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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Faction concept - The Primeval
Thread: Faction concept - The Primeval
Voii
Voii

Tavern Dweller
Apprentice
posted May 03, 2011 03:56 PM

Faction concept - The Primeval

The Primeval

Story: Evolution knows no compromise. When new comes, old must vanish. Among chaos, when gods fought their wars, ages before first humanoids appeared, minor gods and random expressions of magical energy created a variety of creatures. Different in size and intelligence, as a product of magical mutation they were unable to evolve. Strictly bound to the environment they were born in, the Primeval ruled the world for thousands of years. Unfortunately for them, progress requires sacrifices. They didn't see any threat in hairy humanoids running around with clubs, busy killing each other. Soon enough they found them building cities, castles, overtaking every possible territory. After a few short centuries, most of the Primeval were extinct. The few who were left decided to reunite with mother earth through fighting - not for survival, but for an honorable death. Not bothered by problems of the present world they fight everyone, taking last stands in places, which they decided will become their graves.
Believes: Most of the Primeval believe in Mother Earth, creator of everything, including other, minor gods. Some of them, however, are incapable of religious belief.
Pros:
Native territory - Every unit fights better in its natural environment, with slightly increased statistics, movement speed and special abilities.
Mothers Love - As creations of magic, all Primeval are naturally magic resistant, receiving 5%(+5 on Native Territory) decreased magic damage and 10%(+5) shorter negative influence spells.
Cons:
Extinction – ancient races breed very slowly, general population growth is low.  
Aversion –  the Primevals' variety and inside conflicts result in low morale(never reaches maximum value).
Architecture: The Primeval adapted natural caves, abandoned mines and tunnels to their needs. Fungal forests, ponds, and primitive huts lay around great monument of Mother Earth (primitive civilizations, statue of pregnant woman.)
Tactics: Primeval are, in general, defensive creatures. Apart from two units, they are unable to use magic, the magical energy contained within them is in its most chaotic form. Highly specialized, every unit is most useful in a selected few tasks. Rapid, sudden attacks, and long, though defense is the Primevals' preferred strategy in combat.
Race skill:
Sacrifice – At the beginning of a battle, hero can select one unit to become sacrifice(-1 creature), and gain Native territory effect on other, randomly selected unit.
Basic – effects core units, plus percentage of hero's magical power is converted to units magic resistance
Advanced – can now buff elite units, plus 25% to Native Territory effect to unit that's already under effect
Expert – can now buff champion units, plus 50% to Native Territory effect to unit that's already under effect
Ultimate – Always effects highest level unit, doubles Native Territory influence.

Core

Ratmen – rat/beaver hybrid, walking on two feet, does not look pretty. That was a main reason why ratmen were banished from city canals and ponds. Their simple minds were able to process that serving bigger primevals is good for them. So they serve as first line troops. Their native environment is swamp.
Agility – 15% chance to dodge physical projectiles
Disgust – all humanoids are disgust by ratmen look, always attacking them first, before selected target, dealing -20%(+15) damage to them, and –50% to target selected. There is 10%(+5) for ratmen to doge this attack.
Slumrat(up) – some of ratmen managed to stay in the cities, becoming shifty thieves, able to hide in the shadows. Their native environment are cities, roads, suburbs.
Camouflage – 20% chance to dodge physical projectiles
Thief – slumrat can steal 40%(+15) of projectiles or mana from unit standing right next to him. While under Native Territory influence 50% of mana/ammo stole is converted to attack damage for next attack.
Hatred – always retaliates to humanoids.

Cog'el – An interesting creature it is, symbiotic organism. Some think that it was created by bonding sea spirit with small crustaceans and molluscs. It just looks like constantly moving pile of goo. Its natural environment is sea shore, salty ground.
Brainless – Cog'el has no brain, its resistant to mind effects.
Sharpshooter – pieces of Cog'el's body can travel through battlefield, dealing physical damage, no matter the range
Protective shield – little crabs in Cog'el's body can form a barrier to all kinds of damage, protecting him for 50%(+15) and unit directly behind him for 60%(+5). While in this state, Cog'el cannot attack, it's counterattacks are 50% weaker. Defended unit cannot move.
Mog'el(up) – Adult form of Cog'el with bigger crustaceans.
Brainless – Mog'el has no brain, its resistant to mind effects.
Sharpshooter – pieces of Mog'el's body can travel through battlefield, dealing physical damage, no matter the range
Untouchable – sharp edges of shells and crust gives back 15%(+10) of damage received. Plus, Mog'el can ultimately shield himself and friendly unit for several rounds, blocking 75%(+5) of damage. In this stance he can always counterattack with 75% strength, though he may not attack himself. Defended unit cannot move.

Hermit – A human? That's right, hermits were the only one to be trusted by primevals. Their strong bond to mother earth causes them to feel pain of allied primevals. They use it to enrage their inner energy, at some point, they can transform it into spell. Their native territories are deserts, rocky wastelands.
Natural Rage – every time friendly primeval unit suffers injuries hermit gains mana. Effect weakens in time.
Prayer – hermit begs mother earth to help his army during battle. It buffs Natural Territory effect by 15%(+10)(only on unit that gained effect from heroes skill). If unit isn't under influence of N.T. prayer removes debuffs and heals(won't resurrect).
Curse – hermit curses selected enemy.
Blooddrinker(up) – only a few hermits were able to change natures decisions and control death. Their bond to primevals is so great, they suffer with them.
Natural Pain - every time friendly primeval unit suffers injuries hermit gains mana and receives physical damage equal to amount of mana absorbed. Effect weakens in time. Also, blooddrinker, once per battle, can absorb mana from injured units around him. After using this skill his speed drops to 50% to the end of the battle.
Bloodshed – Blooddrinker sacrifices single nearby unit to change natures decision, and replace N.T. buff placed by hero(+25% to effect) If he uses this skill on unit without N.T. buff he resurrects(+15% hp).
Cripple – Blooddrinker cripples selected enemy

Elite

Eyehead– probably the oldest living primeval, expression of minor forest god. It represents the most powerful creature living at a time of its creation – giant centipede. It's solid crust is covered with moss, creating a pattern close to an eye. Its natural environment is forest.
Ancient plate – 20%(+10) chance to block 50% melee damage.
Giant Claws – enemy wont retaliate.
Canonball – every 3 rounds eyehead can turn into living ball and charge an enemy ahead of him. Powerful blast knocks enemy back 3 squares., if another enemy units blocks the way, its inflicted with 30% of damage dealt to original target. Under N.T. effect eyehead goes back to his previous location. Canonball can be used as a projectile for Salamanders powerful swing.
Arushon(up) – Arushon is an eyehead who survived test of fire.
Resistance to fire – Arushon is resistant to fire spells.
Echo – Arushon's plate vibrates every time he's hit by negative magic spell or ability. 20%(+10) chance to reflect it to nearest enemy unit.
Giant claws - enemy wont retaliate.
Fireball - every 3 rounds Arushon can turn into living ball and charge an enemy ahead of him. Powerful blast knocks enemy back 3 squares., if another enemy units blocks the way, its inflicted with 40% of damage dealt to original target. Under N.T. effect Arushon stuns the enemy. Fireball can be used as a projectile for Geckomanders firetail swing.

Astral Visage– Astral Visage is a degenerated spirit of light, bond to a living creature. Great amount of energy needed for them to survive slowly drains life from their hosts. They can also feed on light reflected by snow.
Flight – Visage can fly.
Shooter – Visage can fire laser beam hurting first enemy in path, and next behind him for 60%(+10) of damage.
Sun energy – while on snowy ground, Visages mana is doubled.
Illusion – Astral Visage can charm friendly unit inducing N.T. effect for one round(cannot charm champion unit). While under N.T. effect, Visage can attack before round ends(cannot use magic), after charming unit of lower level than his own.
Spells – blind, holy light(bless)
Astral Avatar(up)– Astral Avatar is created when two light spirits try to feed on one body. They can create bond to each other, causing them to become conjoined twins.
Flight – Avatar can fly.
Shooter - Avatar can fire laser beam hurting every enemy in path, -20%(-5) on hit.
Fatamorgana - Astral Avatar can charm every friendly unit inducing N.T. effect for one round. While under N.T. effect, Avatar can attack before round ends, after charming core or elite unit(cannot use magic)
Parasite – One of the spirits can detach himself from body and bond to enemy unit. It cripples unit, and while under N.T. effect, Avatar drains energy from host and converts it to mana. Without his twin brother, single Avatar degrades to Astral Visage.
Spells – holy light(bless)

Salamander– Salamander is a great amphibian possessed by fire spirit. Its natural territories are volcanic wastelands.
Toxic Vapor – Heat of its spirit causes Salamander to transpire deadly poison from its skin. It poisons surrounding enemies.
Powerful Swing – every second round Salamander can swing its tail and hit three enemies in front of him. Under N.T. effect, salamander knocks them back 3 squares. If there are no enemies in front of him, salamander hits the ground causing cloud of dust spreading 3 squares ahead. It slows down enemies for 2 rounds, under N.T. effect poisons them for 3 rounds. Powerful swing can by combined with eyeheads canonball. Salamander launches eyehead in direction, hurting all enemies in line for the same amount of damage, knocking them all back. If salamander is under N.T. effect first enemy is poisoned, when eyehead is under N.T. effect he goes back to his original location. If they are both under N.T. effect canonball and powerful swing abilities refresh one round faster. Both abilities must be active to use combo.
Geckomander(up)– incarnation of fire spirit, great reptile capable of climbing every volcanic cliff.
Wa'als Interaction – Geckomander is capable of holding down four enemies who attacked him. Lasts several rounds.  Under N.T. effect it deals fire damage to bound enemies each round.
Resistance to fire – Geckomander is resistant to fire damage.
Firetail Swing – every second round Geckomander can swing its tail and hit three enemies in front of him. Under N.T. effect, Geckomander knocks them back one square and deals fire damage. If there are no enemies in front of him, Geckomander hits the ground causing cloud of dust spreading 3 squares ahead. It lights enemies on fire for 3 rounds, under N.T. effect blinds them for 1 round. Firetail swing can by combined with Arushons fireball. Geckomander launches Arushon in direction, hurting all enemies in line for the same amount of damage, knocking them all back. If Geckomander is under N.T. effect all enemies suffer additional fire damage, when Arushon is under N.T. effect he stuns first enemy for duration. If they are both under N.T. effect fireball and firetail swing abilities refresh one round faster. Both abilities must be active to use combo.

Champion

Phantasm– 'Terror and fear accumulated in ancient dungeons are impersonated as a Phantasm. Invisible underground, it consumes light on surface. Representing our greatest fears, phantasm looks similar to human.' Its natural territories are dungeons and cemeteries.
Spectre – Phantasm can fly through objects and creatures, every unit it flies through is terrified for next attack. Terrified unit is crippled for next attack, there is a chance it will flee to the nearest friendly unit.
Terrify – There is a chance that unit attacking phantasm will flee after successful attack. N.T. effect weakens attack of terrified unit by 50% for the next attack/counterattack.
Event horizon – Phantasm consumes light. There is a chance that any positive spell casted by enemy will be absorbed by Phantasm, and will not take effect. N.T. effect buffs Phantasm after consuming spell for two rounds.
Nightmare(up)– Type of phantasm that is able to feed on fear.
Flight – Nightmare can fly.
Darkbringer – Enemy units in radius are dismayed. Dismayed unit is crippled for next attack or counterattack, and there is a chance it will flee to nearest friendly unit.
Dismay - There is a chance that unit attacking Nightmare will flee after successful attack or counterattack. N.T. effect weakens attack of dismayed unit by 40% for one round.
Feast – Absorbing fear of enemy units causes Nightmare to grow each round, increasing its statistics. N.T. effect causes maximum hp to increase. Effect weakens in time.


For the record (+XY) means influence of Natural Territory, when value is 20% (+5) means 25% under normal N.T. +50% to N.T. means 5+(5*0.5)=7.5.

It's a sketch, abilities and N.T. influence will be balanced as soon as I'll play some beta(hopefully), some numbers will also be posted(they will be low, as the story says). Also I'll try to provide more info(couldn't figure heroes names) and better stories. Pictures, concept arts will appear someday, if You like the idea, unfortunately I had no time to find/draw them.

Also, sorry for my grammar.

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