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Heroes Community > Heroes 7+ Altar of Wishes > Thread: The Spirit Town (lengthy).
Thread: The Spirit Town (lengthy).
Marelt_Ekiran
Marelt_Ekiran


Promising
Famous Hero
Watcher of All
posted March 24, 2003 02:31 AM
Edited By: Marelt_Ekiran on 24 Mar 2003

The Spirit Town.

After some philosophy, I thought I might as well continue the series of new towns. I checked the index and found that there was no spirit town yet.
___________________________________________________________

Some practical information:

Town name: Void

Might hero: Shadow warrior
Looks like a shadow with bright white-shining eyes, clad in silver armour, with a light-shining sword. Has a gray, or silver cape behind it's back (basically the build of a lord).
For the skills, it should work out as something between scouting and tactics. The Shadow warrior has relatively easy access to magic, in comparison to other might heroes.

Magic hero: Enchanter
Also a shadow, but with blue-shining eyes. Carries a staff, which is a bit shorter than the mage's staff. It has a blue crystal on the top, which shines when a spell is cast. Clad in silvery-gray robes and has a cloak with a hood in the same colour.
The enchanter starts with the basic skills of Spirit Magic.
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Creatures:
Some of these creatures are creations from my own mind and have no mythological background. I know that there are to many creatures here, but I like some choice. The six level system was based on the recent news from NWC (if the phoenix is level 6, then level 6 is probably maximum).


Level 1:

>Astrayal< (Mire)
They look like small flames. Weak, but many in numbers. They have a fire attack and are fire resistant. If you camp in the threatzone of a neutral creature and there are astrayals in your army, the neutrals will overestimate the strenght of your army when deciding to attack (therefore, it can happen that they won't attack when they normally would). The more astrayals you have, the greater the error.
Think of astrayals as Will-o'-the-wisps, but I did not like that name. The name astrayal comes from the words "astray".

>Pixie< (Tree of mirth)
Look like small female angels, with an emphasis on light. Flying creatures. Do a fair amount of damage, but are fragile. Less numbers than the astrayal. Every 50 pixies in army raises total morale by 1 (only whole fifties count, so 99 = +1 morale, 100 = +2 morale).

>Rayon< (Sun tower)
Looks like a small white spirit. Shoots with rays, which look like the disrupting ray animation from HOMM2. In strength, consider it the equivalent of the crossbowman. Has no range penalty.


Level 2:

>Kobold< (Kobold cave)
Spirit connected to the earth. Moves close to the ground. Slow, but good attack, defense and hit points. Attack has a chance of slowing the target.

>Airness< (Cloud cover)
Smaller version of the air elemental and insubstantial. High speed and movement. The insubtantiality makes it very durable, but the damage is the level of a level 1. It has a far movement, there is an option for just a normal melee attack or a strike attack.
The strike attack allows the airness to negate the physical presence of any creature. It has to complete it's full movement in this attack, or hit the edge of the battlefield. Every enemy creature in it's path takes the damage of the normal melee attack (has to be used with tactical insight).


Level 3:

>Light spirit< (Sun crystal)
The light spirit is quite large and shines with a bright light. If night and day are introduced, it should give some benefit during the day. The light spirit is a ground troop, slow, but tough. All creatures within a 5x5 yard range of the light spirits have a 50% increase in ranged defense (the light blinds the archers, does not work with monks, since they are used to bright gods and angels).

>Strangler< (Dark ruins)
The strangler is a dark spirit with a pit of a wight appearence. Quite fast, has a fair attack and defense, relatively low hitpoints. The special ability is that it covers a victim stack with it's body (if you can call a spirit a body). If the victim moves, it moves with it. Your troops can attack the victim without trouble. If the enemy attacks the strangler, then the damage is divided. 70% to the strangler, 30% to the strangler's victim. The victim itself can attack the strangler, but with the same penalty (does damage to itself).

>Dryad< (Forest of mystery)
The dryad is a tree-like spirit. It is meant as both an attacker and a spellcaster. It has medium speed, good defense and fair attack. Can cast the spells "enchant tree" and "remove tree". Enchant tree causes a tree to catch and hold any enemy that moves next to it for two rounds. Remove tree removes the tree (so that it is no longer an obsticle).


Level 4:

>Latmar< (Temple of the Latmari)
The latmar is a spirit wizard. Very low attack, fair defense. Can cast several spells: mindshock (DD spell), Spirit force (attack and defense + 25%. Only works on spirits), Energy wall (damage producing wall), friendship (costs a lot of spell points, eliminates all morale penalties for putting allignments together, but does not eliminate bad morale spells and undead penalty).

>Mevreni< (Shiftness court)
The Mevreni is the fastest creature of the game, both in movement and speed. It looks like a winged dark spirit.  It flies but cannot teleport (so it cannot get into castles fast or pass firewalls). The mevreni can also cast the speed spell as it's turn. The attack is fair, the defense is low, but high hitpoints make up for that.

>Channler< (Light flow)
Cloaked spirit with a dark face and very bright eyes. Left hand always holds the cloak together. The right hand leads elemental flows towards the target. The creature is technically a ranged attacker. Has statistics comparable to other rangers of its level. The channler negates any protection that was given by magic (light magic, fear me).


Level 5:

>Shocknymph< (Lightning pavilion)
The shocknymph is a beautiful female spirit with lightning flashing between the hands. On the battlefield, it is a melee attacker with no retaliation, first strike, medium speed and does tons of damage. Fairly low defense and low in numbers, though. Before battle, the nymphs charm creatures to their side (works the same way, with the same limitations as the charm skill). Every nymph can charm a certain amount of XP.

>Possesor< (Dark tower)
Looks like a shadow ghost. Good speed, flying, fair damage and defense. It can take possesion of an enemy creature. The victim and the possesor become one and cannot move or do anything until the possesor leaves. Friendly creatures can attack the victim of the possesor without fear of retaliation, but the possesor takes 25% of the damage done as well. Enemy troops cannot attack the possesor as long as it has a stack in possesion.
If there are only possesors on one side and they take possesion of a creature for more than three turns, then this equals fleeing.

>Phobia< (Mansion of madness)
Big spirit with a dark scary appearance. Very slow, but tough. Its attack causes the victim to automatically lose its next turn (but it will still retaliate). Excellent for defending spellcasters and ranged attackers.


Level 6:

>Energy spirit< (Energy pool)
Huge spirit flashing with energy (bit like the thunderbird animation). Fast and attacks all adjacent spaces by blasting an aura of energy around it. Damage is less than most level 6's, however. Lots of hitpoints, but defense not great.

>Talurin< (Talurin pillars)
Growth is only one per week, but this is the ultimate spellcaster. Looks like a larger and lot more powerful Latmar. It negates any magic resistance and protection (including magic mirror, black dragon and barbarian ultimate nightmare).
Spells include chain lightning, mind explosion (DD at level of implosion), spirit buffer (only castable on itself, but adds lots of hitpoints to the top creature), mass fervor, mass weakness.
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The Spirit Magic system.

The skill has the build-up of all the magic skills:
Spell learning:  Spirit Magic
Spell points:  Energetics
Spell power:  Guiding
The speciality skill here is intelligence. The intelligence skill increases the spellpoints of the hero and all heroes and creatures in the same army with B=10%, A=20%, E=30%, M=40% and GM=50%.


Level 1:

>Clear flow<  Adds 3 to speed and movement.

>Light Aura<  Adds 50% to ranged defense.

>Health<  Adds 25% to hitpoints.

>Sky vision<  Reveals all terrain in a radius of 20 squares on the map. Works only on the spot and once per day.

>Energy ripple<  Fireball effect, but very little damage. Not a fire attack.


Level 2:

>Mindshock<  Direct damage spell at level of icebolt.

>Spirit force<  Attack and damage increase with 25%. Works only on spirits.

>Energy capsule<  Target looses turn for two turns, but has a 50% increase in defense during that period. Castable on both friend and enemy.

>Lifting<  Gives the target the ability to fly.

>Windmaster<  Increases ship movement with 100% for one day.


Level 3:

>Mass health<  All creatures get 25% increase in hitpoints.

>Aura of peace<  The target cannot be attacked for two turns, but enemies still retaliate.

>Energy wall<  All enemy creatures passing through the wall recieve damage comparable to the fire ball damage. Friendly creatures take no damage.

>Lifting wind<  Increases movement on adventure map by 25% for one day.


Level 4:

>Mind explosion<  Direct damage spell of the same level as implosion.

>Mass flight<  All creatures gain the ability to fly.

>Dismaterialization<  The creature becomes insubstantial (gains 100% defense). Does not work on creatures who already have this as special ability.

>Field split<  Creates a force wall that splits the battlefield. The caster determines where it is going to be, but it has to be a straight line and cannot cross any creature or hero. The wall has an amount of hitpoints based on the casters level. If either friend or enemy wants to pass the wall, they must "kill" a part of the wall. Does not influence spells or ranged attacks. Can only be cast once per battle.


Level 5:

>Guarding<  Makes the stack immume to the first certain number of attacks. How many attacks deflected depends on level of caster (works basically like the robe of the guardian).

>Spiritual fire<  Does approximately half to two third the damage of the armageddon spell, but affects all enemy targets and none of yours.

>Tempest<  Halfs movement of all enemy and neutral armies on the map and increases movement of your and allied armies by 50% for one day. Costs 50 spell points.
___________________________________________________________

Unique buildings:


Pillar of storms:
Increases Spirit Magic effects of all allied heroes by 10%. Each consecutive pillar adds 2% less (so one city with a pillar adds 10%, two add 18%, three add 24%, etc.)


Temple of winds:
Increases movement by 10 for 3 days.  


Mana pool:
Permanently adds 3 spell points to any visiting hero.


Shop --> Traders post

Mage guild --> Tower of spirits

For now, I will assume an alliance to the factions of life and order, although that can be changed.

Library 1 (life) --> Pinacle of healing

Library 2 (order) --> Pinacle of balance
___________________________________________________________


That will do for the town. Now for a story:

For many era's, the spirits have lived in the realms of magic. They have watched worlds come and go. Then a mighty Talurin named Plixum rose to power. He insisted that it was the spirits' responsibility to lead the material worlds. He insisted that a disaster like the Reckoning would never have happened if the spirits had intervened. Many of the spirits agreed and Plixum opened a gate to the world of Axeoth, where he founded a number of outposts (the void towns).
On Axeoth, the lands of Paleandra and Great Arcan have gone to war with the ever expanding might of the Gold Sea forces. The elves have a hard time keeping their borders save. After the death of Waerjak, the barbarians started to fall back to their violent pasts. Nekross is waiting for the end of the war to use their necromantic powers on the corpses of the battlefield.
This is all changed with the arrival of the spirits. Plixum seems to become overly ambitious and wants to unite all of Axeoth under his rule. He gains many followers by preaching that the currect wars may lead to another Reckoning. The other lands make uneasy alliances and raise forces to stop him, but who will keep true to their cause and who will suddenly side with Plixum or try to take over the lands of Axeoth for themselves.

You keep shifting viewpoints between Plixum, the people who want to defeat him and the neutrals. Build up like the campaigns of HOMM3, all interconnected, ending in a gigantic showdown.
____________
Perception is everything.

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Dmnd
Dmnd


Famous Hero
Confused Girlie
posted March 24, 2003 11:57 AM

Great new creatures!

I have prolly been playing eq for too long, so when my mind thinks of an enchanter it tends to flit to that game.... :/  But it would be nice to see a few different types of spells if a new magic school came about.  Maybe consider a charm spell, rather than the order ability - and during a fight they can charm away a %amt of a stack to fight on their side, if so desired.

And maybe instead of the usual buffs of hp and range defence, they get more of a mix with some druid type buffs, ie a haste one, or a mana regen/increase one.  Mana increase could also be like an ability for them possibly.

Maybe too, they could have the ability or spell of a sort of illusion, the higher their magic skill the better sort of illusion they can gain ie master becomes the 5th or 6th lvl creature from their dwelling and they gain that creatures abilities while retaining their own spells and abilities .... and how many of that creature they turn into depends on their hps?

Anyhow just thoughts, to make the enchanter more unique
____________
Medusa >~> Looks that kill <~<

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Marelt_Ekiran
Marelt_Ekiran


Promising
Famous Hero
Watcher of All
posted March 24, 2003 07:47 PM
Edited By: Marelt_Ekiran on 24 Mar 2003

The spell point addition is already included in the speciality skill (intelligence) or the spirit magic school. Spirit magic also includes the speed spell (under a different name as a level 1 spell).

As for the illusions, that is a good idea. It would look like this, I assume.


Level 2:
>Astrayal form<  Only castable on caster. The hitpoints, attack, defense and damage of a normal astrayal are added to the same statistics of the caster. Caster takes the form of an astrayal.

Level 3:
>Kobold form<  Only castable on caster. The hitpoints, attack, defense and damage of a normal kobold are added to the same statistics of the caster. The caster also gains the kobold's slowing ability. Caster takes the form of a kobold.

Level 4:
>Channler form<  Only castable on caster. The hitpoints, attack, defense and damage of a normal channler are added to the same statistics of the caster. The caster also gains the ranged ability, has the ranged attack bonus added and gains the channler's special ability. Caster takes the form of a channler.

Level 5:
>Shocknymph form<  Only castable on caster. The hitpoints, attack, defense and damage of a normal shocknymph are added to the same statistics of the caster. Caster takes the form of a shocknymph.


Besides, I wrote a similar article in the insect town thread. Could anyone take a look at those ideas and make some suggestions?

____________
Perception is everything.

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lord_crusader
lord_crusader


Promising
Supreme Hero
UHU!! supreme!
posted March 25, 2003 12:03 AM

Hey Marelt_Ekiran good ideas , I like your new town
____________
Dig Out Your Soul

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Dmnd
Dmnd


Famous Hero
Confused Girlie
posted March 25, 2003 10:09 AM
Edited by alcibiades at 11:56, 29 Jun 2009.

Quote:
Besides, I wrote a similar article in the insect town thread. Could anyone take a look at those ideas and make some suggestions?



Oops

Sorry i cant bring myself to go near insects :/
*shudders*



Moderator's note:This topic has been closed, as it refers to an older version of the game. To discuss Heroes 3, please go to Library Of Enlightenment, to discuss Heroes 4, please go to War Room Of Axeoth, to discuss Heroes 5, go to Temple Of Ashan.
____________
Medusa >~> Looks that kill <~<

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