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Heroes Community > Heroes 7+ Altar of Wishes > Thread: My H6 faction suggestion
Thread: My H6 faction suggestion This thread is 9 pages long: 1 2 3 4 5 6 7 8 9 · «PREV
sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted June 05, 2008 01:21 PM

The Necromancer's Lore...its an exciting new twist to the playstyle of the Necropolis. Instead of raising you units from the dead, you convert the dead into your units. Its great work, hiddeneye. Love the names too and how you've given them a true boost to their power.

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thehiddeneye
thehiddeneye


Adventuring Hero
posted June 05, 2008 07:56 PM

More Necro details

To Sith- Necromancy still exists. The various "Raise" spells are only temporary (the battle's duration), you get permanent Undead troops only through Necromancy (and a similar Death Knight ability).
Also, note that the Animate Dead spell was removed (though perhaps I'll keep it as an ability)- each Undead unit requires its own personal Raise spell for resurrection.

Also, I'm pretty sure Nether Storm will be removed since the Lore currently has 3 damage spells- Plague, Nether Storm and Grey Hand, and it's against its feel of indirect damage and crippling the enemy rather than outright destroying it. Currently leaning towards a buff-removing spell, but other ideas?

Eventually I'll start doing the Death Knight Hymns (and will have to make them different than the Grey Elder spells) and Necro special abilities, but other Lores will come first.
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thehiddeneye
thehiddeneye


Adventuring Hero
posted June 09, 2008 04:36 PM
Edited by thehiddeneye at 16:40, 09 Jun 2008.

Grey Elder Revisions

First, here's the new Lore of Grey Elders:

Lore of the Grey Elders

1st level: Curse, Cancellation, Raise Skeleton, Raise Zombie

2nd level: Lamnet, Disruption, Plague, Raise Ghost

3rd level: Weakness, Greymantle, Raise Vampire, Raise Mummy

4th level: Lifedrinker, Links of Pain, Raise Lich, Raise Knight

5th level: Grey Hand, Death Calls, Raise Dragon, Raise Wight

Here are explanations about the new spells:

1st level (Apprentice):

Cancellation: Removes a number of buffs from an enemy whose total spell levels are equal to SP x 2 and whose SP is no more than your SP +5.

Advanced: Cap is raised to SP x 3 and SP +10 respectively.

Expert: Mass effect.

2nd level (Neophyte):

Plague became a 2nd level.

3rd level (Initiate):

* Greymantle: Reduces effectiveness of Radiant Glory and Wild Groves spells on an enemy unit by 30%. Lasts 1 round per half SP.

Advanced: Reduction is now 60%.

Expert: Can be used on friendly units.

4th level (Master):

Lifedrinker: Unit gains Life Drain ability for half your SP. Reduces max unit HP by 30% if used on a Living unit.

Advanced- Duration is full SP. No max HP reduction.

Expert- Unit gains Undead traits.

5th level (Grandmaster):  

* Grey Hand: Kills a set amount of units and removes all buffs from the stack (regardless of spell levels or SP).

Advanced: Outright destroys Summoned stacks.  

Expert: Kills a higher amount of units.

I've also been thinking about some Necro and DK abilities, perhaps tied to this Lore and perhaps not:

Undead Control (Necromancer ability): As long as the Necromancer concentrates (an automatic reduction of Initiative) and for up to 3 rounds, he may control a single enemy Undead unit as per Puppetmaster. Counts as a 3rd level spell for dispelling purposes.

Volley of Curses (Grey Elder ability): Whenever one of your units casts a Grey Elder spell on a unit (which means Nosferatu, Liches and Archliches), you automatically target it with a chosen curse of your own, at half its normal cost.

Endless Suffering (Grey Elder ability): Whenever targeting a unit already affected by a Grey Elder curse with another Grey Elder curse, the second curse gets +2 SP (up to 3 curses stack).

Song of Pain (Death Knight Hymn): Deals Magic damage to all Living units on the battlefield, which gets higher with a higher Bodycount.

Netherworld Cyclone (Death Knight Ultimate Ability): Resurrects all Undead units on the battlefield and increases their stats by 25% for 1 round per 100 Bodycount. Gets more powerful by a higher Bodycount.

Opinions?
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Darkshadows
Darkshadows


Hired Hero
Mhblah
posted June 09, 2008 06:24 PM

Will netherworld cyclone be usable only once?
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The power of Mhblah is Great

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thehiddeneye
thehiddeneye


Adventuring Hero
posted June 09, 2008 09:39 PM

About Cyclone

It will be usable either once, twice but no more than 3 times per battle. Haven't decided yet on how Hymns work exactly, especially the powerful ones. Remember they're Mana-free, so I might very likely limit the amount of times a Death Knight may use the more powerful Hymns like Song of Pain.
And here's another Grey Elders ability:

Curse of Spite (Grey Elders Expert ability): Whenever a Radiant Glory or Wild Groves spell is used by an enemy hero, you automatically target a random enemy creature with a Grey Elders spell of 1st-3rd level at half its normal cost.

Also, here's the next Lore I'm about to post, the Lore of Radiant Glory which is all about healing, buffs and fighting Evil!

1st level: Bless, Cure, Exorcism

2nd level: Stoneskin, Mirth, Magic Resistance

3rd level: Sacred Warding, Martyrdom, Hammer of Light

4th level: Slayer, Celestial Shield, Counterstrike

5th level: Resurrection, Divine Intervention, Avatar of Elrath

Note: Most Lores will have 15 spells overall (3 per level). The only spells which will have 16 spells per level will the summoning-oriented ones-Grey Elders, Genesis and Wild Groves. I'll post full details in the next few days, alongside more generic game details.
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thehiddeneye
thehiddeneye


Adventuring Hero
posted June 10, 2008 09:03 PM

Lore of Genesis

The Lore of Genesis is all about Elemental Magic, and is as varied as the 4 elements including buffs, damage and summoning spells.
It is associated with 2 Factions- the Dungeon (damage spell association) and the Conflux (buff and summoning association).

Spell List:

1st Level: Ice Bomb, Sparks, Summon Pygmy, Summon Sylph
2nd Level: Ice Bolt, Elemental Resistance, Ring of Fire,
Summon Undine
3rd level: Earthquake, Wall of Ash, Summon Salamander,
Summon Nimbus
4th level: Meteor Shower, Might of the Lords, Summon Naiad, Summon Morph
5th level: Implosion, Tornado, Summon Phoenix, Summon Dragon

The Genesis skill:

Basic Genesis: Allows you to learn 3rd level Genesis magic.
Allows up to 2 summoned stacks to be present on the battlefield at one time.
 
Advanced Genesis: Allows you to learn 4th level Genesis magic and cast your spells at an Advanced level. Requires at least 5 Genesis spells to be known (1 at least of 3rd level) before it can be learnt. Allows up to 4 summoned stacks to be present on the battlefield at one time.

Expert Genesis: Allows you to learn 5th level Genesis magic and cast your spells at an Expert level. Requires at least 7 Genesis spells to be known (1 at least of 4th level) before it can be learnt.  
Allows up to 6 summoned stacks to be present on the battlefield at one time.

Spell List:

1st level (Apprentice):

* Sparks (Air)- Deals Electricity damage to a single unit and 2 nearby tiles (picked randomly) and reduces its Initiative for 2 rounds.

Advanced- Damage is slightly increased.

Expert- Deals damage over all nearby tiles.

* Ice Bomb (Water)- Plants 2 randomly placed Ice Bombs on the battlefield. An Ice Bomb is very much like previous Heroes games Landmines, exploding and dealing Cold damage and reducing Speed by 1 when a unit passes over them (area effect damage)- OR when a Fire spell is cast within a certain range.

Advanced- May choose Ice Bomb location.  

Expert- May place 3 Ice Bombs.

* Summon Pygmy (Earth)- Summons a stack of Pygmy until the battle is ended. Further castings will increase the stack's size.  

Advanced- Summons additional Pgymies.  

Expert- Summons Gnomes or Craggomancers.

* Summon Sylph (Air)- Summons a stack of Sylphs until the battle is ended. Further castings will increase the stack's size.  
 
Advanced- Summons additional Sylphs.  

Expert- Summons Windlings or Fae.

* More spells will be added when I edit the post...

Note: Elemental Terrains

In H6, each terrain has an associated element. Elementalists, Planeswalkers and Warlocks may see a terrain's associated element and use it to their advantage. Genesis Lore Elemental spells are overall more powerful on their associated terrain (doesn't include the Fiery Chaos and Cloud Philosopher Elemental spells, since they are "tainted" with the non-Elemental powers of Order and Chaos). Indoor terrains don't have an associated element, Hidden Vale is neutral (no spell modification) and Maelstorm terrain shifts its element randomly every round. Also, Burning Core, Cloudlands, Crystal Fields and Lucid Pools offer double the bonus and penalty.  

Air: Cloudlands, Plains and Dark Forest (+1 SP for Air spells,
-1 SP for Earth spells).  

Earth: Crystal Fields, Forest, Gravedirt and Underworld (+1 SP for Earth spells, -1 SP for Air spells).  

Fire: Burning Core, Desert, Lava and Roughlands (+1 SP for Fire spells, -1 SP for Water spells).  

Water: Grasslands, Lucid Pools, Snow and Swamp (+1 SP for Water spells, -1 SP for Fire spells).  

* Upcoming: Lore of Radiant Glory, Economy, the Adventure Map, the Map Editor and more...



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Zoltan
Zoltan


Hired Hero
posted September 01, 2008 12:54 AM

I read all this thread (this rhyme!), from end to end, it's lovely, a game like this will be perfect!! Later, i will put my ideas.
____________
A sha, the Spider-Goddess,
S witch the Life,
H ail yours followers,
A we yours enemies.

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thehiddeneye
thehiddeneye


Adventuring Hero
posted September 09, 2008 06:41 PM

Thread "resurrection"

After quite a long time, I've decided to "resurrect" the thread and post some of my remaining H6 ideas, bit by bit. Expect updates soon. In the meantime, here's the optional concept of Captains, inspired (or copied, whatever you name it) from the H3 Wake of Gods:

- Captains -

Captains offer a combination between creatures and heroes. Like creatures, they can actually fight and get killed. Like heroes, they can be equipped with Captain-specific artifacts (and all Creature artifacts such as Alchemist Trinkets, Witch Dotcor Potions and so on and so on), level up with the hero (or the town they're associated with- see below) and improve their abilities. Slain captains may be raised by magic (although they count as 5th level creatures for Resurrection purposes- I'll post details in the Radiant Glory details), or for a price at a town or Temple neutral building.
High-level Captains are powerful compared to regular creature stacks (although not unbalanced combat monsters like H4 high-level heroes), but getting the Captain killed in the midst of combat carries a hefty Morale penalty (or severe Mana loss in the case of Morale-less factions like Conflux and Necropolis). Thus, before combat starts you may choose to field or not field your Captain. Each hero may have 1 Captain in his army, who takes the specific Captain slot. Thus, an Army contains a hero, a Captain and up to 7 creature stacks. In addition to travelling with the hero, Captains may also be left at the town garrison (in the Captain's Quarter slot) or at a mine or neutral garrison building. Captains without a hero gain experience faster than those with a hero. Likewise, heroes without a Captain gain experience faster. So you have a choice to make.  

Heroes do not automatically start with a Captain- they can be recruited for a price at the Captain's Quarter common structure, which requires a Fort and a Tavern to be present in town.  

A sample Captain: the Necropolis Bone Collector:

The Bone Collector is a hideous construct made of various sharpened human and animal bones, in the manner of a twisted spider. Although not Undead itself (forcing Death Knights and Necromancers employing a Bone Collector to rely on the Mechanist ability, presence of Gremlins or Repair Cloud Philosophers spell for mid-combat resurrection) and quite vulnerable compared to other Captains, it has good Speed and damage and many nasty and annoying abilities- just like a true Necropolis creation.

Good Abilities: Damage, Speed
Average Abilities: Attack, initiative
Bad Abilities: Defense, HP

Level 1: Mechanical, Skeletal (50% damage from ranged attacks)
Level 4: Spellbook: Advanced Raise Skeleton, Basic Plague
Level 8: Bone Shards (30% chance to inflict Basic Greymantle every hit), Magic Resistance 25%
Level 12: Spellbook: Expert Raise Ghost, Advanced Raise Vampire, Mana Leech
Level 16: Life Leech, Magic Resistance 40%
Level 20: Bejeweled Bones (10% damage from ranged attacks)- replaces Skeletal, Spellbook: Expert Raise Lich, Advanced Death Calls

Opinions?
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Card_Ximinez
Card_Ximinez


Famous Hero
no
posted September 10, 2008 05:26 PM

Thehiddeneye, I've read the whole suggestion and all I have to say is: Fantastic! This is the best suggestion for H6 I've read. My fave factions would be the Coven and the Citadel.
____________
wtf this still exists

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