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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Necropolis this time
Thread: Necropolis this time
Cortes
Cortes


Adventuring Hero
posted January 21, 2017 11:35 PM
Edited by Cortes at 19:54, 01 Mar 2017.

Of Religion and Undead

Welcome to my newest idea.

Usual, units and their gameplay are my first priority. Lore is secondary, as I consider it as never as important as, at least somehow, useful units are. It is a nice addition but not more. There are only few things lore-wise, which would get me upset, such as giants, flying, magical dwarfs, for example.

But if we talk about necromancers, things are a bit different.  

I am really, really, tired of the same old evil necromancers. When you have 100 stories with necromancers showing up and 100 times the necromancers are the same old godless, power hungry, manipulating, evil snows, they are simply boring at one point. Goes for games as well.

This is what I like about the current Necropolis at the games. They overdid it totally, yeah but the basic idea of it is very appealing to me.

At least, give necromancers a chance to not be the same old godless, power hungry, manipulating, evil snows lore-wise. That's all that I wish.
That is also what I like about the undeads of Disciple 3 and what I tried this time but still, first priority remains first priority.



I owe non of the pictures



INFO:

The origins of Necropolis goes way back on the books of history. Once a united priesthood of a ancient god of death, who was residing on the Pantheon of the once greatest empire, mankind ever had, they are now divided. Some do still follow the old ways, believing in a circle of life and death and duties they have to fulfill in order to keep the balance. Others have joined the ranks of the ranks of the undead for their own selfish reasons, seeking power and revenge on their enemies. Others are eccentric researchers only bothered by their own studies.

The would probably still be nothing but a priesthood but everything comes to an end. And the higher they are, the deeper they fall. And the “Golden Empire” like it is called now, was too high. And when it looked like the world was ending, the hour of the necromancers had come. They raised armies, defeated enemies from outside and inside, tamed and cured plagues and diseases. They helped the helpless ones, they punished the arrogance and ignorance of the nobles, they destroyed the priesthoods of the other gods, who could not or did not bother to help the people. All they wanted in return was the eternal loyalty of the people of the empire.

And they got it.

Nowadays, the people under the necromancers have not such a bad life, as one would think. The life is rather one of its kind.
Being turned into an undead counts as a honor for the entire family. With the exception of zombies, who are gonna do simply but hard work like mining or carrying and who are mostly punished criminals. Children who show magic signs will be trained in them for their entire life and will seek even more knowledge about it, once they have returned from death.
Others forging weapons for the skeletons, are farmers or go on places, where undeads can not go that easily. They are agents and spies for their masters, butlers and maids. Being branded as a “Meal” for the vampires, the nobles of this realm, is a great honor and the offer of the “Kiss”, the offer to become a vampire is like a dream that has come true but only selected to the ones, who served for generations.



RACIAL:
Necromancy of course. I would go with the style of H5.



HEROES:

DEATH KNIGHT:
A long life helped them to be experienced with all kinds of battle tactics. There are only few enemies, worse and more fearsome, then a Death Knight, who lived for centuries.  


Tharzin
“To defeat an enemy, you must know them. Not simply their battle tactics but their history, philosophy, art.”
Tharzin is a master at the art of war and an expert on the fine arts as well, as he studied both of them for centuries. He is older then most of his kind and much more experienced. A bit cruel, very cunning, with a sense of honor, calm and polite and a great strategist, he has a history of outsmarting his opponents like only few have. He is also one of the greatest artists at all.
Special:
Tactical Master:
Hero has tactic skill and is able to see position of enemy units before battle starts. Troops under hero command are also having immunity to any building which would effect enemy armies on area of control. Special of enemy hero is not working during combat.


NECROMANCER:
Priests, researchers, planners. Necromancer have learned to be patient. They can wait a long time to make the right move to the right time. A well planned scheme of a necromancer may be as well as almost impossible to discover, until the necromancer wants it to be discovered.


Malaya
“You will suffer, all of you will suffer. My wrath is the wrath of all the poor souls who died because of what you have done! I will show no mercy like you showed us nor mercy.”
Malaya was a simple priestess and loving mother back on the days of the empire. But when the plagues and diseases came to her village, she was helpless. She could only watch her entire family and most of her friends slowly rotting away, till the very end never stopping to believe in their priestess. For a long time, no help came. In the end, only soldiers came, to burn this village and everyone inside to the ground. Malaya was already almost dead at that time and her desperation, of what er slowly fading soul had to watch, turned into power.  
She came back to unlife, possessing her ill body, destroyed her enemies and studied plagues and diseases all over the world for centuries. She is even using them and no one has ever seen her without the silver mask, she wears upon her face.
Special:
Pesta-Queen:
All Plague Maids and Pestas on the heros army gets X additional ATK and DEF for every X level of the hero, starting with level X.




LINE-UP:


Skeleton / Skeleton Warrior – walker, melee

LORE::
The most common sight on the ranks of the undeads army. Endless hordes of moving bones, they simply overrun their enemies with their sheer numbers. Sometimes, their appearance reminds of the soldiers some of them once were.  
Abilities:
(U) Big Shield: Physical ranged damage is reduced by X%.
(U) Bash: Every attack has X% chance to stun enemy.


Shadow Hound / Gwyllgi – walker, melee

LORE:
One of the many things, the nobles of the old empire took great pride of, was their dogs. Especially the ones, raised for war. The Necromancer took over the tradition of using dogs of war but they do it slightly different.
Abilities:
Fear Attack: X% chance to panic enemy target leading to no retaliation and enemy unit running as far away as movement allows it, lowering initiative by X%.
(U) Fright Aura: All enemy units on surrounding tiles have morale reduced by X.
(U) Unlimited Retaliation: Unit will always retaliate.


Plague Maid / Pesta – flier, melee

LORE:
When the old empire was falling apart, thousands of men were fighting lost battles, protecting, what was doomed to fall. And while the soldiers were absent, far from home, terrible plagues and diseases rampaged over their homes, killing thousands of wives and children. And while the necromancers tamed these horror back then, they have found them useful for battle.
Abilities:
Weakening Strike: Every attack of unit reduces ATK of enemy unit by X.
(U)Festering Aura: This creature decreases all its neighbors' Attack and Defense by X and their Morale by X, regardless of who owns them. Undead creatures are immune to this effect.



Vampire / Elder Vampire – walker / flier - melee

LORE:
Vampires, the aristocrats of the night. For some, they are monsters, for others, they have an almost romantically aspect. They do indeed not mind on taking young, beautiful girls, their intention behind this actions are much less romantically though, as stories would tell and the centuries they experienced combat should never be underestimated.
Abilities:
Life Drain: When attacking enemy units, this creature can drain their health and use it to restore its own, or even to resurrect some killed creatures.
No enemy Retaliation: Enemies can not retaliate to attacks of this unit.



Lich / Ancient Lich – walker, ranged, caster

LORE:
The only driving force for a Lich is knowledge. Little do they care about the living world and whoever means to face them should be well prepared as liches are not only able to cast terrible spells but also having a fearsome area-attack.  
Abilities:
Caster: Can cast Despair, Weakness, (U) Shadow Image, (U) Agony
Death Cloud: Ranged attack damages not just the target but all non-undead creatures covered by the Death Cloud (3 by 3 tiles) appearing at the hit point.
(U) Time of Death: Once per battle, unit attacks every enemy unit with damage equal to damage dealt by Death Cloud on tiles surrounding the hit point.


Black Knight / Dread Knight – walker, melee

LORE:
A terrible curse awaits those who are foolish enough to combat these Vampire lords. The oldest of them have been around since the days of the empire and as much as they remember the glory back then, sometimes only their appearance is enough to make the enemy drunk of fear. Their cursed blades do their work as well.
Abilities:
Weakening Strike: Every attack of units reduces ATK of enemy unit by X.
Fright Aura: All enemy units on surrounding tiles have morale reduced by X.
(U) Old Glory: Buff from the Herald is X% more effective.
(U) Armored: Unit has immunity to any spell or negative effect which reduce defense.


Wright / Reaper – teleporter, melee

LORE:
What is now dead, was once alive. What now kills, did once protect. What once guided pure souls into light, is now dooming them. When the empire felled, the divine guardians felled as well.  
Abilities:
Multi-Attack: Unit attacks always every surrounding enemy unit.
Final Death: Creatures, killed by this unit can not be resurrected.
(U) Death Strike: Every attack has X% chance to kill X% of stack of enemy units.





WARMACHINES:



SUPPORT:
Flagbearer / Herald
Back in the day, brave man and woman, wearing the banner of the empire were a source of hope and courage for the troops. Even now, the soldiers will return to fight one more time, if they are called, even better, if they are called by a Herald.


BALLISTA:
A construction made out of iron and bones does the work for the undeads.  



CATAPULT:
Dracolich
It happens from time to time, that the necromancers found the body of a dead dragon. If this is the case, the soul of the dragon will be asked a question. If the answer is the right one, the work begins. Constructed by steel and magic, the dead body is enchanted and improved. A Dracolich is born, powerful but rare beings, used as siege weapons.



SPECIAL BUILDING:


PILLAR OF BONES:
Adds X% to Necromancy skill of all Necromancers under player's control and grants them additional X0 points of Dark Energy (cumulative by all cities), i.e. supports Necromancy special ability.


SHRINE OF THE NETHERWORLD:
Provides morale penalty for attacking enemy, allows transformation to undead troops (according to creature tier, if corresponding dwelling is built in this city).


CRYPT CELL:
Adds a stack of zombies (no special ability) to the defending army during a siege. Number of zombies depends on Town Level.  



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Mediczero
Mediczero


Famous Hero
Warlord of the sea
posted January 22, 2017 12:43 AM

Suggestion for a theme

Good sir, you have made a better necropolis than all of the other heroes games, in terms of lore, lineup, and all that juicy stuff. Hell, it's better than most undead factions I know of(though I can only think of two I'm familiar with)
There is only one thing I would like to add. I personally would prefer a necromancy skill like this:
Basic necromancy:
Raises x% of slain living enemies as skeletons after battle.
Advanced necromancy:
Raises x+% of slain enemies as skeletons, and y% as ghosts.
Expert Necromancy:
Raises x++% of slain enemies as skeletons, y+% as ghosts, and z% as draugrs.
Though for this the individual rates would have to be a little lower, as would be the rate that they increases.

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Cortes
Cortes


Adventuring Hero
posted January 22, 2017 11:28 AM
Edited by Cortes at 11:46, 22 Jan 2017.

Mediczero said:
Suggestion for a theme

Good sir, you have made a better necropolis than all of the other heroes games, in terms of lore, lineup, and all that juicy stuff. Hell, it's better than most undead factions I know of(though I can only think of two I'm familiar with)
There is only one thing I would like to add. I personally would prefer a necromancy skill like this:
Basic necromancy:
Raises x% of slain living enemies as skeletons after battle.
Advanced necromancy:
Raises x+% of slain enemies as skeletons, and y% as ghosts.
Expert Necromancy:
Raises x++% of slain enemies as skeletons, y+% as ghosts, and z% as draugrs.
Though for this the individual rates would have to be a little lower, as would be the rate that they increases.



Better than the other?
Thank you very much!

Your theme is not bad but IF anything, I would probably just go with what I heard most of the time while working on it.
But I think a fitting theme is probably the most personal part about a faction.

Can work too but I prefer a style of necromancy which does not prefer certain units.

But where do you see draugrs? Or are they just an example?  

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Mediczero
Mediczero


Famous Hero
Warlord of the sea
posted January 22, 2017 12:29 PM

To explain my preferred necromancy, you must understand which units it prefers, being the most basic ones. The idea idea behind it is that rather than only raising skeletons, like in the old games, or raising every possible type, like in Heroes V, it raises the most basic types of undeads, in my example skeletons, ghosts, and draugrs.
Doesn't it make sense  for necromancy to be able to raise more than just skeletons, but not go into the territory of the more advanced undeads?
Also, the units used was just as an example, as they made more sense to me.

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Cortes
Cortes


Adventuring Hero
posted January 22, 2017 02:44 PM

Okay, I get the idea behind it but I think necromancy should be seen like the magic school that it is and as such, what it can do, depends mostly on the one, using it.
But I also think, advanced undeads should be more difficult, or rather having a higher cost on Dark Energy, to raise then basic undeads.

This is what I like about necromancy in Heroes V.
You can raise anything but you have to make a choice like 50 Skeletons or 1 Lich.

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Mediczero
Mediczero


Famous Hero
Warlord of the sea
posted January 22, 2017 05:32 PM

Cortes said:
Okay, I get the idea behind it but I think necromancy should be seen like the magic school that it is and as such, what it can do, depends mostly on the one, using it.
But I also think, advanced undeads should be more difficult, or rather having a higher cost on Dark Energy, to raise then basic undeads.

This is what I like about necromancy in Heroes V.
You can raise anything but you have to make a choice like 50 Skeletons or 1 Lich.

Hmm, you do have a point.
However, would you agree spells like raise dead and death ripple should just be necromancy perks? I mean there is little reason to use them otherwise.

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Cortes
Cortes


Adventuring Hero
posted January 22, 2017 07:31 PM
Edited by Cortes at 19:32, 22 Jan 2017.

Mediczero said:
Cortes said:
Okay, I get the idea behind it but I think necromancy should be seen like the magic school that it is and as such, what it can do, depends mostly on the one, using it.
But I also think, advanced undeads should be more difficult, or rather having a higher cost on Dark Energy, to raise then basic undeads.

This is what I like about necromancy in Heroes V.
You can raise anything but you have to make a choice like 50 Skeletons or 1 Lich.


Hmm, you do have a point.
However, would you agree spells like raise dead and death ripple should just be necromancy perks? I mean there is little reason to use them otherwise.



I agree on that.

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