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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Maelstorm
Thread: Maelstorm
Tomash
Tomash


Hired Hero
posted July 28, 2010 07:37 PM
Edited by Tomash at 22:51, 28 Jul 2010.

Maelstorm

Main idea is disappearance of dragons due to elemental Maelstorm caused by Zehir's attempt to summon dragon gods of element (Zehit vanished in portal after failure). This caused creation of new lands, eruption of volcanos and empowering magic in Ashan. But Dragon Gods, because of the audacity of mortals, turned away from humans, elves and dwarves. I know that everybody, me too, loves dragons but they are demigods in Ashan. I think they place is in legends and dangerous adventures not in castles. They could still be encountered in Ashan but way more powerful. And two-ways unit improvement system is good and I use it here.

xxx means I dont have idea of unit now.

Empire
Regency of Queen Freyda gives years of peace for Empire. Fanatics had been completely destroyed, and Church of Elrath helped in restoring peace. However, war has destroyed the economy and ruined the country. Queen decided to send troops and conquer new lands for Empire. And the ships sail on!

Empire units may choose two ways: classic, heavy armored style or colonist, light armoured style.

1. Peasant - Militia/Conscript
2. Archer - Crossbowman/Musketeer
Crossbowman has no range penalty. Musketeer deals more damage on short range but less on long range, no melee penalty.
3. Footman - Templar/Swashbuckler
Templar has shield and better defense but is slow. Swashbuckler is without shield but better offence and speed.
4. Griphon - Battle Griphon/Hippogryph
5. Priest - Bishop/Missionary
Caster, shooter, no melee penalty. Bishop is more powerful but Missionary has ability Convert (take control over enemy unit, mind-proff units are unaffected)
6. Cavalier - Paladin/Conquistador
Paladin can cast random blessing and deals more damage. Conquistador is shooter but no melee penalty.
7. Angel - Archangel/Dawnbringer

Inferno
Something devil-themed but I have no fresh ideas about it xD

Grey Elves
After the traumatic days of Queen Isabel's War and bloody battles in dungeons two tribes of elves were shattered. Moreover, the disappearance of dragons resulted in breaking away from old traditions in some clans. Elves of Irollan decided to hide themeselves from rest of the world in the darkness of the night. Lava eruptions in underworld totaly destroyed capital of Yggchall. Survivors of dark elves left grim caves and one night two tribes met and after months of deliberations elves united. From that day, they call themselves Grey Elves.

Two ways: traditional, harmonious, druidistic way and night, savage, spiritual way.

1. Pixie - Dryad/Wild Soul
2. Warrior - Storm Dancer/Nightblade
Storm Dancer has abilities: Clearing the Ground - chance to throw off enemy on hit, Hurricane - attack all enemies around. Nightblade has Invisibility.
3. Hunter - Stalker/Shade Hunter
Shade Hunter always hits incorporal unit like Ghost etc.
4. Druid - Keeper of Groove/Shaman
5. Unicorn - xxx/Silver Unicorn
6. Moontouched - Lycan/Werewolf
Moontouched are elves who passed the moon ritual and gained power to turn into wolf forms. Lycans are calm and inteligent. Werewolf are ferocious and wild.
7. Treant - Forrest Lord/Savager
Stronger than in HoMM 5 treants are tanks on battlefields. Forrest Lord is more defensive, Savager is wild nature fury

Necropolis
Cult of Death gathered more and more adepts but awoken shadows are hungry for new souls to devour. It's not clear now whether the Necromancers mastered death ... or vice versa.

Two ways: typical, cold undeads or fearful soul-devourers.

1. Skeleton - Skeleton Archer/Skeleton Warrior
2. Zombie - Ghoul/Ghast
3. Ghost - Phantom/Wraith
4. Vampire - Vampire Lord/Mortal Hunter
Can not teleport.
5. Shadow Priest - Lich/Soul Reaver
6. Shadow - Nightstalker/Horror
Teleport.
7. Bone Dragon - Spectre Dragon/Souleater

Forge
After retreating of dark elves, dwarves decided to open borders to foreigners. Fascinated in golem craft technology dwarves adapted it by mixing with runelore. Runematic, as they call it, totaly changed theirs cities and army yet still classic rune magic is important to them. Dwarves also managed to tame terrifying mountain beasts - behemoths, to serves in army.

Two ways: heavy metal, runematic defense or blazing assault.

1. Bronze Guard - Steel Guard/Mountain Guard
2. Engineer - Mechanic/Detonator
All three has ability to repair war machines, and shoot autocrossbows with no ammo limit. Mechanic can repair (even fallen one) Mechanobear and copters. Detonator can attack directly on enemy castle object.
3. Bear Rider - Mechanobear Rider/Blackbear Rider
Mechanobear are treated as mechanical unit (poison-, mind-, blind-proof, always neutral morale, immune to slow).
4. Runecopter - Drakecopter/Bombarder
Dwarven flying machines. Drakecopter is shaped like dragon, becouse nations of Ashan now worship them even more. Bombarder has abillity to fly above enemy and throw multiple runebombs on it.
5. Battlemage - Runemage/Pyromage
6. Thane - Juggernaut/Flame Lord
Juggernaut is heavily armored Thane, lots of defense.
7. Behemoth - Armoured Behemoth/Ancient Behemoth
Lots of damage xD

Caliphate
Succesors of Zehir elemental magic continued his study, but evil and corruption entered palaces of wisdom. Slave market and harems were built. Magic is now longer way to enlightment but to power and wealth.

Two ways: neutral, wise side of magic or evil, elemental storm.

1. Slave Worker - Gremlin Foreman/Magic Thief
2. Stone Golem - Steel Golem/xxx
3. Elemental Conflux (can summon whatever type of elemental, still limited total amount per week) - Elemental Nexus
(upgrade of elementals: Blaze, Diamond, Storm and Ice elementals)
4. Mage - Archmage/Sorcerer
Sorcerer can cast random destructive magic spell and has no mana limit but cannot shoot.
5. Djinn - Djinn Sultan/Ifreet
6. xxx - xxx/xxx
7. Giant - Colossus/Titan

Horde
Those who once walked road to freedom, now struggle to maintain unity. Old orcs strifes came back, and some chieftans start to fight each other. Even position of Khan is questioned...

Two ways: proud and disciplined or bloody demonblood inheritance.

1. Goblin - Dart Thrower/Marauder
Dart Thrower has poisonous darts for ranged combat. Marauder is very aggressive and can attack without order.
2. Wolf Rider - Wolf Cavalry/Worgen Rider
Return of HoMM 3 Wolf Riders but now orcs not goblins ride wolves.
3. Bonechanter - Windwalker/Earthwarden
New Shaman and upgrades. Windwalker can also casts Lightning, Earthwarden casts some earth damage spell.
4. Minotaur - Totemist/Crimson Bull
Freed Minotaurs joined Horde and try to retrieve pride like orcs did it before. But Crimson Bull are still wrathful and bloody butchers.
5. Slayer - Warlord/Ravager
6. Wyvern - Wyrmdrake/Paokai
Wyrmdrake sounds like "tuna fish" but I have no other ideas now
7. Cyclop - Furious Cyclop/Bloodeyed Cyclop

Abyssal
Sudden elemental maelstorm shake Ashan to the deepest bottom. Ancient race of inteligent, magic using lizard traveled to surface to discover reason of recent events. "The World Above" was completely new for them, so they decided to explore it. Lizards established lairs in rainforest and swamps and immediately afterwards encountered human colonizators and horde nomad tribes.

Two ways: poison swamp or  deep ocean themes.

1. Lurker - Bog Trapper/xxx
2. Lizard Archer - xxx/xxx
3. xxx - Bazilisk/Marine
Marine is lizard with halaberd. Base infantry unit in Abyssal.
4. Witch - Hag/Hathran
Lizard caster. Hags are more beast than inteligent lizard.
5. xxx - xxx/xxx
Some flying unit.
6. Naga - Viper/Naga Queen
Return of HoMM 3 Naga. Viper has poisonous attack.
7. Hydra - Chaos Hydra/Abyssal Hydra
Found by Lizards in depths of underworld Hydras now serves in their army.


Some ideas are similar to WoW but I didn't want "Heroes of Might & Magic: Cataclysm". I rather tried to upgrade and mix factions from former HoMM games.

Plot could be something like that: Good guys (Empire, Horde) with internal problems vs bad guys (Necropolis, Caliphate) who became evil and evil plus neutral Forge and not precised Abyssal helping one or other side in the main game. Then expansion "Inferno Strikes Back!" also return of Grey Elves which hide in forrest till demons attack.

And sorry for my english xD I know that it's terrible

Special thanks to Jiriki9 for some units concepts.
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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted July 28, 2010 08:37 PM

I think lvl 6 is too high for werewolf,maybe switch the place with unicorn.
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Tomash
Tomash


Hired Hero
posted July 28, 2010 08:48 PM

But this isn't ordinary werewolf but 4 tiles-big, elite lycantroph. I wanted to make something special for new elves night theme that's why 6 lvl. It's same reason why i put freed minotaurs on 5 lvl.
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MattII
MattII


Legendary Hero
posted July 28, 2010 08:48 PM
Edited by MattII at 20:58, 28 Jul 2010.

Well, I can see you put some thought into this, good work, although I'd agree with Lizard that the werewolf is too high, and you can't get out of it by saying that it's bigger unless you can explain how it 'got' bigger.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 28, 2010 09:08 PM

Seems nice
some suggestions for xxx-units:


Grey Elves:
5. Unicorn - xxx/Silver Unicorn
I don't know which shall be the silver unicorn, but War Unicorn, Black Unicorn, a Unicorn-Pegasus-Breed could be possible options...

Caliphate:
1. Gremlin - xxx/xxx
Going for the old upgrades? Gremlin Master (/Mastergremlin), Gremlin Foreman, Saboteur, Worker, Slave, Free Gremlin.
For the Evil side: Magic Thief - the gremlin is a thief but not of ordinary type...it can steel positive magic from enemy units.

2. Stone Golem - Steel Golem/xxx
I suggest for going for a Sand Golem, Magma Golem, Mud Golem or Storm Golem.

6. Rakshasa - Rakshasa Kshatra/xxx
I hate Rakshasas, so no suggestion there since I also donÄt know them too good.

7. Colossus - Titan/xxx
Why not Giant - Titan/Colossus?
Else: Gold Colossus, Dark Colossus/Titan/Giant,...

Two ways: proud and disciplined or bloody demonblood inheritance.

Orcs:
1. Goblin - Dart Thrower/Marauder
Dart Thrower has poisonous darts for ranged combat. Marauder is very aggressive and can attack without order.

2. Centaur - xxx/xxx
I also hate the demonblood-centaurs, somehow^^ but okay
For Pride/DIscipline:
-C. Nomad: Strong in Melee and Range
-C. Champion: Strong in Defense
-C. Ranger: No Range penalty?
For Demonblood:
-Furious Centaur: Enraged, more melee based
-Centaur Ambusher: Enemy can't see the centaurs until their first attack, which deals much more damage.

Quote:
Two ways: deep ocean theme or poison swamp theme.

tell me: why? why a deep ocean theme when they seem to have been underground before?!? Or I understood you wrong...

Abyssal:
1. Lurker - xxx/Bog Trapper
? What's a Lurker?

2. Lizard Archer - xxx/xxx
Lizard Warrior/Venom Archer

3. xxx - Marine/Bazilisk
Don't think this good...BASILISK IS mythological a giant snake, as far as I know...hurts for me to think of it wielding any weapon...

5. xxx - xxx/xxx
Some flying unit... Wyvern? Serpent Fly? Bird? Bat?

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Tomash
Tomash


Hired Hero
posted July 28, 2010 10:09 PM
Edited by Tomash at 22:25, 28 Jul 2010.

Grey Elves
Werewolf is bigger becouse it's new unit and it can be bigger xD It's same reason why Thane is big (dwarves were always small). Elite elven druid passes through Moontouch Ritual and gains ability to enlarge and gets wolf-like form.

Abyssal
Lurker, as name suggests, is lizard who lurks in jungles and swamps. Bazilisk - ok, it shouldn't wield anything. Maybe standard unit should use spear and upgrade, Marine, should use Halberd.
About themes: swamp would be main theme due to current lizards dwelling in swamps and rainforests. But they came from ocean and their capital is in the Abyssal. Therefore royal units are ocean themed. Abyssal system of sunken caves range under all Ashan and some endes in Underworld. Hydras originates from that half-flooded caves and (it will sound weird xD) are good swimmers. Lizards found them and tamed even earlier than Dark Elves. Becouse lizards lived underwater I have no idea of unit which could fly xD Maybe something tamed in swamps.

Caliphate
Slave Worker for base unit and Gremlin Foreman/Magic Thief for upgrades could perfectly fit in Caliphate politic system. I don't like Rakshasa too, but still have no idea what could replace them. Giant - Colossus/Titan is good idea too, thanks man

Horde
Goblin - Dart Thrower/Marauder is good concept. Also I removed Centaurs (they were overpowered in ToE IMO xD) and other units are now 1 level lower so I can place flying unit - return of Wyverns
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 28, 2010 11:15 PM

thanks for taking some of my ideas in

what do you say for my golem proposals?

aalso, I LIKE centaurs! but not as they were in H5...

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