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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Faction Recreation Contest #7: Academy/Tower
Thread: Faction Recreation Contest #7: Academy/Tower
Rimgrabber
Rimgrabber


Famous Hero
Voice in Gelu's Head
posted February 07, 2021 10:04 PM

Faction Recreation Contest #7: Academy/Tower

Now that we've all had a nice refreshing break, let's get on to Academy! Personally I much prefer mages over warriors in fantasy settings so this is a faction I've been quite looking forward to doing!
As a reminder:

Create a lineup following any format, at least 2 Hero classes, 1-3 unique buildings + a grail building, and backstory (taking place in the NWC universe, Ashan, or a universe of your own) for whichever faction we're doing.

You will have 1 week to submit your proposal, after which there will be a 3-day voting period during which anyone, contestant or not, can give each submission a 1-10 score on creativity, but you have to score ALL the submissions(except your own if you made one) or else your vote is ignored. This is because the final winner will be determined by the average scores given. After voting is done, everyone will have a week to submit their proposal for the next faction, and so on. You can jump in at any time or sit any contest out if you want, each will be judged separately. Winners are awarded a feeling of satisfaction and my eternal love

1. Necropolis
2. Castle/Haven
3. Inferno
4. Rampart/Sylvan
5. Dungeon
6. Stronghold
7. Tower/Academy
8. Sanctuary
9. Dwarf Fortress
10. Conflux
11. Swamp Fortress
12. Forge
13. Cove
14. Create-Your-Own (Good)
15. Create-Your-Own (Neutral)
16. Create-Your-Own (Evil)

Happy brainstorming!
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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted February 07, 2021 10:10 PM

I'm in for this one!
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Rimgrabber
Rimgrabber


Famous Hero
Voice in Gelu's Head
posted February 08, 2021 12:07 AM

Woohoo!
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Alon
Alon


Known Hero
posted February 08, 2021 09:55 AM
Edited by Alon at 12:23, 28 Mar 2021.

Academy (it's been a while... ~2021-3-28)

The world follows physical rules. Through the study of magic, we learn those rules, use them to our advantage, and progress from barbarism to modernity - and may the best wizards win.

The academy is a wizard faction, relying primarily on summons and constructs. Four of their units are elementals, and three are constructs. The wizards themselves are multiracial but all humanoid and living, and all maintain loyalty to the academy rather than the humans to the castle, the elves to the preserve, or the orcs to the horde.

Architecturally, the academy is fairly eclectic, but probably has a Northern European-like base, contrasting with the more French or Mediterranean and also more uniform castle. There is a lot of smoke coming from the forges and fireplaces; this is by far the most urban of the factions, and those are not pretty modern cities, but polluted Early Modern or early industrial ones.

Socially, it is hierarchical: there are wizard guild masters, there are apprentices, and there are servants. It's much like the castle this way, but has no mutualism: a starving peasant who comes to a castle noble will be offered serfdom, one who comes to an academy wizard will 9 times out of 10 be turned away and 1 time out of 10 get a service job.

In game mechanics terms, this means the following:

* Most academy units have neutral morale, as constructs or summons; only the alchemist and flying machine can have morale.

* Likewise, little upkeep is needed and the army travels light, so it has higher speed on the overland map than one would expect based on unit speed in combat.

* The wizard heroes are all active on the map, personally steering their pieces using a menu of spells, which makes unit control work a bit differently (see below on heroes).

* Academy heroes have far and away the broadest repertoire of spells, and this includes the might heroes too.

Heroes and skills

The wizards are specialists - each studies a different field of magic. Even within each class, differences between different heroes are considerable, to the point that choosing the correct hero is an important part of the macro, just as choosing the correct unit comp is. However, there are commonalities to all wizards, namely, they all use their study of magic and physics to move units on the battlefield. This leads to the most important difference in micro between the academy and other factions:

Special skill: mana pool

Within the academy army, only the alchemists, genies, and flying machines move normally. All other units participate in a system of pooled mana, in which the hero starts each turn with a pool of points with which to move units, based on the hero's level and the overall size of the remaining army. Moving a unit within the mana pool system drains the pool.

In other words, an academy hero can choose, instead of having each unit move and attack once as is normal, distribute the attack from some units to others, at a rate that depends on army size. Thus tanks like the golem can remain inert while the damage dealers behind them like the salamander launch a stronger attack. Casting a spell does not normally use mana for any hero, but an academy hero can choose to expend mana on casting a stronger spell.

Artificer

The artificer is the academy's might hero, a wizard whose specialization involves forging powerful items. Those items unfortunately are not tradable, because maintaining them is difficult,  and take time (1 turn at a town) and money to construct, but once built, they stay with the hero forever. This allows stacking bonuses that other heroes get just one of, but conversely those bonuses do not come free.

Specialization within the artificer class means that each different hero has a different menu of items they can create and use. One hero specializes in magical weapons and can craft items appropriate for upgrades for different units, another in magic wands and can create such items to boost their own spellcasting or that of various caster units, a third in fabricating stronger material and then different items boost different construct units, etc.

Conjurer

The purest of the magic users, the conjurer can forgo a large amount of conventional military thinking and just focus on casting spells better.

Though specialized, all conjurers have the summoning ability, which allows them to teleport summons from one town they control to the battlefield. This only works for summons, that is the four elementals and the genie, and not for constructs, and it does not work if ambushed. This simplifies logistics, unless the slow golems are brought in, and permits great flexibility in choosing the best army for the occasion.

Different conjurers moreover have different bonuses. These can be bonuses to one type of unit, or bonuses to hero spellcasting.

Special buildings

Library: an annex to the mage guild, permitting access to more spells, in line with the academy's longer list of usable spells.

Factory: an economic structure. Within the area control system, each town gets income based on the surrounding area within a radius. The presence of a factory increases the income coming from ports and mines within the radius, but not from ordinary farmland.

University: an expensive place furthering the study of the mundane and magical world. The university has two functions: it grants a mana pool bonus to any defending hero, and slightly levels up any visiting hero's spellcasting once per hero per university. The latter function stacks between different towns' universities, and the macro permits players to build new towns where they can level up all their heroes.

Units

Tier 1

Gnome: an earth spirit looking much like a short human with childlike head-to-body size but the facial features of an old person. Gnomes attack with their mining axes, and are hard to kill for such small creatures; they can also use their mining knowledge to repair mechanical units.

Will o' wisp: an air spirit that turned into lightning. They hover, moving slower than other light-flying units like the preserve's pixie and the dungeon's dragonfly, but possessing a magical attack that causes more damage than mere annoyance.

Salamander: a fire spirit that can get excited and exude flames, but can just as well look like this out of combat. The salamander moves fast, inflicts area of effect fire damage in melee, and can breathe fire at skirmish range to avoid retaliation. However, it is a glass cannon, and dies to arrow or javelin fire or even long pike without being able to use its fire aura.

Tier 2

Nereid: a water spirit that, like water, can change its shape, and travels over land as a horse before attacking with a tail lash. The nereid can equally well travel over water, so an army consisting exclusively of nereids and flying creatures can travel over water provided at least one flying creature is heavy enough to carry the hero, true of all except the will o' wisp. The shapeshifting ability of the nereid permits it to move through moats and seep through castle walls in sieges.

Gargoyle: a flying mechanical construct animated out of stone. The gargoyle's stone skin resists attacks that are weak against armor, like arrows, and the creature's ability to fly and hit hard makes it a nuisance to high-tier fliers.

Alchemist: a junior member of the mage guild, fighting alongside animated and summoned allies. The alchemist has a range of abilities complementing those of the hero wizard, including healing summons (but not constructs, which are repaired by gnomes), throwing explosive potions for AOE at skirmish range, and countering enemy magic. But be careful - the alchemists are not as expendable as summons or constructs, and can be demoralized.

Tier 3

Golem: a tough clay construct that hits hard and is hard to kill. Attacks that are weak against armor, like arrows, are almost useless; poison is ineffective; fire is feasible but not ideal. The golem is tough enough that it can bash in city gates, helping clear the way for salamanders to get in and wreak havoc. To defeat the golem, either use tough anti-armor shock attacks, or cast spells to dismiss its magic.

Genie: a spiritual being without an element, summoned out of a lamp to appear as a horned humanoid. The genie is bound to serve the wizard hero as a spellcaster. The genie's spells are protection, buffs, and debuffs, never direct damage.

Flying machine: a flying construct, ridden by an experienced alchemist who receives extra hazard pay, and like a ground alchemist is affected by morale. Alone among all town lineups, the flying machine can attack at range without landing, only landing for gnomish repairs, so ground melee units cannot reach it, skirmish units don't have enough range, and archers can hit it but cause little damage. It can only be defeated by the boulders of the catapult, by spells, or by air units.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted February 08, 2021 04:31 PM
Edited by Jiriki9 at 10:16, 07 Apr 2021.

Tower

...still preparing the spells...

General infos
-this proposal is meant to be in the same setting and game as the factions from the former rounds.
-the setting is an entirely new one, neither the "old" setting up to H4, nor Ashan.
-there are several gameplay aspects that I have decided for myself, but will not detail here, unless someone asks me to. After all, this is about the faction, not a game proposal. Examples are: Battlefields, Diverse Terrain Features (Forests, High Grass, Shallow Water, Small Ceiling in Underground, deep Sand, slippery Ice etc.), Weather, Ambushes, Advanced Diplomacy, Governors, Quests.
-both world and gameplay I'll develop during the rounds (Which is the reason why I won't give relations for the yet unknown new factions)
-I follow a classic, choiceless 7-tier lineup with alternate upgrades for the units
-there is a "Tech Tree" for every faction (saw the idea here and found it awesome so it's in my proposal)
-this, as my other proposals in the contest, draws inspiration from various other fictions. This is intentional and either meant to be a hommage, or a parody.


Academy

Music
may be tba

In a nutshell:
bla bla bla
Strengths:
-Spellcasting
Weaknesses:
tba


Big changes to older Academy:
tba

Backstory:
blablabla

Faction Relations
The Towers are not one united realm, so many relations are not so clear.
-Castle/Haven: Truce, but both are willing to ally against darker or savage foes.
-Conflux: Peace to Alliance
-Cove: Neutral
-Dungeon: War
-Dwarf Fortress: Truce to Peace, depending on which tower
-Forge/Factory: Allied
-Inferno: Shifting, depending on the situation
-Necropolis: Neutrality, sometimes shifting ot alliance or war depending on the situation. Necromancy is officially shunned, though.
-Preserve: War
-Sanctuary: Truce to Peace, depending on which tower
-Stronghold: Neutral to War
-Swamp Fortress: Neutral to War




Hero Classes

Wizard:
Wizards are the embodiment of magic users in the eyes of most. Coming from any races, they are powerful, intelligent and curious - but also ambitious, arrogant and often reckless. They belief they can understand the world and shape it with their magical powers.

Starts with 0 Attack, 0 Defense, 4 Spellpower, 2 Knowledge, as well as the Theory Sub-Skill.

Chances for Skill choices at level up (all non-mentioned: about standard chance)
-High Chances for Sorcery, Air Magic, Fire Magic, Mysticism
-Low Chances for Fighting, Siege Warfare, Offense, Stealth,

Wizards:
-Gendulf (Male Demigod; Start with Air Magic; Specialty: Adventurer Recruiter - Increases the Adventure skill for all of your heroes.)
-Solmyr (Male Djinn; Start with Air Magic; Specialty: Lightning Heart (Any Lightning-based spells are cheaper for Solmyr; When he has reached Level 10, they also get more effective.)
-Wulfric Brian (Male Human; Starts with Sorcery; Specialty: ???)


Archivar:
Where wizards and alchemists seek the new and unknown, archivars look onto the past and its wonders. They guard the Tower libraries and vaults - but they can also be found in ancient ruins or on exotic markets, looking for ancient artifacts and forgotten lore. Thus, they know surprisingly good how to defend themselves.

Starts with 0 Attack, 2 Defense, 0 Spellpower, 4 Knowledge, as well as the Prior Knowledge Sub-Skill.

Chances for Skill choices at level up (all non-mentioned: about standard chance)
-High Chances for Enlightenment, Mysticism, Earth Magic, Stewarding, Adventure
-Low Chances for Fight, Leadership,

Archivars:
-Hora (Genderless Ethereal; Starts with Mysticism; Specialty: Warden of Time - No time Altering skills and spells can be used in a battle with Hora present, nor on the AM when Hora is close.)

Alchemist:
Alchemists are the Towers' masters of substential magic: potions, explosions, minerals and artifacts are their domain. They have the shortest lifespan of all academy heroes. Their Creativity is known across the world - as is their total carelessness about things as unimportant as riches, status, power, food, limbs or lifes.

Starts with 1 Attack, 1 Defense, 2 Spellpower, 2 Knowledge, as well as the Experiment Sub-Skill.

Chances for Skill choices at level up (all non-mentioned: about standard chance)
-High Chances for Fortune, Resistance, Estates
-Low Chances for Fight,

Alchemists:
-Alfred (Male Dwarf; Starts with ???; Specialty: Dynamine - when defending, the battlefield starts with randomly placed explosive mines)
-Bunsen (Male Half-Demon; Starts with Fire Magic; Specialty: Burner - Increases all heat-based damage dealt on the battlefield.)
-Hodgkin (Female Djinn; Starts with Enlightenment; Specialty: Life Research - Increases the hitpoints of units under her command)
-Lavoisier (Male Air Elemental; Starts with Air Magic; Specialty: Mass Preservation - makes transformation-based spells more effective)
-Severus (Male Half-Elf; Starts with Dark Magic; Specialty: Firm Mind - units in Severus' army are resistant to Mind Control)


Faction Skill: Arcane Research
The Academy heroes are constantly doing experiments, reading ancient scrolls or theorizing on the nature of magic. This gives them the ability to expand the boundaries of spellcasting in various ways.

Arcane Research allows a hero to embetter their spells, magic skills and magical units - by spending time. A hero with this skill can choose 1/2/3/4/5 subejcts they want to research. A subject can be 1 magical (f.e. summoned, animated, spellcasting) unit, 1 spell or 1 magic skill which the hero possesses or have in their army. They can also set their dedication into research:
-Neglect: no research, but 100% movement points.
-Along the way: 20% research speed, 80% movement points.
-Duty: 40% research speed, 60% movement points.
-Interest: 60% research speed, 40% movement points.
-Dedication: 80% research speed, 20% movement points.
-Obsession: 100% research speed, but no movement possible.
After a time, the hero will have a breakthrough and can embetter the spell, skill or unit type for themselves. Without subkills or buildings, the only possible embetterment is slightly increasing the effect of spells & skills, and the hitpoints of magical units.

Subskills

-Experiment (Gives the hero the option to do experiments on the subject, giving +0/1/3/6/12/25% research speed, rising with the dedication level.)
-Theory (Allows to work on more general targets with arcane research: Spell Schools, Spell Types (damage, heal, buff, etc.), magical unit types.The boni on a breakthrough there are smaller, but apply to more targets.)
-Prior Knowledge (The research speed is highly increased when a target has been researched before, even by another hero.)
-Hypothesis [Theory & Prior Knowledge] (You can choose the breakthrough effect you're aiming for when choosing the target. This slightly reduces the research speed, though.)
-Evidence [Theory & Experiment]
-Data [Evidence]
-Scientific Interchange
-Synthesis (Allows to add effects of the same target group to a target. For example, researching haste (a buff spell), you can add the effect of blessing to it, thus effectively creating a combined spell. For units, you might research Sphinxes, and add an ability of the gargoyles to them.)


Units


Tier 1: Familiar (Summoned, Sentient)
Small creatures summoned from another realm, sentient, but obedient. They are normally called to perform lowly tasks for any spellcasters of the Tower.

Abilities:
-Assistance (Familiars give an Academy Hero a bonus on their Arcane Research speed.)
-Helpful Hand (Adjacent friendly spellcasters get a Bonus on initiative.)

Upgrades:
-Assistant (More intelligent and loyal than familiars, assistants are mostly used by wizards, archivars and alchemists, usually. Often, they stay with one master for a long time. They also have their use in warfare, though. Assistance and Helpful Hand are more effective, also Boosts Spellcasters Mana slightly. Initiative and Hitpoints are better than for Familiars.)
-Servant (Less intelligent than Familiars, they are used for heavy and dangerous tasks, or simply as subjects in Experiments. Stronger by stats. They can be sacrificed to give a strong boost on Arcane Research.)

Tier 2: Gargoyle (Animated)
These statues were once purely ornamental, until someone discovered their immense use as flying golems. They can actually fly when animated, and still take quite some damage.

Abilities:
-Flying
-On Guard (When this unit uses defense, it is then "On guard". In this stance, when a friendly unit gets melee-attacked within movement range, this unit flies towards the attacker, and performs a strike against them, before the attacker strikes. This ends the stance and uses up this units retaliation.)
Upgrades:
-tba

Tier 3: Walking Armor (Animated)
-tba

Abilities:
-Empty Hull ()
Upgrades:
-
-

Tier 4: Mage (Living, Sentient, Humanoid, Human)
-tba

Abilities:
-Spellcasting (Which spells are available is based on all the mage guilds you control. How many of them are available is based on the stack size. Level 4 and 5 Level spells are never available to mages.)
Upgrades:
-tba

Tier 5: Sphynx (Animated)
Not the mythological creature, but a statue of it, animated by magic. Nonetheless, the Alchemists and Wizards have managed to create interesting abilities in these sculptures, by the use of mysterious crystals and techniques.

Abilities:
-Riddle Gaze (This unit can perform a riddle gaze against enemy non-blind units. This is a mind-based ability, thus not affecting units and unti types immune to mind-based effects. If successful, the target unit is trapped and cannot act whatsoever, until they solved the riddle that popped up in their head. If the sphinx performs any other action than continuing the riddle gaze, the target unit gets freed one turn after the sphinx broke the gaze.)
Upgrades:
-tba

Tier 6: Djinn (Magical Being, Sentient, Spirit)
-tba

Abilities:
-tba
Upgrades:
-tba

Tier 7: Titan (Magical Being, Humanoid, Elemental)
-tba

Abilities:
-tba
Upgrades:
-tba

Special War Machine: tba
-tba

Associated Units:
-All sorts of Golems (at least: Stone, Iron, Sand, Gold, Crystal)



Town:

Building Chart

Quote:

Legend:
Building A [Requirements] (Effect)
>Upgraded Building A
-> twice upgraded Building A
-Other Base Building needing Building A

General buildings are black
Magic buildings are blue
Dwelling are red
Special buildings are green

Buildings unique for Dungeon(except dwellings) are bold


Village Hall (500 gold income)
>Town Hall (1000 gold income)
->City Hall (2000 gold income)
-->Capitol  (5000 gold income; unique per faction)
-->Province Hall (3000 gold income)

Fort (Makes the defenses stronger; allows Building dwellings)
>Citadel (Makes the defenses stronger; +25% Creature Growth)
->Castle (Makes the defenses stronger; +50% Creature Growth)

Marketplace (Allows trading resources for others. More marketplaces allow a better trade rate.)
>Ressource Silo (Gives 1 Crystal per day)

Tavern (Can recruit heroes of level 1)
>Inn (Can recruit heroes of level 5)

Mage Guild Level 1
>Mage Guild Level 2
->Mage Guild Level 3
-->Mage Guild Level 4
--->Mage Guild Level 5


Blacksmith [Town Hall] (Can build the ???)
>-tba [tba] (Can build the tba

sds(BLA)

Summoning Chambers (Allows recruiting Familiars)

Sculptor [tba] (Allows recruiting Gargoyles)

Magical Works [tba] (Allows recruiting Walking Armors)

Arcane University [tba](Allows recruiting Mages)

Riddle Gate [tba] (Allows recruiting Sphinxs)

Cave of Wonders [tba] (Allows recruiting Djinns)

Elemental Node [tba] (Allows recruiting Titans)



Grail Building: tba


Defenses:
tba


Tech Tree
Every faction has their own Tech Tree, offering benefits for all your heroes, armies, towns and AM-Structures.
The tech tree can be accessed on the Adventure map. Most Techs have requirements you must meet. If it is buildings, 1 town with them is enough.
Techs take time to research. The more towns you have, and the better built these towns are, the less time Techs take.


Campaign
tba

Scenario 1: tba
tba

Scenario Style: tba
Map Size: tba
Enemy Players: tba
Starting Hero: tba
Starting Bonus:tba
Victory Condition: tba

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Rimgrabber
Rimgrabber


Famous Hero
Voice in Gelu's Head
posted February 21, 2021 08:03 PM
Edited by Rimgrabber at 20:04, 21 Feb 2021.

Classes:

Artificer (Mixed)

Likely Skills: Enlightenment, War Machines, Logistics

Unlikely Skills: Offense, Occultism, Leadership

Sorcerer(Magic)

Likely Skills: Sorcery, Destruction Magic, Luck

Unlikely Skills: Leadership, Defense, Offense

Psion(Magic)

Likely Skills: Occultism, Dark, Enlightenment

Unlikely Skills: Tactics, Logistics, War Machines

Troops:

1: Oneiroi (Sandman/Pesanta)

2: Familiar()

3: Golem ()

4: Baku (

5: Gargoyle(/)

6: Alchemist()

7: Naga (/)

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Alon
Alon


Known Hero
posted April 07, 2021 11:31 PM

Jiriki9 said:
Familiar (Summoned, Sentient)
Small creatures summoned from another realm, sentient, but obedient. They are normally called to perform lowly tasks for any spellcasters of the Tower.

Abilities:
-Assistance (Familiars give an Academy Hero a bonus on their Arcane Research speed.)
-Helpful Hand (Adjacent friendly spellcasters get a Bonus on initiative.)


Ooh, I really like this idea!

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Gandalf196
Gandalf196


Disgraceful
Supreme Hero
posted April 08, 2021 03:45 AM

Jiriki9 said:

Wizards are the embodiment of magic




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Alon
Alon


Known Hero
posted April 17, 2021 03:06 AM

Is anyone else still doing this and needs more time?

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted April 18, 2021 08:52 PM

I am now and then updating my entry, but I am not having time to be dedicated to it, frankly...

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Rimgrabber
Rimgrabber


Famous Hero
Voice in Gelu's Head
posted April 20, 2021 11:30 PM

I'm really sorry for ghosting this thread everyone. I do sincerely want to continue this project but I haven't been in a very good place right now. I've been feeling really overwhelmed by life and don't have a lot of mental energy to spend on this since I'm currently working on my friend's city council campaign, have writing projects I need to do, and I'm starting college.

I'll pop in the forums from time to time but I don't have a lot of time and energy for heroes lately.
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ArdentWyrm
ArdentWyrm


Famous Hero
King of the Elder Dragons
posted January 18, 2023 08:14 PM
Edited by ArdentWyrm at 01:57, 21 Jan 2023.

gonna try to revive this thread.

Tower
"Magic is the core of reality and can be used to bend the foundations of existence and reality itself, it is a potent yet dangerous force."

Gameplay
Tower's troops focus on half-expensive and powerful troops and half-quick striking and offensive troops, they have a lot of magic, and thus, many of their troops have an arcane origin.

Faction Relations
Haven- these little, religiously over-fascinated humans have little respect for true magic, a good ally, but not a worthy friend. Peace or Alliance.
Feywilds- the elves and their nature-related magical allies clearly are something worth studying and using, however, they are unkeen on that. Peace.
Catacombs- these evil, destructive spoilers of magic must be stopped and killed. War.
Hell- the demons are dangerous, burning and destructive creatures, but they are something worth studying, but they are hard to capture, and they'll burn your laboratory to the ground. Neutral.
Necropolis- the former wizards are shunned and shamed as properly, their dark arts cannot stand, we must not only shun them, but destroy them. War.
Tribe- the barbarians are agressive, uncivilized brutes, they always destroy our magic and despise it, they must be taught a lesson. War.
Ziggurat- the lizardmen are sadly not very magically interested, however they provide valuable potion and artifact ingredients. Neutral.
Atlantis- these underwater creatures certainly have something to learn from, but can't do anything valuable. Neutral.
Factory- they certainly have a lot of good technology and are sadly unwilling to share, but they do help us with our golems sometimes. Peace.

Heroes

Artificer
the artificers are the core builders of tower, they build the golems, make the artifacts and imbue the weapons with spells.
Starting Stats: Attack: 1. Defense: 1. Spellpower: 2. Knowledge: 2.
Likely Skills: Artificing, Mysticism, Artillery, Scholar.
Unlikely Skills: Sorcery, Dark Magic, Attack, Pathfinding.
Torosar (male human, specialty: pyramid, starts with basic artillery and basic artificing.)
Iona (female djinn, specialty: djinns, starts with basic mysticism and basic artificing.)
Galus (male gnome, specialty: stone golems, starts with advanced artificing.)
Halem (male djinn, specialty: alchemists, starts with basic artificing, basic scholar.)

Wizard
the wizards are the main governors of the towers, and they focus all on magic and spells, and thus are one of the most magically proficient of individuals.
Starting Stats: Attack: 0. Defense: 0. Spellpower: 3. Knowledge: 3.
Likely Skills: Summoning Magic, Wisdom, Enchantment Magic, Intelligence.
Unlikely Skills: Attack, Defense, Ballistics, Resistance.
Solmyr (male djinn, specialty: circle of wrath, starts with basic wisdom, basic enchantment magic.)
Aleena (female gnome, specialty: summoning magic, starts with advanced summoning magic.)
Cyra (female human, specialty: charm person, starts with basic wisdom, basic intelligence.)
Archanus (male djinn, specialty: wisdom causes all spells to be cast at one level of mastery higher, basic wisdom, basic summoning magic.)

Faction Skill: Mana Master
Mana Master allows tower heroes to cast spells at half their mana cost rounded up and regain double maximum spell points when resting in a castle with a magic guild, however mana master's effects can only be used twice per week.

Units
Tier 1: Gnome
Gnomes are small, human-looking creatures with a passion for the workshop, they work on tools, weapons, and assist artificers with their work.
-Melee
Upgrades:
Gnome Mechanic: the most proficient of gnome workers are used to craft war machines and repair constructs.
-Melee
-Can Heal Adjacent Allied Constructs

Tier 2: Newt
Newts are humanoid, lizard-like and snake-like creatures, they naturally have a vicious nature and attack with their fangs.
-Melee
-Vicious Bite: attack has a chance to cause a wound on the target, dealing damage every turn for 3 turns.
Upgrades:
Fire Salamander: some newts naturally are attuned to the element of fire, and have burning skin.
-Melee
-Vicious Bite: attack has a chance to cause a wound on the target, dealing damage every turn for 3 turns.
-Cleave: if initial attack kills at least one enemy, it will attack again after retaliation.
-Fiery Skin: attacking enemies take a small amount of fire damage when attacking fire salamanders.
-or-
Ice Iguana: other newts are naturally attuned to the element of ice, they are known as "Ice Iguanas" and have a cold aura around them.
-Melee
-Vicious Bite: attack has a chance to cause a wound on the target, dealing damage every turn for 3 turns.
-Cold Aura: enemies within two tiles of the iguana suffer small cold damage and have a chance to be frozen for a few turns.

Tier 3: Stone Golem
stone golems are tough, hard-hitting constructs used as frontline infantry and personal bodyguards by the artificers and their wizard friends.
-Melee
-Construct
-Take 50% less damage from spells
Upgrades:
Iron Golem: the strongest of golems are made from pure iron metal and have improved magic resistance.
-Melee
-Construct
-Take 75% less damage from spells
-or-
Crystal Golem: some golems are crafted from gemstones and magical crystals, having a dazzling appearance.
-Melee
-Construct
-Magic Mirror: takes 50% less damage from spells, and the other 50% will be reflected at random enemy.

Tier 4: Alchemist
Alchemists are what outsiders would call a typical mad scientist, they are obsessed with potions and experiments.
-Ranged
-Alchemical Projectile: the ranged attack will either have a chance to freeze, poison, or corrode the enemy's defence.
Upgrades:
Conjurer: the most mad of alchemists have experimented with summoning and mixing creatures, they have the ability to spontaneously conjure creatures.
-Ranged
-Alchemical Projectile: the ranged attack will either have a chance to freeze, poison, or corrode the enemy's defence.
-Can cast summon elementals once per combat

Tier 5: Djinn
Djinns are elemental and magical creatures from the Plane of Elemental Air and attack with a shocking grasp.
-Melee
-Flyer
-Shocking Grasp: attack has a chance to deliver an electric jolt, reducing the retaliation damage by 50%.
Upgrades:
Djinn Vizier: some djinns seek to become viziers, powerful advisors of the wizard-kings, they have a powerful ability to grant wishes.
-Melee
-Flyer
-Shocking Grasp: attack has a chance to deliver an electric jolt, reducing the retaliation damage by 50%.
-Wish Granting: the djinn vizier can cast any 5th level spell of the hero's choice, three times per game at spellpower 8, expert level.

Tier 6: Naga
Nagas are female, snake tailed warriors with multiple arms and swords, used as frontline charger troops by the tower armies.
-Melee
-No enemy retaliation
Upgrades:
Naga Queen: naga queens are the most regal and strong of nagas, they wield 6 golden swords, and their sword skill is unmatched among normal nagas.
-Melee
-No enemy retaliation
-Attacks twice
-or-
Naga Oracle: some nagas choose to become oracles, predicting the future with crystal balls.
-Melee
-No enemy retaliation
-Shows you what witch huts will teach you, what seer's huts want, and can cast the visions spell.

Tier 7: Gargantuan
Gargantuans are massive, elemental creatures composed of the four elements that hurl huge elemental missiles.
-Ranged
-No Melee penalty
-Elemental
Upgrades:
Titan: titans are the oldest and strongest gargantuans, able to bend the foundations of the elements to their will.
-Ranged
-No Melee Penalty
-Elemental
-Hates Cavern's dragons
-Can cast meteor shower and chain lightning once each per combat.

Siege and Support Units
Pyramid: pyramids are large stone prisms with magic eyes that absorb/learn any curse or damage spells that heroes cast and cast those spells on chosen enemies until end of combat, where they forget all of their spells, they can always cast eldritch arrow.
Repair Tent: tents full of mechanics ready to repair damaged constructs and war machines, the repair tent randomly heals allied injured constructs or war machines every round.
Giant Moth: large, magical moths that eat magic, they can release smaller moths every round that can only be damaged by ranged attacks and spells, they can gang up on stacks to paralyze them and deal small amounts of damage when attacking, enemy can win combat without killing every small moth.

Townscreen and Unique Buildings

Library: each level of the magic guild now lets visiting heroes learn one more spell of that level.
Academy: the academy allows visiting heroes to learn the basic level of any magic school skill for a price, or advance in a school already learned for a higher price.
Tower of Mages: the tower of mages allows heroes to buy up to a certain number of spells for learning for a price.
Grail: Maelstrom of Magic: the maelstrom of magic gives an extra 5000 gold per day, gives +50% creature growth, and allows visiting heroes to learn all 5th level spells.

construction complete.

____________
Torment is blinding. It lies. Its pollution steals my sense. It promises: destroy everything and the pain will cease.
- Kralkatorrik
https://dragcave.net/user/ArdentWyrm

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