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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Magic Schools and Factions
Thread: Magic Schools and Factions
kornuletz
kornuletz


Hired Hero
posted October 04, 2010 02:55 PM

Magic Schools and Factions

As far as I understand, there will be 7 magic schools in the game:
light, dark, earth, fire, water, air, primordial.

Now, assuming that each faction will have only a limited amount of magic schools, like in h4 or h5, which magic schools do You think will belong to which factions?

My assumption (pure speculation) is:
haven - light, water
4th faction - light, air
inferno - dark, fire
necropolis - dark, earth
(MAYBE: 5th - primordial)

This would make the most sense for the known factions IMO, and for the 4th, assuming it is academy or sylvan, would suit air+light best.

What other combos can you think off? Major flaws in my assumption?

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bludgeon
bludgeon


Known Hero
posted October 04, 2010 03:12 PM
Edited by bludgeon at 15:13, 04 Oct 2010.

I'm predicting:

Haven: light (protective) & earth (defensive)

Necropolis: dark (afflictive) & earth (defensive and resurrecting undead)

Inferno: fire (destructive) & air (freedom)

Rampart*: air (freedom) & primordial (nature?)

Naga*: water (?) & light or dark (depending on how nagas are presented, more good or more evil)

* - I'm assuming 4th faction will be elves and 5th will be naga. No particular reason beside my preferences.

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MrDragon
MrDragon


Supreme Hero
Eats people with Ketchup
posted October 04, 2010 05:12 PM

My prediction is 3 elements per faction, 1 primary and 2 secondary.
It fits better with the concept of being able to customize more, something they are hammering into the game.
Gives your hero more choice in magical specializations.

Haven: Light as primary, Earth and Fire secondary.
Light's a given, they worship Elrath.
Earth seems to best capture the spirit of defense, while Fire, especially combined with Light gives them the best and most "retributive" flavored offense.

Necropolis: Dark as primary, Earth and Water secondary.
Dark's a given here as well, necromancy is traditionally a "dark art".
Earth also ties in with their slower, stable, wear em down gameplay.
Water plays on the concepts of poisons and cold, both of which are strong necromantic weapons as their own troops are immune or resistant to such effects.

Inferno: Fire as primary, Dark and Air as secondary.
Fire... again it's their thing, the whole faction is on fire, their creatures are on fire.. need I carry on?
Dark because at the end of the day, they are more about afflicting their foes then bolstering their own, they are an offensive faction.
Air gives them much needed utility and plays on the subtle elements of freedom and their mercurial nature.

*Sylvan: Earth as primary, Water and Light as secondary.
Earth, again is central to them, though counter-intuitive to their gameplay, they worship the earth dragon Sylhanna.
Water plays on their sense of purity and might provide them with the offensive tools in the form of winter's harsh cold or poisonous plants and animals to give them an offensive edge.
Light further reinforces their positive traits and gives them access to the offensive buffs they are so keen on.

*Academy: Air as primary, Light and Fire as secondary.
Air is because they seem most tied to the Dragon of Air which in fact was a popular deity for humanity before Elrath become more commonplace in Haven, it also fits the faction from a style point of view.
Fire because wizards and fireballs go way back, wizards are known for their raw offensive power on the battlefield through magical fire and explosions.
Light to reinforce their positive aspects and grant defensive buffs to their relatively frail units.

*Dungeon: Fire as primary, Earth and Dark as secondary.
Raw offensive, explosive magical power has always defined the warlocks, Fire seems the most suited element, even if they have a pact with the followers of the dragon of darkness.
Earth because it's their very home ground, it is everywhere they look, they must learn to master it or be undone by it.
Dark because of the aforementioned pact, their offensive nature and their affinity for destruction and crippling the enemy.

*Sanctuary: Water as primary, Air and either Light or Dark.
Water is central to the Naga culture, again because of the dragon they follow.
Air reinforces a more elegant, free and offensive feel because I cannot imagine them as being "earthy".
Light or Dark depends on how they are portrayed, to early to say anything, my bet's on Light though, simply because the town is called Sanctuary (from what we know.)


Primordial magic I think will be reserved for special high power spells, possibly only learned from maxed out mage guilds or even only on the adventure map through certain objects.
Maybe only as skills aquired by leveling.
As it is linked to Asha and Urgash or Order and Chaos respectively, it is probably the home to mighty and unusual spells.

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Nelgirith
Nelgirith


Promising
Supreme Hero
posted October 04, 2010 05:48 PM

I'm quite sure every faction will have 2 elemental + Primordial.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted October 04, 2010 06:02 PM

Quote:
I'm quite sure every faction will have 2 elemental + Primordial.

So you mean Primordial = Adventure magic?
____________
What will happen now?

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kornuletz
kornuletz


Hired Hero
posted October 04, 2010 06:20 PM

Very interesting ideas. I like also the idea that each faction could have a main and 2 secondary elements, nice concept.

Just wanted to add that I imagine water as mostly about heals and dispels (regeneration etc), inspired from Homm3 but with less offensive power.

In that sense it would fit haven best (and generally "defensive" factions). Of course ice magic is destructive thus offensive, but I would rather have those ice spells either left out or deal small damage and secondary effects, to further differentiate water magic from other magics like fire or air (which have alot of direct damage spells).

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Nelgirith
Nelgirith


Promising
Supreme Hero
posted October 04, 2010 06:22 PM

Quote:
Quote:
I'm quite sure every faction will have 2 elemental + Primordial.

So you mean Primordial = Adventure magic?


That I don't know, I'm wondering myself. Since it's said that Primordial magic is linked to Asha and Urgash, I expect some powerful spells in this school.

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MrDragon
MrDragon


Supreme Hero
Eats people with Ketchup
posted October 04, 2010 06:34 PM

Quote:
Very interesting ideas. I like also the idea that each faction could have a main and 2 secondary elements, nice concept.

Just wanted to add that I imagine water as mostly about heals and dispels (regeneration etc), inspired from Homm3 but with less offensive power.

In that sense it would fit haven best (and generally "defensive" factions). Of course ice magic is destructive thus offensive, but I would rather have those ice spells either left out or deal small damage and secondary effects, to further differentiate water magic from other magics like fire or air (which have alot of direct damage spells).

I imagine Fire will be more raw damage and water more utility, I imagine frost spells will be less deadly then fire equivalents but might slow or freeze enemies.
Similarly poison I'd fit under water and applies a damage per turn debuff.

I'd say, have water be nice and flexible, because that captures the spirit of water, it always finds its way around an obstacle. (unless you put it in a bucket )

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MattII
MattII


Legendary Hero
posted October 04, 2010 08:19 PM

The problem with assigning primary schools to every faction is that three of the factions (Academy, Necropolis, Inferno) will end up with Primordial as their primary since they don't have any truck with the schools. We also have the issue that we now have no idea what spells will be in each school, will Light still be mostly blessings, will Dark still be mostly cursings?

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kornuletz
kornuletz


Hired Hero
posted October 07, 2010 10:41 AM

A possibility how to make one magic school primary is to give a faction a bonus to casting that particular school.
So a faction would have access to X, Y Z magic schools but a % increase in potency in X school, as it is the primary school.

Related to magic, it could be interesting (notice: COULD, i am not certain ) to have different magic schools related to different terrain types, so that You do bonus damage on it. This way the battle field would influence the choice of magics (even more).

Also, new original spells would be welcome IMO. H3 had alot of spells and since then H4 and H5 have been basically recycling and reordering.

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MrDragon
MrDragon


Supreme Hero
Eats people with Ketchup
posted October 07, 2010 11:05 AM

Quote:
The problem with assigning primary schools to every faction is that three of the factions (Academy, Necropolis, Inferno) will end up with Primordial as their primary since they don't have any truck with the schools. We also have the issue that we now have no idea what spells will be in each school, will Light still be mostly blessings, will Dark still be mostly cursings?

What do you mean?
I'd give Inferno Fire as main, heck even the PDF suggests that they now have the most devastating direct damage magic.
Academy if I recall correctly seems lick to the Dragon of Air though they like Haven also revere the Dragon of Light.
Necropolis obviously utilizes a lot of Dark magic.
I really don't see how those 3 need to be primordial.

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MattII
MattII


Legendary Hero
posted October 07, 2010 08:25 PM
Edited by MattII at 21:13, 07 Oct 2010.

Quote:
I'd give Inferno Fire as main, heck even the PDF suggests that they now have the most devastating direct damage magic.
Except that the Dwarves worship the Fire Dragon. Besides, Inferno is the spawn of the Dragon of Chaos.

Quote:
Academy if I recall correctly seems lick to the Dragon of Air though they like Haven also revere the Dragon of Light.
Actually the Free Cities worship the Air Dragon, the Wizards don't worship any of them.

Quote:
Necropolis obviously utilizes a lot of Dark magic.
Yeah, but Dungeon worships the Dark Dragon, so logically 'they' should have it as their primary.

Quote:
I really don't see how those 3 need to be primordial.
Because all the other elements are already covered, and because none of them worship the elemental dragons in any case.

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MrDragon
MrDragon


Supreme Hero
Eats people with Ketchup
posted October 07, 2010 08:49 PM

So you're saying no two towns should be allowed to have the same element as primary?
Going on the basis of possibly 9 towns, there simply will have to be overlap.
Primordial magic being it's own non-elemental school strikes me as a higher ranking form of magic.

Also not every primary town needs to directly fall in line with it's dragon, or require a dragon to follow a certain way of magic.

In my opinion, it would make more sense to have all towns have (limited) access to Primordial magic, after all, all six dragons originally came from Asha who represents one half of the Primordial school.

It would be extremely inelegant to have 6 elemental schools that directly oppose each other and then 1 "same ranking" sorta hanging off the end.
Water v Fire
Air v Earth
Light v Dark
Primordial v nothing at all.

Seeing as it is linked to the "higher ranking" dragons, two of them in fact, I think it's logical to assume it will be more advanced magic.

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LordGodric
LordGodric


Known Hero
The Griffin Rider
posted October 10, 2010 01:29 AM

Some concepts about schools

Light: Healing, Blessing, Protecting and Ressurecting - nothing new here.

Air: spells that affect ranged attacks (fog wall, precision), initiative and speed boosts (haste!), some adventure spells, like something to veiw unseen/unexplored areas fo the map (some thing with birds vision), wind demage (for example a hurricane to mess with flyers), and, of course, lighting demage.

Water: some blesses, maybe more about luck and morale, some curses like 'rust armor', spells that enhace casting abilities (of casters, not the hero ones!), some adventure spells to improve movement on water when sailing (and why not a water walking?), and cold demange (ice bolt!!)... and maybe some spell about a flood, or a big rain/storm...

Earth: Defense boosts, something about getting more resourses (mining and producing more trees to cut), a spell that entagle the enemy in roots - someting like the treant ability-, another one that summon a giant carnivore plant, spells that change the terrain, either in battle or in the adventure map, earthquake and implosion.

Fire: attack boosts like blood lust, berserk and others, and heavy fire demage, fire arrow, fire ball, fire wall, fire circle, fire square, fire pentagon, fire dodecahedron, inferno and armageddon.

Dark: curses, rise dead, blindness, waekness, poison, vampirism, and others.

Primal: maybe pure arcane power, some blesses, some curses, some arcane demage (magic missile?), and summonig primal forces, like elementals and the blue phoenix...
primal is a special school, so no faction gets it as core magic school.


taking the ideia about 1 primary and 2 secundary:
Heaven: Light - Water - Air
Inferno: Fire - Dark - ???
Necro: Dark - Earth - Water
*Sylvan: Earth - Light - Air
*Academy: Water - Fire - Air
**Naga: Water - Earth - Dark or Light
**Faceless: Dark - Earth - Air
**Dwarves: Earth - Light - Fire
**Orcs: Fire - Earth - ???
**DarkElves: Dark - Fire - Air
**DragonKnights: Light .... maybe Dark - Air

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MattII
MattII


Legendary Hero
posted October 10, 2010 02:13 AM

Well beyond the known dragon-worship schools I'm not going to speculate on who gets what, IMO we still don't know enough.

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invictus7
invictus7


Adventuring Hero
Lurking About...
posted October 10, 2010 06:17 AM

Building on 1 primary 2 secondary...

HavenLIGHT obviously: blesses, morale, regeneration etc.
WATER-Harrying and hindering the enemy; helping indirectly and spells such as remove obstacle.
FIRE Blunt damage- increasing hand-to-hand; lowering defence to raise attack (seems kind of Haven's style with it being a straightforward school
OREARTH with similar reasons to fire although defensive. on second thoughts I think Earth is more suitable to haven than fire .

InfernoFIRE bit of a no-brainer.
DARK Curses pretty much the opposite of light but subtler as with water and air.
EARTH simple, defensive, but can be very destructive with higher level spells namely: Implosion.


NecropolisDARK with spells such as Sacrifice and animate dead/raise dead subtle.
AIR subtle with spells such as haste and precision not much direct damage but still a valuable school.
WATER I think necro is a subtle faction along with academy.
or fire
Not entirely sure on this one,^^ your criticism would be welcomed.  

*AcademyAIR obviously.
WATER subtle etc.
LIGHT to differ it from necro


*SylvanEARTH
LIGHT


*Dungeon-- Dark Elves


*=not sure if will be in game.

____________
Question Convention

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