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Heroes Community > Age of Heroes Coliseum > Thread: ICTC: Planars
Thread: ICTC: Planars
JortoBadfingrs
JortoBadfingrs

Tavern Dweller
posted February 05, 2006 09:10 PM
Edited by Lich_King on 5 Feb 2006

ICTC: Planars

This was something I thought up today. This is going to be a little weak on the history, as I never played HoMM for the storyline/background, but rather the multiplayer.
The number stats I put in are simply, its been a while since i've played homm, and I don't quite remember the general stat trends per tier.

Name: Planars
"Without magic, we wouldn't exist."
Worship: Magic in its pure form.
Neutral Race- Magic Oriented- Levitating Buildings, Associated with the crystalline, transparent and ethereal.
Associated Colors: Cyan, white, magenta
Symbol: Electrified serpent wrapped around an orb.

Storyline: Not familiar with heroes storyline, didn't make this with the intent to provide storyline, only gameplay.

Main secondary resources: gems and crystal.
Ability to teleport/ send units in between towns if teleports are in both locations.
Replacement for conflux, more or less, although there is much more emphasis on magic instead of the elements, and only one related unit tier that is purchasable in this town.
(I wanted to create something original instead of rehashing units from the old heroes games)
May build academy, where heroes may learn the basic level of one school of magic for free.
Also can build Pillars of Warding- Grants an additional 10-15% magic resistance to units defending against a siege.
Main attributes: Magic hero- Spell power, (primary) knowledge (secondary)
Might hero- Defense, (primary) Spell power (secondary)
Racial unique ability- Magical Bond: May sacrifice a stack of planar creatures or elementals (also summoned) in order to greatly empower a spell. Will not work on creatures other than neutral magical creatures. Mana cost still applies to the spell, although it is slightly reduced for balance. So powerful are the magical energies taking place during this ability that the destroyed stack may not be ressurected. Higher levels of this ability allow arcane power so great that the caster may use spells he/she does not know at expert levels of the magical, including ones that would regularly be cut off by their wisdom ability. The efficiency of thee spell is also improved.

Creatures
Tier 1
Mephit?- These curious little relatives of imps are attracted to magic in its pure state. Although they are weak, they are very fast and have the ability to fly.
Speed: v. fast (9)
Attack: 1
Damage 1-2
Defense 1
Health: 3
Cost: 35
Special Abilities: Flying

Bright Mephit:
These mephits are a bit more vigorous than the regular stock. Better acquainted with magic, they leave trails of sparkling dust as they fly. They also have the ability to occasionally can remove enemy enchantments
Speed: 11
Attack: 2
Damage: 1-3
Defense: 2
Health: 5
Cost: 45
Special Abilities: Flying, chance to dispel beneficial magic on hit.

Tier 2
Enlightened
Description: These tiny people bear resemblance to gnomes. Through intensive magical study, they have learned the secrets of immortality. They are capable of shooting blasts of magic at the opponent, that although weak individually, are very powerful while the enlightened are in great numbers. They are also capable of using a highly focused magical attack that causes a large explosion, (like that of the Inferno spell in Heroes of Might and Magic V,) although it leaves them exhausted and unable to act during the next round. The blast attack is also weaker against individual stacks than would be the standard ranged attack of the enlightened.
Movement: 3
Attack: 3
Damage 2-5
Defense: 2
Health: 7
Shots: 8
Cost: 60
Special abilities: 10% magic resistance, ranged, magical explosion.
Adepts: These Enlightened have learned so fully the secrets of the ethereal plane that they have left their fleshy bodies in favor of a more spectral one...
Movement: 3
Attack: 5
Damage: 3-5
Defense: 2
Health: 8
Shots: 8
Cost: 85
Special Abilities: 20% Magic resistance, ethereal, ranged, magical explosion.

Tier 3
Planar Battlers:
The quintessential fighting troop of the planars, this unit fights with great ferocity, and is known to smash units into unconsciousness with their maces.
Movement: 5
Attack: 7
Damage 6-12
Defense: 5
Health: 15
Cost 155
Special Abilities: Chance to stun on hit.

Planar Warlords:
These are the most ruthless are viscious Planar Warlords. The swiftness and force of their attack leaves the enemy unable to counterattack.
Movement: 7
Attack: 11
Damage: 8-17
Defense: 7
Health: 19
Cost: 175
Special Abilities: Chance to stun on hit, no enemy retaliation.


Tier 4
Spark Wyrmlings:
Called wyrmlings arbitrarily, as they are not true dragons, but relatives. These bright eyed creatures look adorable, but are a force to be reckoned with when they are attacked. They can discharge arced lightning from their mouths, damaging several adjacent targets.
Speed: 7
Attack: 10
Damage: 8-13
Abilities: Chain lightning attack, flying.

Storm Wyrmlings: These units are slightly faster and stronger than Spark Wyrmlings, and have a chance to proc lightning on their main target.
Special abilities: Flying, chain lightning attack, chance to cast lightning bolt on primary attack target.

Tier 5
Enchanted Armor- Armor, shield, sword, and soul of a fallen warrior in combat. The magical forces binding the armor and soul together allow for self-repair every round.
speed: slow
attack: mid
defense: high

Special abilities: Can repair damage to health at the end of each round.

Burning Armor: The soul of this enchanted armor burns for vengeance. Anything attacking at close range will be burned by its vengeful spirit. (Like Fire Shield in HoMM III)
Special abilities: Regenerating, Damage shield.

Tier 6
Psychic elemental:
This unit is highly attuned to the workings of the mind. It is completely impervious to any mind spells, and emanates psychic waves when attacking, damaging adjacent targets. Psychic elementals also levitate, avoiding landmines and other magical impediments on the map. They may also cast forgetfulness on enemy units.
Special Abilities: Immune to mind affecting spells, levitating, attacks adjacent enemies, may cast forgetfulness.

Magic Elementals: These creatures are the embodiment of magical energies. They are completely impervious to magical spells. They also may cast numerous destructive and dark magic spells on their enemies.
Abilities: Levitation, attacks adjacent creatures, spellcasting, immune to magic.

Tier 7
Planar Barons:
The ruling class of the planars, these towering beings somewhat resemble giants, but have no corporeal body, but reside within an ethereal one. They shine brilliant white and attack using pure magical energy through their arms and ethereal tentacle-like appendages. Although they cannnot manipulate magic for spellcasting, they have a deep understanding of it, and are very resistant to spells.
Speed: fast
Damage: high
Defense: medium high
Health: high.
Special abilities: 75% spell resistance, ethereal.

Planar Overlords: These beings are on a whole other level than other sentient beings, and are generally not understood by mere mortals. They can tap the spirit of their nearby allies to make a crushing blow, with strength that rivals that of other high deities. The energy the Planar Overlord takes from his allies during this leaves them unable to act on their next turn where they could have been active.
Special abilities: 100% spell resistance, awesome smiting, ethereal.
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FriendOfGunnar
FriendOfGunnar


Honorable
Legendary Hero
able to speed up time
posted February 07, 2006 07:34 PM

Planars
Race(4 +4 )=8 there’s no unifying race
History(0 +0 )=0 If I had to slog through the history to ensure compatibility then you should to.
Creatures(4 +3 )= 7 , battlers seem mundane, enchanted armor is clever, psychic elemental is repeat, how do wyrmlings fit into the faction?
Balance(3 +5 )=8 enlightened power is interesting
Originality=6


There’s potential here
(minus one for no flag)
Total Score=28  

How I graded these:
Race (Originality [1-5]+Compatibility with HOMM5 universe[1-5])
History (How interesting is it to me [1-5] +Compatibility with HOMM5 universe [1-5])
Creatures (Originality [1-5] +Internal Consistency [1-5])
Balance  (are the special skills inventive [1-5] + Does it have a variety of flyers, shooters, walkers, spell-casters [1-5]
Originality (all the originality scores added up and divided by two.  This means that creativity counts twice. [1-10])


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phoenixzs
phoenixzs


Adventuring Hero
posted February 09, 2006 08:58 PM

Race:6
History:0
Creatures:6(some creatures remind me of inferno
Balance:7
originality:7( it reminds me Something out of the planescape setting.But still some original ideas like living armor and ý am not aganist using some old stuff)

Total
26/50

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frakel
frakel


Adventuring Hero
posted February 10, 2006 01:37 AM

Race: 5 (I like the concept of this town, but without more description this is as good as it gets. But great potential. You really should have developed it further!)

History: 0 (No history - no points...)

Creatures: 5 (Like your race: great, but undeveloped potential here.)

Balance: 6 (Seems ok, but its difficult to judge from the many stat-numbers. It would have been easier if you had listed creature strength and weaknesses in text as well).

Originality: 6 (Hero ability is nice, as is the psychic elemental. A fresh concept for a town.)

Overall: 22
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kookastar
kookastar


Honorable
Legendary Hero
posted February 10, 2006 11:18 AM

Race 4
History 0
Creatures 6
Balance 6
Originality 7
23/50

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Valeriy
Valeriy

Mage of the Land
Naughty, Naughty Valeriy
posted February 23, 2006 09:51 AM

by ThE_HyDrA

Race: 5
History: 0
Creatures: 7
Balance: 8
Originality: 6
Total: 26
Comments: Resembles the Academy’s motto and beliefs too much – there is a magic town already. The creatures are very original, balanced, and creative, but the last few levels are slightly unfinished. A good idea, but no history doesn’t ensure a good chance of winning.
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Be an example of what you want to see on HC and in the world.
http://www.heroesofmightandmagic.com

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