirass of Courage-+6 defense +1 Morale 65 dur.-50 points
All require level 10 to wear, and cannot be sold in the market. The full set grants you a 50% damage bonus vs. demonic, undead, and DE units.

Thief's Guild Invitation-150 points (you can purchase this here because since you have 150 points, the Evenhanded Order trusts you enough with a TGI.)
Elements used in enchanting can be purchased with 15-35 points, depending on value.
NEW GUILD

OVERVIEW
Th new guild would be the Dragonslayer's Guild. In the guild, you hunt down powerful dragons that have been terrorizing the country side. The Order of the Dragonslayers need your help in defeating these beasts, and they wont forget to make fair compensation for your valiant efforts. Level 12 recommended.

THE HUNT
To kill the dragon, you must first find its nest. To do this, you may have to fight your way past some random monsters during your search (0-3 randow hunts.) Once you find the nest, you can enter it to battle the dragon (which has a randomly generated name like Akriloth the Fierce.) The dragon is stronger than a normal dragon, its strong like a mercenary monster. Once defeated, return to the guild in Seraph's Tears to complete.

THE REWARD
For slaying a dragon, you are awarded anywhere between 200-500 gold, as well as 1-3 reagents. (like moonstone etc.) For each slaying, you get 1 skill point in Dragonslaying. Each level of Dragonslaying increases attack by 1, and you deal 5% more damage to dragons.

Note: For each level in the Evenhanded Order, you gain +1 defense, and at 5 you gain +1 morale.
great work!!! i hope your ideas are used
but are some of them from heroes of might and magic
What about a special epic hunt/dragonslayer guild monster.
It requires hunter guild 9,dragonslayer's guild 9 and level 14:

Legendary dragon
Attack-80
Defense-80
Damage-100-200
Hp-10000
Speed-10
Initiative-15
Abilities-Giant creature. Draconic breath. No retaliation. Immune to delay. Immune to poison. Flyer. Bloodlust. Ignore defense 30%. Intimidation aura. Magic shield 50%. Ranged shield 50%. Melee shield 50%.

Giant creature:The creature occupies 3x3 tiles on the battlefield.

This creature drops the legendary sword, a weapon with infinite,durability equiped on your right hand, giving you +1atk, +1def, +1spell power, +1knowledge, +1morale, +1luck, +5% initiative and 3 AP
Magic shield 50%. Ranged shield 50%. Melee shield 50%.

Why not double the hit points instead?
they ll make something like this.....


no way!
its based on homm 5/3 but if you look at 2nd upgrades they just have realy diff tactics but use the same strenght

epic hunts might be a good idea though or maybe castle sieges in merc quests
Good work)
But look here:
http://heroes.ag.ru/heroes5/creatures/haven/
http://heroes.ag.ru/heroes5/creatures/necropolis/
http://heroes.ag.ru/heroes5/creatures/academy/
http://heroes.ag.ru/heroes5/creatures/inferno/
...
NOTICE

I didn't steal these ideas from HoMM. I made up all the ideas myself. They may be similar, but that's because the starting creatures are the same, making all possible upgrades related to each other one way or another.
NEW CLASS-MARSHMEN

Background:
From the boggy lands of the west, lurks a civilization lost to time. They were once a mighty nation, but their power diminished by an unknown cause. Soon, their very existence became legend. Then it became myth. Of late though, commoners who venture into the marsh seldom come out. Those who do, speak of strange noises, and horrible creatures just beyond their view, or obscured by the putrid mist released by the bogs. The exact detail of what lurks within the marsh is unknown, but their are few who deny the fact; the Marshmen are on the move.
Racial Ability-Bogged Down-All units secrete a thick boggy substance, and when it adds up can be very difficult to pass. at each class level, the amount secreted is increased by 1, up to a maximum of 9 (inches) of bog secreted over all the tiles that unit passess over. For a bog to have any effect it must have 5 inches in it, if you are below level 5 class level move repeatedly over the same area to "bog it down" Here are stats for how much it slows enemy units.
5=10% of speed
6=15% of speed
7=20% of speed
8=25% of speed
9=30% of speed
Also, Marsh men absorb 25+8% of water spell damage per class level.
Starts off with +1 Attack, and can cast nature and darkness spells.

Flyers and Amphibious units are not affected (amphibious creatures are a possible inclusion in the future.)

Tier 1-Hinkypunk
Attack-1
Defense-1
Damage-1-1
HP-5
Speed-5
Initiative-11
Abilities-Magical Light (not affected by darkness spells.)

Hinkypunk-Will O' Wisp
Attack-3
Defense-1
Damage-1-3
HP-8
Speed-6
Initiative-11
Abilities-Magical Light. Flyer.

Will O' Wisp-Corpse Fire
Attack-4
Defense-2
Damage-3-3
HP-10
Speed-7
Initiative-11
Abilities-Magical Light. Flyer. Immune to Fire. Corpse Burn (burns the corpses on the tile it stands on, preventing their resurrection as well as adding 3 to the big size on that tile. The decaying, as well as burnt bodies, become part of the bog.)

Tier 2-Padfoot
Attack-2
Defense-3
Damage-2-4
HP-10
Speed-6
Initiative-12
Abilities-Large Creature. Chosen Victim (at the beginning of combat, the creature chooses a chosen victim, and does 150% damage to that stack, but only 75% to others.)

Padfoot-Barghest
Attack-4
Defense-4
Damage-3-4
HP-12
Speed-7
Initiative-14
Abilities-Large Creature. Chosen Victim. Draw blood ( 1% of stacks health each turn until end of combat. ALWAYS does at least 1 damage.)

Barghest-Gytrash
Attack-6
Defense-5
Damage-4-5
HP-14
Speed-7
Initiative-16
Abilities-Large Creature. Chosen Victim. Draw Blood. Despair (any enemy in a 3x3 area around Gytrash lose their morale.)

Tier 3-Leech
Attack-5
Defense-4
Damage-3-5
HP-18
Speed-5
Initiative-8
Abilities-Drain Life.

Leech-Annelid
Attack-7
Defense-5
Damage-4-7
HP-20
Speed-5
Initiative-9
Abilities-Drain Life. Store Blood (can go above maximum health, which must be depleted first before a stack can be killed)

Annelid-Bloodveld
Attack-10
Defense-6
Damage-5-7
HP-25
Speed-5
Initiative-10
Abilities-Drain Life. Blood Craft (can form new bloodvelds when health goes above max.)

Tier 4-Dracaenae
Attack-8
Defense-7
Damage-6-12
HP-35
Speed-6
Initiative-12
Abilities-Amphibious. Large Creature. Rage. Stun

Dracaenae-Naga
Attack-10
Defense-8
Damage-7-14
HP-45
Speed-7
Initiative-13
Abilities-Amphibious. Large Creature. Rage. Stun. Poisonous.

Naga-Lamia
Attack-13
Defense-10
Damage-10-15
HP-60
Speed-8
Initiative-15
Abilities-Amphibious. Large Creature. Rage. Stun. Poisonous. Double Strike.

Tier 5-Wolf-man
Attack-15
Defense-10
Damage-10-20
HP-60
Speed-6
Initiative-12
Abilities-Rage. Bloody Claws.

Wolf-man-Werewolf
Attack-20
Defense-15
Damage-10-25
HP-75
Speed-7
Initiative-14
Abilities-Rage. Bloody Claws. Curse of Half-Life. (for every 5 werewolves, 1 werewolf from an attacked stack is turned into one.)

Tier 6-Hag
Attack-20
Defense-15
Damage-20-30
HP-80
Shot
NEW CLASS-MARSHMEN (continued)

Tier 6-Hag
Attack-20
Defense-15
Damage-20-30
HP-80
Shots-12
Mana-20
Speed-3
Initiative-11
Abilities-Shooter. Caster. (all spells are cast on expert unless stated otherwise.)
Fireball
Curse
Bless
Delay (advanced)

Tier 7-Abomination
Attack-50
Defense-5
Damage-50-100
H{-175
Speed-5
Initiative-10
Abilities-Large Creature. Immunity to poison. Immunity to delay. Regenerate.
A wise man in times of peace prepares for war!!
Nice words))
team chat in a combat should be enabled as it is essential for the team to discuss their plans
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