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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Moonshade's Inferno Update
Thread: Moonshade's Inferno Update
moonshade
moonshade


Known Hero
posted February 11, 2015 12:49 PM
Edited by moonshade at 15:27, 12 Feb 2015.

Moonshade's Inferno Update

That's my version of a H7 Inferno faction, Ashan-style but updated and cooler (hopefully) than previous versions. While IMHO the Inferno faction should focus on pure evil and pain as opposed to chaos (especially since their current leader- Kha-Beleth- doesn't seem to be particularly chaotic, and they're not divided like D&D/Warhammer Demons), I'd keep them as they are. So their main themes are still fire, insanity and destruction, alongside a greater emphasis on corruption, transformation and pain- as they've got 2 (!) transforming units. Their gameplay style should be ultra-offensive, bringing the fight to the enemy through Gating and damaging spells. Disadvantages include usually low morale (demonstrating the Demonic tendancy for in-fighting) and specific vulnerabilties to Cold and Light magic. Their healing and support abilities are also sub-par.  
Also, kudos to WarOverlord for the format.

Inferno Units

Core

Imp > Familiar
(Imp) The spawn of repulsive Breeders, Imps are cunning little fiends who are actually surprisingly smart. They are attracted to magic like moths to fire, and feast on it in order to evolve into new, more hideous forms. While physically frail, they can summon orbs of hellish fire to roast their enemies alive.    
(Familiar) Familiars are sent by the Demonic lords to corrupt the souls of spellcasters like Wizards and Warlocks (Warlocks belong in Dungeon!), eventually damning most of them to a fate more horrible than death and making the few "worthy" ones join the ranks of Sheogh's Sorcerers.
Abilities: Ranged (basic + upgrade): Imps are shooters now (they toss fiery globes from their hands, though they don't have AoE like H3's Gogs and Magogs)

Short Range (basic + upgrade): Imps and Familiars aren't truly meant for ranged combat (like the rest of the Inferno faction)- for this you need to wait till you get Succubi.

Mana Leech (basic + upgrade): The familiar (no pun intended) ability- at the beginning of each turn, Imps steal some of the enemy hero's mana. In addition, their attack destroys mana on attacked spellcasting units.    

Mana Transfer (upgrade): Once every 2 rounds, the Familiar may transfer all its stolen mana to the hero OR to a friendly spellcasting unit. This still allows the Familiar to act in the same round, and is is especially useful in synergy with Cultists and Efreeti.  

Specifics: Shooter/Anticaster/Support
Dwelling: Birthing Pool/Spawning Pool

Orthus > Cerberus
(Orthus) Two-headed hounds of Hell, unleashed from Infernal kennels to feast on mortal flesh.
(Cerberus) As they mature, Orthi (?) further mutate and grow an extra head and with their grows their voracity.

Abilities: No Retaliation (basic + upgrade): Self-explanatory.
Two-headed Attack (basic): Self-explanatory.  
Three-headed Attack (upgrade):Self-explanatory.
First Bite (upgrade): In their eagerness to rush into battle, Cerberi always inflict 1.5 damage on their first attack. Use this wisely.  

Specifics: Assault/Glass-cannon
Dwelling: Kennels of Hunger/Kennels of Gluttony

Cultist > Zealot
(Cultist) Sheogh's forces are not just composed of Demons. Secretive Chaos cults abound in the Holy Empire's cities, and some humans- driven by madness, lust for power or both- willingly pledge their souls in Urgash' service. Robed, wearing strange masks and armed with wicked bladed staves, Cultist can channel the powers of Chaos to support the rest of the Demonic legions. They are average physically, but again provide the much-needed support.
(Zealot) Zealots are those Cultists who had truly forsaken everything that made them humans. When ordered by their Demonic superiors, they will plunge a dagger into their chest unite with invisible Demonic spirits to become hideous Dybukks. Unlike the more advanced Sinners, once transformed they cannot go back to their human forms until the battle ends.  

Abilities: Spellcaster (basic + upgrade): Cultists have 3 spells- Curse, Bloodlust and Firebolt.
Sacrifice Imp (basic + upgrade): Cultists may sacrifice Imps to gain an even-larger amount of spell points than usual, and overcoming the cooldown on the Familiar's ability.    
Demonic Transformation (upgrade): Once per combat, Zealots can transform into Dybukks (takes 1 round). This also removes all magic (negative and positive) from them.
Unlimited Retaliation (upgrade, Dybukk Form only): Serving as the Inferno's sole true tanks until they can get Hellworms, Dybukks benefit from Unlimited Retaliation.
Mind Immunity (upgrade, Dybukk Form only): Being already possessed, Dybukks are immune to mind-affecting spells.

Specifics: Support/Tank
Dwelling: Cultist Den/Cultist Lair

Elite

Sinner > Corruptor
(Sinner) Sinners are formed from evolved Imps. They demonstrate the duality of chaos, being able to wear the dual forms of sultry Succubi or more brutish, but still strangely alluring, Incubi. They are the assassins and torturers of Sheogh's forces. Incubi are average-power debuffers, while Succubi are powerful but frail shooters.  
(Corruptor) Sinners who damned and feasted on many souls further evolve into Corruptors. Creatures of utmost beauty and cruelty, they serve as the concubines of the Demon Lords themselves, while plotting their demise and their own asecnsion behind their backs.

Abilities: Dual Forms (basic + upgrade, both forms): Sinners start combat randomly in one of the two forms (if you have Tactics, you can choose which form they start). As a full-round action, they can transform between Succubus and Incubi forms. Take notice- this also removes all magic from them.

Incubus Form:

Agonizing Whip (basic + upgrade): Incubi wield horrid barbed whips, that actually grow out of their arm. Each lash reduces a random attribute- attack, defense or speed, with effects stacking.
Masochist (basic + upgrade): As Incubi take damage, they get a temporary bonus to their own attack & damage.  
Sadist (upgrade): Incubi who kill an enemy unit get an additional attack.
Mark of Agony (upgrade): Can be used once per combat. Marked creatures will suffer increased effects from Dark Magic spells (synergy with Cultists). Once used, you cannot also use Mark of Fire.  

Succubus Form:

Ranged (basic + upgrade): Self-explanatory.
Chain Fire (basic + upgrade): Like in H5. Take notice- Cultists and Zealots are NOT Demons, so they'll also take damage if engaging the enemy before transforming into the Possessed.
Seduce (upgrade): The Corruptor in its Succubus form takes control of the mind of a weaker living creature. Works like the Puppetmaster spell, and can be used once per combat.  
Mark of Fire (upgrade): Marked creatures suffer increased effect (namely, damage) from Fire Magic spells. Aimed for Efreet syngergy. As stated before, once the ability is used Mark of Agony cannot also be used.  

Specifics: Debuffer/Shooter
Dwelling: Chapel of Sin/Cathedral of Sin

Efreet > Efreet Vizier
(Efreet) Efreet are corrupted forms of Djinn, given new bodies made of fire and chaos energy. They hate their former brethern with a passion, and would like to burn all of Ashan to cinders and dance in the ruins.
(Efreet Vizier) Efreet Viziers are the tacticians and advisors of the Demonic Legions. They especially like to damn puny mortals with their Infernal Wishes.  

Abilities: Flyer (basic + upgrade)
Spellcaster (basic + upgrade)
Fire-creature (basic + upgrade)
Djinn Hatred (basic + upgrade)
Hellfire Aura (upgrade)
Infernal Wish (upgrade)

Hell Worm > Infernal Worm
(Hell Worm)
(Infernal Worm)

Abilities: Burrower (basic + upgrade)
Magic Protection (basic + upgrade)
Armored (upgrade)
Swallow Whole (upgrade)

Champion

Pit Fiend > Pit Lord
(Pit Fiend)
(Pit Lord)

Abilities: Scorched Earth (basic + upgrade)
Hope's Bane (basic + upgrade)  
Blade of Slaughter (upgrade)
Winds of Hatred (upgrade)

Devil > Arch Devil
(Devil)
(Arch Devil)

Abilities: Teleporter (basic + upgrade)
No Retaliation (basic + upgrade)
Luckstealer (basic + upgrade)
Open the Gates (upgrade)
Chaos' Pull (upgrade)

Related Neutral Unit: Legion (Elite, summonable through Archdevils' Open the Gates ability and by your heroes)

Abilities: Chaos' Fortune
Demonic Adaptation

Warfare

First, take notice that both Breeders and Destroyers are living Demonic creatures rather than Mechanical units. The Altar of Chaos is both Demonic and Mechanical- which means it's resistant to Fire and Dark but takes increased damage from Light and certain Prime spells.

Breeder: Hideous creatures of multiple eyes, maws, orifices and tentacles, Breeders endlessly devour and transform human souls into Imps. Basically, they are nearly immobile, but have massive HP and defense and a mediocre melee attack. They fill the role of the Inferno's Ballista and First Aid Tent at the same time (as Demons don't heal- they multiply!), spawning ever-increasing waves of Demons.  

Abilities: Spawning: Every round, Breeders spawn Imps (and later: Familiars and Legion- though you can choose between the latter two). This doesn't prevent them from acting. Unlike Gating, Spawning is limited to a certain area around the Breeder. Also, even when killed Breeders automatically spawn Imps/Familiars/Legion.  

Detonate Imp: Instead of acting normally, Breeders can Detonate a stack of Imp, destroying it and dealing AoE damage around it. Damage rate is affected by the stack's size and the mana amount it stole.  

Regrowth: Breeders automatically heal some HP at the start of each turn, unless damaged by Light magic.

Destroyer: A hideous, wingless dragon-like Demon, created in mockery of Asha and her children. The Destroyer spits great fireballs of hellish energy and serves as the Infero's siege engine/catapult replacement. Destroyers are extremely slow and possess low initiative, but highly dangerous and damaging and possess massive HP and defense.  

Shooter (self-explanatory)
Fire Blast: At range, the Destroyer spits an exploding globe of fire that deals AoE damage. However, as a siege unit it deals half damage to non-buildings- if you just wanna inflict ranged damage, use Breeders.
No Melee Penalty (self-explanatory)
Fire Breathe: When attacking in melee, Destroyers affect 2-tiles.
Berserk: Should it lose 20% or more of its health, the Destroyer has a chance to become uncontrollable for 2 rounds and attack nearby units- friend or foe with extra strength. So while they can hold their own in melee, it's recommended to keep them off the field.  

Altar of Chaos: These floating, rune-engraved shrines are actually possessed by multiple Demonic spirits. They radiate foul energy around them, which manifests as Demonic whispers and shimmering air. Altars lack the melee capabilities and especially the durability of Breeders and Destroyers, and should be protected at all times.

Cannot Attack: Altars of Chaos cannot initiate an attack, just retaliate (delivering shocks of Demonic energy to assailants).  

Amplify Gating: As long as your Altar of Chaos remains on the battlefield, your Demons can Gate larger amounts of re-inforcements.

Aura of Misfortune: Bad things tend  to happen around Altars- enemy spells and abilities have a chance to fail, and non-Demons suffer from bad luck.    

Heroes

Heretic

Demon Lord

Hellraizer

Sorcerer

Demonologist

Pyromancer

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted February 11, 2015 12:55 PM

moonshade said:
Also, kudos to WarOverlord for the format.

Always happy to be a source of inspiration.
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Greenlore
Greenlore


Known Hero
posted February 12, 2015 12:59 PM

Overall it looks like a cool line-up(and probably better than most inferno line-ups from the games,I kinda dislike creatures that were simply thought up,which is why the inferno line-up almost always bothers me abit,with random demons)

However some things seem a bit weird to me:
1.Only the imp seems to have the ability to steal mana,the familiar has the ability to share his stolen mana,but can't steal mana in the first place(i guess this is a typo though)
2.Cultists having access to bless seems a bit out of place,considering that bless sounds like a light magic spell,but then again the cultist is a human
3.The sinner switching between succubus and incubus seems really weird,considering that he basically undergoes a sex-change(also as far as i know ashans incubi/succubi were once humans,so its a bit weird that imp become ones too)


And ok I am not much of a fan of the infernal worm,but he is part of the ashan inferno-faction and is at least based on something from mythology,so thats just my personal opinion here.
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moonshade
moonshade


Known Hero
posted February 12, 2015 01:58 PM

Answers to Greenlore

1. Was indeed a typo, fixed it.
2. Changed it to Bloodlust.
3. I'd change lore in this case. IMHO Demons should basically be sexless, since they don't procreate normally. I'd change lore this way: human souls get devoured by Breeders, to be reborn as Imps. Humans don't and shouldn't become Succubi/Incubi directly anymore- they have to earn it! Hell Hounds (the general name for Orthi and Cerberi), Nightmares (who should serve as the Inferno mount, and PERHAPS related neutrals) and Hellworms spring directly from the blood of Urgash (though the latter are actually descendants of the Abyssal Worm, who is one of Urgash' severed heads). Imps who survived long enough can retain some of their life memories, and gain a more humanoid and powerful form as Incubi/Succubi. Still, these Demons personify lust and may shift their form- the Demonic essence as lust incarnate, rather than the actual sex is all that matters. BTW- afterwards powerful Sinners may evolve into Devils, while Pit Fiends are again direct spawn of Urgash.  

About the Hellworm- I just wanted to put in another Demonic beast, besides Orthi/Cerberi (since all the rest are humanoid fiends). Nightmare is another option, though IMHO they kinda fill the same nieche as Efreeti (fast assault units) and Incubi (debuffers), while Hellworms serve more as tanks.  

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