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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Academy's evil Twin
Thread: Academy's evil Twin
Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted October 04, 2007 12:03 AM
Edited by Moonlith at 00:31, 04 Oct 2007.

Academy's evil Twin

Here's the deal.

If I had to choose a hero to develop, I would prefer a magic class hero. They're just plain more fun to play. So, what choices do I have in that sense? Forget about Knights, for one thing. Rangers and Demonlords don't have spellpower, so they make lousy heroes as well.

Next, the Warlock. Hmmm true, decent, interesting, yet he lacks potency with Dark Magic, lacks decent knowledge, and I dislike the town view. So meh, next.

Necromancer, lovely Dark Magic, lack of destructive though, usefull summoning magic, hmhm, hmhm, nice, nice.... But again, lack of Knowledge and a fun enough army. Sure the necro army is decent to play with, but... Meh, I don't know. I don't like the general atmosphere all that much. Besides, I miss Destructive, and it all feels more dead than mystical / magical.

Ahhh the wizard, easily the most potent spellcaster featuring Spellpower and Knowledge. But, oh dear, crap, mage guild specializes in Light and Summoning, my least two favourite magic schools, chances of getting decent dark and destructive are thus slim (even with library), and the creature lineup I rather dislike. Not evil dislike.

That made me wonder. Why can't there be a hero who actually specializes in Spellpower, Knowledge, Dark Magic, Destructive Magic, and has a fun, usefull and interesting creature lineup?

That's when I started thinking of Academy's evil twin. (Something that would definately be my all-time favourite faction if only it were in the game... Ahhh well, can't hurt to fantasize!)



The Dark Mages

Heroes: Powermongers

Faction name: Abso-freaking no idea.... Academy's dark evil renegade Twin sounds nice?

Broken free from the laws and order promoted by the Academies, those wizards that grew corrupt with an unhealthy desire for power, yet refused to turn Lich, soon became known as Powermongers, alias Dark Mages, seeking ways to increase their power while siding nor with Necromancers nor with Warlocks, while combining both their abilities in a powerfull mix.

Like wizards, the Powermongers concentrate on SpellPower and Knowledge, with SpellPower being the predominant attribute. Unlike wizards though, the Powermongers do not care too much for Light or Summoning Magic, and sooner study the fine arts of Dark and Destructive magic, Summoning and Light being the respectively the third and fourth option. Their towns, like Academies, provides the Library. (Primary two magic schools are Dark and Destructive, duh)

Town overview: Depict the Heroes 1 Warlock's Town view to get the right kind of atmosphere. Semi-forlorn wastelands under a twilight / darkening sky.


Dark Mages use their power to control Various outcasted (by Nival!), wasteland creatures, bringing them under their control by the use of Mind control.

Stat build:

Attack: 5 %
Defense: 5 %
Power: 50 %
Knowledge: 40 %

Racial Skill: Powersapping
Basic: Powermonger's Spellpower is increased by 0,01% of his army's total power.
Advanced: Powermonger's Spellpower is increased by 0,03% of his army's total power.
Expert: Powermonger's Spellpower is increased by 0,05% of his army's total power.
Ultimate: Powermonger's Spellpower is increased by 0,075% of his army's total power.
(I am tempted to consider this a bit overpowered, since tier 7 units generally have around 2000+ power, that would mean at expert level, each level 7 unit alone would provide at least _+1 Spellpower... Not sure how to even it though without making it too underpowered...)

Abilities:
Enforced Magic (Reduces total enemy Magic resistance (not immunity) by 50%. Additionally, resisted spells still deal 10% of their normal effect.)
Empowered Spells (Same as Warlock's)
Power Distribution (Powermonger gains an ability to temporarily sacrifice Spellpower in order to grant twice as much defense bonus to its creatures)
Ultimate: Double effect to all Dark and Destructive spells ?

Quick creature overview:

1 Shadows Walker / Shooter
2 Gargoyles Flyer
3 Rogues Walker
4 Dark Followers Walker / Caster / Tank
5 Gorgons Shooter
6 Rocs Flyer
7 Behemoths Walker


Creature details:

------------------------------------------------------------------------------------------------------

Model depiction: Darker ghosts / spectres.


Tier1: Shade

Attack: 1
Damage: 1-1
Defense: 2
Health: 4
Speed: 5
Initiative: 8
Shots: 0
Mana: 0
Growth: 17
Specials: - Darkened Creature (Can be affected by Dark Revival, is imune to dark blast)
- Incorperal
- Immunity to Dark Magic


Tier1 upgr 1: Ghal

Attack: 2
Damage: 1-2
Defense: 2
Health: 8
Speed: 5
Initiative: 9
Shots: 12
Mana: 0
Growth: 17
Specials: - Darkened Creature (Can be affected by Dark Revival, is imune to dark blast)
- Incorperal
- Immunity to Dark Magic
- Shooter (Dark Blast: targets a 3x3 area)


Tier1 upgr 2: (My mind went dead...)

Attack: 1
Damage: 1-1
Defense: 3
Health: 9
Speed: 6
Initiative: 10
Shots: 0
Mana: 0
Growth: 17
Specials: - Darkened Creature (Can be affected by Dark Revival, is imune to dark blast)
- Incorperal
- Immunity to Dark Magic
- Dark Revival (Sacrifices part of the stack in order to revive allied Dark Creature stack. Healed HP is equal to sacrified HP.)

Don't hate me for the names, seriously, I had no idea what to name them. These blackened shadows are naturally drawn to the Powermongers by their sheer display of power, and their abilities are bound to serve Powermongers well both in early and late games.

------------------------------------------------------------------------------------------------------

Model depiction: Heroes3 Gargoyles


Tier2: Gargoyle

Attack: 2
Damage: 1-1
Defense: 5
Health: 15
Speed: 7
Initiative: 10
Shots: 0
Mana: 0
Growth: 13
Specials: - Darkened Creature (Is imune to dark blast)
- Flyer
- Elemental (cannot be revived, neither by Dark Revival)


Tier2 upgr 1: Sinister Gargoyle

Attack: 2
Damage: 1-2
Defense: 6
Health: 24
Speed: 9
Initiative: 12
Shots: 0
Mana: 0
Growth: 13
Specials: - Darkened Creature (Is imune to dark blast)
- Flyer
- Elemental (cannot be revived, neither by Dark Revival)
- Dark Renewal (Instead of attacking, a unit within range can be chosen. Any Dark Spells affecting the target will be renewed, and their effects increased by 50%.)


Tier2 upgr 2: Terror Gargoyle

Attack: 2
Damage: 1-3
Defense: 6
Health: 22
Speed: 9
Initiative: 12
Shots: 0
Mana: 0
Growth: 13
Specials: - Darkened Creature (Is imune to dark blast)
- Flyer
- Elemental (cannot be revived, neither by Dark Revival)
- Dispell (Dispells Light Magic effects from target stack, chance of casting weakness afterwards)


Back to their monstreous shape, these refined Gargoyles were presented by the Powermongers as what they perceived as improvements of the Gargoyles that wizards use. Although durable, their damage output is low. Their speed and initiative though make them perfect for rushing out early to block shooters, after which their abilities can be put to use.

------------------------------------------------------------------------------------------------------

Model depiction: Scouts


Tier3: Rogue

Attack: 6
Damage: 4-7
Defense: 3
Health: 18
Speed: 4
Initiative: 12
Shots: 0
Mana: 0
Growth: 10
Specials: - Darkened Creature (Can be affected by Dark Revival, is imune to dark blast)
- No enemy Retaliation


Tier3 upgr 1: Haunter

Attack: 7
Damage: 4-10
Defense: 4
Health: 20
Speed: 5
Initiative: 12
Shots: 0
Mana: 0
Growth: 10
Specials: - Darkened Creature (Can be affected by Dark Revival, is imune to dark blast)
- No enemy Retaliation
- Invisibility


Tier3 upgr 2: Berserk Rogue

Attack: 6
Damage: 4-8
Defense: 5
Health: 22
Speed: 4
Initiative: 13
Shots: 0
Mana: 0
Growth: 10
Specials: - Darkened Creature (Can be affected by Dark Revival, is imune to dark blast)
- No enemy Retaliation
- Attacks all adjecent creatures
- Enraged
- Imune to Mind affecting spells
- Unlimited Retaliation

That's right, they are based after the Heroes 1 Rogues. Clearly offense, these former outcasts, bandits and mercenaries, now turned fanatic followers, hope to receive their rewards in due time, by serving the Powermongers well as their main infantry.

------------------------------------------------------------------------------------------------------

Model depiction: Warlocks riding on Heroes3 Basilisks


Tier4: Dark Follower

Attack: 7
Damage: 5-11
Defense: 10
Health: 45
Speed: 4
Initiative: 10
Shots: 0
Mana: 18
Growth: 5
Specials: - Darkened Creature (Can be affected by Dark Revival, is imune to dark blast)
- Caster (Suffering, Ice Bolt)
- Large Creature
- Imune to Mind affecting spells


Tier4 upgr 1: Dark Zealot

Attack: 7
Damage: 5-11
Defense: 11
Health: 50
Speed: 5
Initiative: 10
Shots: 0
Mana: 22
Growth: 5
Specials: - Darkened Creature (Can be affected by Dark Revival, is imune to dark blast)
- Caster (Suffering, Ice Bolt, Mass Slow, Frenzy)
- Large Creature
- Imune to Mind affecting spells


Tier4 upgr 2: Beast Master

Attack: 8
Damage: 6-12
Defense: 12
Health: 55
Speed: 5
Initiative: 10
Shots: 0
Mana: 12
Growth: 5
Specials: - Darkened Creature (Can be affected by Dark Revival, is imune to dark blast)
- Caster (Suffering, Ice Bolt)
- Petrifying gaze (Chance of turning the target to stone, likes heroes 3)
- Large Creature
- Imune to Mind affecting spells

The heavy cavalry of the Powermonger's army, these units combine a Basilisk's durability and powerfull ability with the rider's ability to cast spells, making up for their lack of speed. Engaging is not required as they generally support from the backline. The finest rogues (or rather, the weakest Powermongers) specialize in spells supporting the hero's own, and from there on, they are to choose wether to concentrate on their power and increase their usefullness in spellcasting (They learn Frenzy, woot!), or concentrate on training their mount, making for more powerfull and effective Basilisks to support the ranks.

------------------------------------------------------------------------------------------------------

Model depiction: Heroes3 Medusa


Tier5: Gorgon

Attack: 14
Damage: 12-14
Defense: 13
Health: 65
Speed: 6
Initiative: 9
Shots: 4
Mana: 0
Growth: 3
Specials: - Darkened Creature (Can be affected by Dark Revival, is imune to dark blast)
- Shooter
- Large Creature


Tier5 upgr 1: Mighty Gorgon

Attack: 14
Damage: 12-15
Defense: 20
Health: 72
Speed: 6
Initiative: 9
Shots: 4
Mana: 0
Growth: 3
Specials: - Darkened Creature (Can be affected by Dark Revival, is imune to dark blast)
- Shooter
- Large Creature
- Death stare (Each unit in stack has a 10% chance of killing an additional enemy creature upon melee attack)
- No melee penalty


Tier5 upgr 2: Medusa

Attack: 19
Damage: 15-20
Defense: 14
Health: 65
Speed: 6
Initiative: 10
Shots: 8
Mana: 0
Growth: 3
Specials: - Darkened Creature (Can be affected by Dark Revival, is imune to dark blast)
- Shooter
- Large Creature
- Death stare (Each unit in stack has a 10% chance of killing an additional enemy creature upon melee attack)

These wretched naga-like creatures, scattered into the deeper parts of the wastelands, were swiftly brought into the Powermonger's ranks by sheer mind control. They combine the classic Heroes 3 Medusa's ability to shoot with the gorgon's death stare, making again a dangerous unit both at range and close combat. Their damage output is fairly low, especially considering Powermonger's don't deal very much with Attack stats, but their death stare severely makes up for this weakness. The main difference in upgrades lies in offense and defense orientation.

------------------------------------------------------------------------------------------------------

Model depiction: Heroes3 Roc, Heroes5 Phoenix


Tier6: Roc

Attack: 18
Damage: 19-25
Defense: 22
Health: 95
Speed: 8
Initiative: 11
Shots: 0
Mana: 0
Growth: 2
Specials: - Darkened Creature (Can be affected by Dark Revival, is imune to dark blast)
- Flyer


Tier6 upgr 1: Thunderbird

Attack: 20
Damage: 20-25
Defense: 22
Health: 125
Speed: 8
Initiative: 12
Shots: 0
Mana: 0
Growth: 2
Specials: - Darkened Creature (Can be affected by Dark Revival, is imune to dark blast)
- Flyer
- Lightning strike (Target has a chance to be additionally struck by a Lightning bolt), with Master of Storms effect.
- Retaliation Strike has Master of Storms effect.


Tier6 upgr 2: Wasteland Frostbird

Attack: 19
Damage: 19-25
Defense: 23
Health: 140
Speed: 8
Initiative: 11
Shots: 0
Mana: 0
Growth: 2
Specials: - Darkened Creature (Can be affected by Dark Revival, is imune to dark blast)
- Flyer
- Freeze strike (Instead of attacking, Circle of Winter is cast on Wasteland Frostbirds (damaging all adjecent squares), with Master of Frost effect.
- Retaliation Strike has Master of Frost effect.

Like medusas, these creatures are brought into the ranks through mindcontrol from the Powermongers, forming the main and solid airforce.
------------------------------------------------------------------------------------------------------

Model depiction: Heroes3 Behemoth


Tier7: Behemoth

Attack: 23
Damage: 30-50
Defense: 23
Health: 250
Speed: 5
Initiative: 9
Shots: 0
Mana: 0
Growth: 1
Specials: - Darkened Creature (Can be affected by Dark Revival, is imune to dark blast)
- Large Creature
- Target defense is reduced by 40%


Tier7 upgr 1: Ancient Behemoth

Attack: 23
Damage: 30-50
Defense: 24
Health: 300
Speed: 5
Initiative: 9
Shots: 0
Mana: 0
Growth: 1
Specials: - Darkened Creature (Can be affected by Dark Revival, is imune to dark blast)
- Large Creature
- Target defense is reduced by 80%
- Ensnare Target (Last attacked stack becomes ensnared, en will be attacked when trying to move away from Ancient behemoths)


Tier7 upgr 2: Berserk Behemoth

Attack: 25
Damage: 40-50
Defense: 23
Health: 275
Speed: 6
Initiative: 9
Shots: 0
Mana: 0
Growth: 1
Specials: - Darkened Creature (Can be affected by Dark Revival, is imune to dark blast)
- Large Creature
- Target defense is reduced by 40%
- Enraged
- No Enemy Retaliation
- Imune to Mind affecting spells

Cast out by the former barbarians (curse you Nival!) The behemoths were finally enlisted by the Powermongers as their ultimate symbol of power, a role they fulfill insanely well, as no creature alive is capable of standing up against the overwhelming attack of the good old Behemoths! Their only drawback, though, would be their speed.

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As is obvious the ranks need to make up for lack of support from their hero (no Attack or Defense, OR artificer), doing so mainly through deadly and powerfull abilities, and higher than average health, granting a bit extra protection against Destructive magic. Obvious weaknesses include, naturally, Frenzy and Puppetmaster (medusas, behemoths, OUCH!), but their hero might very well gain some resistance to that through skills.



Right, I've done enough ranting. This would be a faction I would sincerely enjoy, and regret not seeing in heroes V. I personally think their ranks are fairly solid and back each other up well enough. Opinions, critisism, and suggestions, are obviously welcome!

Peace out

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roy-algriffin
roy-algriffin


Supreme Hero
Chocolate ice cream zealot
posted October 04, 2007 12:21 AM

I really like the faction. But necro is alrerady a evil twin for acedemy unfortunatly. I would prefer a syvlan/demon crossover now that we have the orcs but which is crazed with destructive magic .
Of course this is a really nice idea. just the basic history for this faction is pretty much already taken
____________
"Am i a demon? No im a priest of the light! THE BLOODY RED LIGHT"

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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted October 04, 2007 12:24 AM

Yah, kinda it is. The history was only rushed, really. If anything they are like a crossover between Warlocks and Necromancers, while retaining Wizard's knowledge. Any alternate hitory is of course, wide open for interpretation. Don't mind that part too much.

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Lord_Evil
Lord_Evil


Famous Hero
Evil lolcat
posted October 04, 2007 07:33 AM
Edited by Lord_Evil at 08:43, 04 Oct 2007.

You know i whas more thinking about Renegades thet think thet the wey of the necromancer is true there wont be any hero becase those units will Renegades but it will be fun to pley whit them.

1.Evil Gremlin (like in the moovie "Gremlins")
2.Dark Garagoyl (those Garagoyls whit red yeys thet wastch you)
3.Flesh Golem (no need explenation)
4.Black Mage (EVIL!!!)
5.Efreet (Cast Fire Spells)
6.Untamed Rakshasa (ancient demon)
7.Cheos Titan (ancient one)

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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted October 04, 2007 07:51 AM
Edited by Moonlith at 07:52, 04 Oct 2007.

I had been thinking of something like that but their lineup would be the exact same type as Academy's then, which is one of the core reasons I don't like to play Academy  This is not renegades, this is a faction that stands on its own.

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GenieLord
GenieLord


Honorable
Legendary Hero
posted October 04, 2007 01:15 PM

I have to admit that a magical hero with Dark and Destructive magics is missing in the game. If Warlocks had Dark Magic intead of Summoning (that doesn't fit them anyway), it would be great.

Well, your idea sounds pretty nice. However, it's mostly a faction made of creatures that haven't been put in HOMM5. The Roc can be great here (like it was on H2), but I can't see how creatures like Behemoths fit here.

I think you should build a whole new faction about that basic idea - evil magical faction with Dark and Destructive magics, but without a relation to Academy. A whole new race, based on this concept.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted October 04, 2007 01:52 PM

Well, to make a faction which creatures comes just as antiparts of already existing creatures seems a bit pointless to me.

However, a Dark / Destructive caster class would be nice - that would be the Magic Hero side of Inferno, which currently is missing.
____________
What will happen now?

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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted October 04, 2007 02:40 PM

yeah coming up with decent creatures was a fairly hard part.

I wanted the Black gargoyles ala Heroes 3 in it though no matter what, since they seemed to fit a dark magician very well. And I think they should stay in there as fast, tanky flyers, usefull both in early and end game to block shooters, like they did in heroes 1.

I liked the rogues surprisingly well too, they fit nicely. Tier 4 - 7 is a crazy mixture of ancient Fortress and Stronghold. Behemoths actually do fit I think, if you picture them more blackened and monstrous.

Fact is, a faction like this NEEDS such abilities like Deathstare and 80% defense reduction to survive, since neither attack or defense, OR artificer is present (which is Academy's trickcard). Yeah the hero could go for light and use 1-3 light magic boosts, but the abilities are definately needed.

That aside, it's rather hard to come up with a decent race to support this sort of hero. Any suggestions? Or suggestions for other creatures? (I wanted to fling in Dark angels with immunity to dark, caster of suffering on strike, and life drain, but that's practicly overrated and overused already...)

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watcher83
watcher83


Supreme Hero
Child of Malassa
posted October 12, 2007 01:18 PM

academy's evil twin could be a remade asylum from homm4 seen as the free cities castle

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