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Heroes Community > Heroes 7+ Altar of Wishes > Thread: The Asylum
Thread: The Asylum
Davy
Davy


Known Hero
posted May 29, 2011 03:41 PM
Edited by Davy at 18:09, 09 Jun 2011.

The Temple(former Asylum)

Temple
Leadership:The temple is ruled by the cynocephali(or short Cynos),a race with human bodys,but jackal like heads(similar to the appearance of anubis).They live in the desert and are very religious,they build huge buildings in order to worship their god,whose existence is not even aknownledged by most other people.

Religion:They worship the dragon of time,a dragon whose existence is only rumored and who is said to be the creator of Asha and Urgash.The Cynocephali also don’t fear death,because they believe,that since there is nothing like eternal life,there also can’t be something like eternal death.

Realationship with other factions:
They have a quite good realationship with the necromancers,as they have a similar perception of death and they also have good realationships with the heaven,because they think,that the way the humans worship their god is quite formidable and admirable.They are also allies of the wizards and share their knownledge with them.However they hate all dark elves,because in their opinion,the dark elves betrayed their god and went to the ext god they could find,which is a disgusting act in the opinion of the Cynos.

Alignment:Good(or neutral if there is a neutral alignment)

Faction Ability:
Returning: After every battle a small part of the own fallen temple-creatures is revived,the amount of revived creatures depends on the mastery of the skill.The number of revived creatures is higher if the stack gets completely destroyed.The ability also prevents the corpses of own creatures to vanish(abilities that would destroy a corpse,can still only be used once on every corpse)and,on experienced,makes it possible for corpses of own creatures to stack up,so there can be the corpses of more than one creature on the same tile

Strenghts:Similar to the Necropolis,this faction can get some advantages from dead creatures,however it draws advantages from the own dead creatures,because many creatures have abilities that only activate if the own creatures die.
Weaknesses:Rather slow and the fact,that the own creatures have to die in order for some abilities to activate is  of course also a disadvantage in some perceptions.

Core tier:
Hoop snake->Joint snake(melee unit) :
Snakes that can move through hopping.

Stats:Rather low stats,even for core tier standards.Its biggest strenghts are speed and attack.
-Hopping(basic&upgraded):The snakes can hop over other creatures in order to move,but not over castle walls.
-Snake reflexes(basic&upgraded):The snakes have reflexes who are superior to the reflexes of other creatures,because of that they can retaliate 2 times until their next turn.The first time they even retaliate before the enemy can attack.
-Spitting poison(basic&upgraded):The snakes attack with poison,which they spit at their enemys.The poison dazzles its target,when a dazzled unit attacks or retaliates,there is a chance of ~30%,that its attack misses the target.The dazzle status is removed after the dazzled units turn.
-Rejoining(upgraded): If the stack of joint snakes gets killed,its corpse revives itself in the next turn(but only 50% rounded down),there is no limit to the number of revives,but if the joint snakes were the last remaining stack,the hero looses,since the joint snakes don’t revive instantly.

Tomb keeper->Grave keeper(magical shooter unit):
These Cynos aquired great magical abilities,while they still have well trained fighting skills.

Stats:They are pretty much allrounder,they use their magic attack for shooting and their might attack for close range.Since their might attack is slightly superior,it balances the melee penalty.
-Fighting for the fallen(basic&upgraded):If there is a corpse of a fallen allied stack near the keeper(in a radius of 2 tiles around him),both defense stats and the might attack of the keeper.
-Last attack(upgraded):When the last one of the gravekeepers fall,they will deal magical damage to all adjacent opponents.


Battlecrocodile->Gbahali(large melee unit):
These crocodiles live normally near rivers or oases,but can also survive on land.They were originally used by the cynos,because they were good at finding water and could store it in their bodies,but they also make a good fighting force.

Stats:Good physical stats,but rather slow.
-Water tank(basic&upgraded):These crocodiles store water in their bodies,when the crocodiles die,the water leaves the body of the crocodile.All allies who walk on the corpse or stand near the corpse of the crocodiles get slightly healed.
-Hard scales(upgraded):The damage of physical attacks is decreased as long as the crocodile has still the ability to retaliate.

Elite tier:
Mummy->Royal mummy(undead magical unit):
Unlike many other undead creatures,the mummies kept their senses,at least to a certain degree,they are also animated through a different kind of magic,than necromancy.They attack their enemies with some sort of occult magic

Stats:Rather defensive unit,with good magical stats.
Abilities:
-Hexing attack(basic&upgrade):When attacking an enemy a curse is placed on the enemy,lowering his attack stat
-Summon sarcophagus(basic&upgrade):When the mummy dies a sarcophagus appears and its corpse is put into the sarcophagus.All enemy units around the sarcophagus have lowered attack stats,luck and morale.
-Raising the dead(upgrade):Resurrects some allied creatures,however the resurected creatures start to die after ~5 turns(every turn one creature will die) and won’t remain in the army after the battle.

Desertworm->Deathworm(shooter unit):
Worms that live underground in deserts,even though they behave animalistic they are in fact quite intelligent.They joined the zmeu,because they could raise their survival chance this way. Most of their body is buried underground,so you can only see their head look out and they shoot acid from their mouths.

Stats:Low ammo(basic has only 3 shots and upgraded has only 5 shots),average offensive,but rather low defensive.
-Underground-movement(basic&upgraded):When moving the worm moves underground,which is like flying,but abilities that affect flying units,do not affect the worm.
-Natural ammo(basic&upgraded):Since the Acid that the worms shoot is created in their bodies,they can regenerate one shot at the beginning of every third turn.
-Acidic shots(basic&upgraded):The shots of the worms is corrosive and destroys the armor of its target.This raises the chance to land a critical hit on the target.
-Quick-sand(upgraded):An activated ability,the worm creates quick sand around it,which acts like a moat(but dealing only very low damage),the quick sand vanishes if the worm moves away.At the beginning of the battle the worm automatically creates quicksand around it.When the sandworm stack dies,it will also create new quick sand who will remain on the battlefield and will deal more damage,because acidics liquids of the worm flow into it.


Sandwalker->Nightwalker(large melee unit):
Scorpion beasts,that live in the desert and were tamed by the zmeu.

Stats:Low initiative,good defense
Abilities:
-Dead reflexes(basic&upgraded):The reflexes of the sandwalker still function even in death.Whenever an enemy walks to an adjacent field of the corpse(or onto the corpse) or if an adjacent enemy(or an enemy who stands on the corpes),does something besides retaliating,waiting or defending,the corpse will attack the enemy stack.However the corpses have only 1/10 of the original attack power of the stack
-Entrenching(upgraded):The sandwalker digs himself into the ground(its scorpion tail looks out of the ground),making him immobile,but also protecting him from distance attacks and raising his defense stats.As long as he is in the ground he heals every round a little bit(but without resurrecting).If an enemy tries to attack him in this state with a melee attack the sandwalker will retaliate before the enemy attack and if the sandwalker attacks an adjacent enemy,while in this state,the enemy can’t retaliate.If the sandwalker attacks or moves he returns to the surface.



Champion tier:
Sphinx->Wise sphinx(large magical flyer unit):
When the wizards continued with the experiments of the lamassu,they were finally able to succeed and created the sphinx.But the sphinx were more intelligent than expected and started to gather as much knownledge as possible.They decided to leave the wizards,because the wizards were always trying to get the knwonledge from the sphinxes,who rather wanted to keep their knownledge for themselves.

Stats:Low attack,but good defensive stats.
Abilities:
-Wisdom-gathering(basic&upgraded):Whenever a hero uses a spell or a might ability,the sphinx can cast/use that spell/ability too.If the original user used the spell/ability with basic mastery,the mastery of the sphinx will also be basic,but if the original user used it on a higher mastery,the sphinx will know it on advanced mastery.
-Legacy of the sphinx(basic&upgraded):When all the sphinx die,the hero learns all spells and abilities of the sphinx until the end of  battle(with the same mastery as the sphinx if he himself doesn’t know these spells/abilities himself already) and gets all the remaining mana of the sphinx
-Bad luck(basic&upgraded): decreases the luck of enemy units around the sphinx,this ability still applies to the corpse of the sphinx.
-Manaabsorb(upgraded):Whenever a hero or unit casts a spell the sphinx gets half of the mana spent for these spells.
-Irritate(upgraded):When attacking a unit,there is a chance,to cast confusion on those units(confusion works like in H5)


Heroes:

Might:
Warrior(neutral):
-Neutral ability:
Motivate in the misery:Raises the morale,speed and initiative of all allied creatures for several turns,if an allied creature stack dies.

Guard(tears):
-Advanced ability:
Prepare:Raises the effect of the defend command,defending allied creatures can retaliate 3 times in a row(4 times in the case of the snakes,2 times with first strike and two times without it)
-Ultimate ability:
Rise for a second chance:Resurrects a small part of all allied stacks.

Avenger(blood):
-Advanced ability:
Taking revenge:every time an allied stack gets killed by an enemy stack,the avenger makes a heroic attack,with increased strenght on that stack
-Ultimate ability:
Fight for the dead:All allied stacks get increased attack stats,defense stats and luck,the more allied creatures died in the battle,the more are the stats raised.

Magic:
Fortuneteller (neutral):
-Neutral ability:
Every turn the hero can choose a spell.The Mana cost for this spell are halved during the next turn.

Time-manipulator(tears):
-Advanced ability:
Haste-aura:All allied units have increased initiative and spells,that affect your own creatures in a negative way,don’t last as long as usual.
-Ultimate ability:
Return the time:Target stack changes back to the way it was the last turn(this means,all fallen units that have fallen in the last turn of the stack return and all blessings and so on,which were placed on the stack in the last turn are removed)

Oracle(blood):
-Advanced ability:
Slow-aura:All enemy units have decreased initiative and spells that affect enemy creatures in a negative way last longer.
-Ultimate ability:
Curse of Age:Halves the health of target stack.


So I've got the idea to give the whole faction a more egypt theme.The Zmeu and maybe the Doppelgänger didn't really fit into the desert(and the thieves also only to a certain degree),there will also be a new asylum from me,but I first made the temple,because most of the creatures from the old asylum went to the temple.
It was hard to come up with a main strategy,I mean egypt has many cults of death and so on,but we already have the necropolis,so I thought of a new way to include a death theme into the faction and noticed,that the undead mainly gain an advantage through the death of the enemy(sometimes also through their own deaths,but that is not that present)and so I gave the temple a way to gain some advantages of the deaths of the own creatures,or at least,that something compensates for the death of the own creatures.
This is also mirrored in the faction ability,which instead of reviving enemy creatures as the own creatures,like in the undead faction,gives you some of your own creatures back,so that you can use their effects again.

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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted May 29, 2011 04:31 PM

I haven't read this through yet, but that Garret pic is too big, man.
Can you use either this or a smaller version instead? Please?

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Davy
Davy


Known Hero
posted May 29, 2011 05:34 PM

Quote:
I haven't read this through yet, but that Garret pic is too big, man.
Can you use either this or a smaller version instead? Please?



yeah you are right,I forgot to pay attention to the size of the pic and when I posted it,I had not time to search for a smaller good pic.
Anyway,thanks for the pic ^^

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HappySkeleton
HappySkeleton


Adventuring Hero
Dead happy
posted May 29, 2011 08:36 PM

I like this faction. I think its original. The only thing is that I miss is the behemoth that you wanted to have originally. I would replace him for the werewolf, but that just my idea. Do as you wish.

Thumbs up from me
____________


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Davy
Davy


Known Hero
posted May 31, 2011 01:16 PM

I replaced now the werewolf with the death worm,because there were not enough shooters(only the thief as core tier shooter) and because the werewolf did not fit that good with the desert-theme of the faction.

I've also added some description to the sandwalker and the sphinx,the description of the sphinx now explains why the sphinx is not part of the academy but of this faction.

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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted May 31, 2011 01:40 PM
Edited by Avirosb at 13:42, 31 May 2011.

Nice I'm a big fan(?) of the Mongolian death worm, alias Olgoi-Khorkhoi.
As a matter of fact, it is the champion unit in my undead-desert-notatallstolenfromWarhammer- faction.
But what you could have done was switch the werewolf with something similar, yet desert-themed. An Anubite, hyenaman, snakeman or crocodilian humanoid for example.

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Davy
Davy


Known Hero
posted May 31, 2011 04:30 PM

Quote:
Nice I'm a big fan(?) of the Mongolian death worm, alias Olgoi-Khorkhoi.
As a matter of fact, it is the champion unit in my undead-desert-notatallstolenfromWarhammer- faction.
But what you could have done was switch the werewolf with something similar, yet desert-themed. An Anubite, hyenaman, snakeman or crocodilian humanoid for example.



I also thought about that,but I wanted another shooter,because the thieves are not the best shooters.
And I just couldn't imagine an anubite or so as a shooter.

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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted May 31, 2011 04:45 PM

I dunno, it could fire energy bolts or laser beams using a was, an egyptian scepter.
http://en.wikipedia.org/wiki/Was

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted May 31, 2011 07:17 PM

Zmeu is also a Romanian mythological dragon,I used it as lvl 7 un-upgraded creature(Balaur as upgrade) at some proposal of a town composed of mythological creatures of my country.
____________

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Davy
Davy


Known Hero
posted May 31, 2011 08:11 PM
Edited by Davy at 20:17, 31 May 2011.

Quote:
I dunno, it could fire energy bolts or laser beams using a was, an egyptian scepter.
http://en.wikipedia.org/wiki/Was


hmm,well that would be also possible,at the moment I even think about the possibility to split this faction into 2 seperate ones,one which is more desert-themed(maybe called temple or something like this) and one being more dark and evil-themed(would be still called asylum).

If I splitted the faction,then the mummy and all elite creatures would got to the temple-faction(with the sphinx most likely becoming the champion),whil the zmeu,the doppelgänger and the thief would remain in the asylum...

Quote:
Zmeu is also a Romanian mythological dragon,I used it as lvl 7 un-upgraded creature(Balaur as upgrade) at some proposal of a town composed of mythological creatures of my country.


cool,I added the Zmeu rather late,because I just recently found out about them,but I think they are cool mythological creatures^^.

EDIT:lol just saw,that you also used temple for a desert themed faction,just like I thought about making a desert-themed temple-faction if I splitted my asylum faction.

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Davy
Davy


Known Hero
posted June 09, 2011 06:16 PM
Edited by Davy at 18:18, 09 Jun 2011.

So here are my lineups for the faction if I would split it into two factions,one with the rogue theme and one with an egypt theme:
The temple(with the desert theme),would be:
Core:
-Snake(I have yet not decided what kind of snake)
-anubian(well based on the cynocephaly(people with dog heads),but with jackal heads,they would also make the main race of the faction)
-gbahali or Nomads(the gbahali are crocodiles with a skin that has armor like features,but I would change the name,because the name gbahali sounds kinda weird and the nomads are ....well nomads,just like in the old games)

elite:
-Mummy(well they were level 5 in h5,which qualifies as elite unit)
-death worm(same as in the current lineup,but probably with different abilities)
-sandwalker(again like in the current lineup,but maybe with different abilities)

Champion:
-Sphinx(like in the current lineup,but again with probably different abilities)


The asylum(with the thieve theme) would be:
Core:
-Thief(like in the current lineup)
-doppelgänger(like in the current lineup)
-wakwak(bat people,maybe I would change the name)

elite:
-Kekkai(creatures made out of blood,who are failed homunculus(artificial humans made by the wizards),maybe I would change the name)
-Jersey devil(creatures with horse heads and 2 horse feet and bat wings,I would change the name of course,since there is most likely no jersey in the world of HoMM xD)
-Wendigo(cannibalistic humans who turned into monsters)

Champion:
Zmeu(well like in the current lineup)


So what are your opinions of these lineups?I tried to use human related or bizarre creatures for the asylum and creatures with a desert theme for the temple



EDIT:
So here is my new Temple-line-up.
I am also working on a new Asylum line-up,but chose to do the temple-line-up first,because most of the creatures of the old asylum went to the temple for obvious reasons.

I also think of replacing this crocodile-creature with the nomads,but I am still undecided.

EDIT2:
Dammit,can I somehow change the name of the thread?Because now the thread name is kinda irritating...

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castiel_789
castiel_789


Adventuring Hero
posted June 16, 2011 03:23 AM

i like the desert theme

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Davy
Davy


Known Hero
posted June 16, 2011 02:17 PM

Quote:
i like the desert theme


thanks
at the moment I work on a new asylum,once I am finished I will post it in this thread,maybe I will make a seperate thread for the temple.

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