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Heroes Community > Heroes 7+ Altar of Wishes > Thread: The Alchemic Town.
Thread: The Alchemic Town.
Marelt_Ekiran
Marelt_Ekiran


Promising
Famous Hero
Watcher of All
posted March 26, 2003 04:44 AM
Edited By: Marelt_Ekiran on 9 Apr 2003

The Alchemic Town.

As promised, I give you the last of my series of new towns. This is a town that goes between the philosophies of Order and Death. It is concentrated on metals, so the main resources should be ore and mercury.
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Some practical information:

Town name: Laboratory

Might hero: Blademaster.
The blademaster is armed in light but strong armour. He or she wields a sword of a strange metal in his or her hand. Skills should work out as a combination of combat and tactics.

Magic Hero: Alchemist.
The Alchemist is dressed in robes and wears some light armour made from the strange metals of this town. The alchemist specializes in Alchemic Magic.
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Creatures:
Some of these creatures come from my own imagination and some are derived from creatures from Life and Order towns. This fits into the storyline of this town. Again, there will probably be to many creatures, but we will just have to pick the best ones.


Level 1:

>Mountain Dwarf< (Dwarven mines).
This dwarf is the equivalent of the Order dwarf (which will have to be renamed "Field Dwarf"). The mountain dwarf is also strong, sturdy and slow. The mountain dwarf's magic resistance has changed. They now have a 25% magic mirror. This means that every spell has a 25% chance of backfiring (leaving the dwarfs unharmed). Direct damage spells are split. 75% to the dwarves, 25% to the caster.

>Tiravar< (Levitation lab).
The tiravar was one of the first inventions of the newly founded laboratory. It is a disc of metal which is lighter than air and it has a few short blades attached to it. It is fast, flying and attacks by swirling around with the blades. It is mechanical and high in numbers, but does not do much damage and is easy to kill.

>Macemen< (Macemen keep).
Macemen are squires who abandoned the haven in protest of the backwardness of that town (see: story). They were equiped with maces (the thing the golblin carried in HOMM3). These maces are a quite heavy. Macemen are a little better armoured than squires, but lost speed and the stunning ability. Instead, they have an equal chance to inflict concussion, which makes the target run away without retaliation (same thing as fear).


Level 2:

>Acolyte< (School of chemistry).
Acolytes throw with small vails of magic. Most of these are direct damage explosions (technically ranged attacks). They can also throw with poisonous vails (half damage of ranged attack each turn) or with vails of acid (lower attack and defense).

>Field catapult< (Craftsmen guild).
These small catapults shoot their projectiles high into the air. This allows them to shoot with a very large range. No penalty for range, obstacles and can shoot anywhere beyond castle walls. Unfortunately, the accuracy is not that high. Low speed and little damage. Catapults are mechanical.


Level 3:

>Dwarven warrior< (Training field).
These dwarves are stronger than all their counterparts and have been trained for battle. They are still slow, but have higher attack and defense than the others. They have the special ability that their armour and weapons hit one third of the ranged damage done to them back to the ranged attacker (after doing full damage to the dwarves).

>Drow ranger< (Ranged fields).
The hatred of the drows for the elves drove them to this town as the opposite of nature. They were welcomed by the alchemists and equiped with bows made of springsteel instead of wood. These bows allow them to shoot better than the elves without ranged penalty.


Level 4:

>Tower guard< (Tower barracks).
These specially trained elite troops wield two windsteel blades at once. This allows them to strike with large damage and incredible speed. They have the first strike and a high speed and damage. Unfortunately, their speed requires that they wear no armour, which lowers their defense.

>Steel golem< (Foundry).
These slow animated monsters do good damage and are extremely hard to kill. They are mechanical and the metal they were made of gives them extra protection. They are immume to to direct damage spells caused by fire, lighting or spirit shocks. All other spells are reduced by 60%. They are low in numbers.

>Drow Mage< (Magic pinnacle).
These drows are extremely dangerous mages. They combined their spiritual powers with the power of the control of the materialistic world. They are spellcasters. Spells include: Sulphur flame (direct damage by raising a poisonous flame on the spot of the target. Target is also poisoned). Mana well (target regenerates one spell point per round per 7 drows casting). Repulsion aura (movement within 7 yard range of target takes triple movement). Anti-magic (normal version).*


Level 5:

>Shockbolt ballista< (Ballista works).
The bolts of these large ballista's have been magically and alchemically prepared. They do much more damage than the old ballista's. They are still slow and defense is mediocre. Ballistas do full damage on range and obstacles, but cannot shoot past defense walls like the catapult does. Ballistas are mechanical.

>Rednir< (Rednir factory).
Redniri are mechanical objects made from the same light metal as the tiravar (lighter than air). These machines fly and use acid attacks, which lowers the attack and defense of their target by 20% in addition to the normal damage. They are slow to bring to start, but once they go, they go fast (=low speed, but high movement). Attack and defense are both fair, but not great.


Level 6:

>Lance titan< (Temple of lighting).
These titans abandoned the academies to follow the alchemists. The alchemists equiped them with special shocklances. The titans lost their ability to shoot, but instead, they gained a long-weapon attack with a very special feature. If the lance strikes an enemy target, then all other enemy troops in a range of 5 yard recieve half the damage that they would have recieved if attacked. Visually, this looks like chain lighting shooting from the initial target. Lance titans do good damage and have defenses equal to a normal titan (which I renamed "cloud titan").

>Dragon Golem< (Dragon factory).
They look like large mechanical dragons with good damage, but are much more useful than their HOMM4 counterparts. They are large, which is a problem in manouvring and fairly slow, but they have both a first strike and unlimited retalitation. If you get them near the enemy stacks, they are an absolute nightmare.



*Anti-magic will come in two forms. As a level 3 nature and level 5 nature spell. The level 3 spell is what we know and what the drow mage uses. The level 5 spell is called "divine magic shield". It still allows positive spells, but shields the negative. It also protects against the ring of greater negation, the forced dispell and the Talurin spells (see: spirit town).
_____________________________________________________

Alchemic Magic:


Spell learning:  Alchemic Magic
Spell points:  Materialization
Spell power:  Metallurgy
Speciality:  Transformation

Transformation allows the hero to generate a certain amount of gold after each battle won. The amount depends on the XP of monsters killed, the skill of transformation and the level of the hero. (Fun fact: they had this in King's Bounty).


Level 1:

>Armour strength<  Target gains 25% increase in defense.

>Decay<  Defense of target drops by 20%.

>Shrapnel<  All creatures withing a 2 yard distance of caster take minor damage.

>Charge weapon<  Minor damage is added to the initial attack of target.

>Disintergrate death<  Cast on a stack with dead creatures and destroys a number of hitpoints of the dead. These creatures cannot be animated or ressurected.


Level 2:

>Shackle of pain<  Target takes minor damage per distance traveled on combat map, based on casters level. (I'm talking very minor damage, but it adds up after walking some distance).

>Transform weapon<  Turns the weapon of the target into a useless metal, lowering its attack by 25%.

>Armour of force<  Increases defense of target by 50%.

>Hope<  Increases morale of all friendly targets by 2.

>Remove obstacle<  Removes all obstacles in a certain range, determined by level of the caster.


Level 3:

>Sulphur flame<  Direct damage by conjugating a poisonous flame on the spot of the target. The target is also poisoned.

>Mana well<  Target recovers a number of spell points per turn, determined by level of caster.

>Mass decay<  Defense of all enemy targets drops by 20%.

>Repulsion aura<  Movement within a 7 yard radius of target takes five times the movement.

>Reflection shield<  Target takes only 25% damage from direct damage spells (includes poison and plague). No effect on other spells.


Level 4:

>Mass force armour<  Increases defense of all friendly creatures by 50%.

>Hammer fists<  Increases damage done by target by 100%.

>Enchant weapons<  All enemy weapons turn against their owners, causing all enemy targets to do minumum damage minus 20%.

>Solidify mind<  The enemy target loses the ability to think for itself, it can no longer retaliate.


Level 5:

>Forced dispell<  The target is dispelled of all beneficial spells and loses all natural special abilities. Forced dispell breaks "anti-magic" and magic resistance and immunity, but not a "divine magic shield".* When used on a hero, it dispells the advanced class bonus.

>Force displacement<  The target gains the ranged ability. The ranged damage equals melee damage and suffers the normal ranged penalties and has twelve shots. Special abilities (like first strike) are not carried over to the ranged attack. Target keeps normal melee abilities. (spell can be used in combination with "precision" to eliminate range penalty).

>Meltdown<  Works the same as the poison spell, but at high levels, it kills hundreds of spell points per turn.

_____________________________________________________

Unique buildings:


>Tower of animation<

This tower links itself to a hero. Everytime a new hero enters the city, he or she is automatically linked to the tower. A hero can be linked to an unlimited amount of towers, but the link is broken if the enemy takes over the town.
As long as the hero is linked to at least one tower, movement of all mechanical creatures in his or her army on the adventure map is increased by 10. This is to prevent this town from suffering from the slow speed of the mechanicals.


>Alchemist market<

Trade resources to gold at a better rate than the normal marketplaces. It only works resources to gold, no other way.


>Steel gate<

Castle gate gains another 100 HP, meaning you need at least two more hits to get it down.


Shop --> Metal foundry.

Mage guild --> Tower of skill

Library 1 (order) --> Sidehall of Order

Library 2 (death) --> Sidehall of Death
_____________________________________________________

Story:


The oppresion of individual freedom became to much for some people in both the Haven and the Academy. Especially for those who came up with new inventions. The Academy mages came to the arrogant conclusions that they possesed the ultimate knowledge and accepted no other opinion. The holy orders of the Haven always chose for the old and traditional ways without even considering innovations.
Many people from both towns left and formed towns for themselves. These towns were highly innovated, but extracted a high price from nature. The elves declared war to the newly formed faction and attacked. The alchemists (as the innovative magicians were called) were weak to start and could not fight the elves.
They left to search for a quite place and found it close to the borders of Nekross. The necromancers welcomed the alchemists as friends and allies and both sides had many benefits from each other. Some of the alchemist still had some ties to the Academy faction, but the Haven had condemned them for their betrayal, fights with the elves and ties with Nekross. The Alchemy and Haven factions soon became bitter enemies.
The alchemists, now free to push their innovations forward, developed a new kind of magic to control their crafts. It was still somewhat based on their old magic, but they took a lot of influence from the necromancers, who taught them how to use magic to hurt or weaken your enemy.
The drows, who were driven out of their habitats by the elves who came after the Reckoning, had always searched for revenche. After the skirmishes of the alchemists and elves, they offered their services and protection. The alchemists accepted and drows lived next to the humans and dwarves. Some became alchemists themselves. These were the most dangerous, since they combined their spiritual powers with the control of the material world of Alchemic Magic. Most drows, however, remained warriors. Most used the springsteel bows, invented by the alchemists, but some took up the skill of blade. These drows fight with the dwarven and human guards and some have risen to the level where they command armies under the title of blademaster.

This is the history of the Alchemists. I still have to write a story to tie all towns and peoples together. Also note that I stole a couple of the creatures from the Haven and Academy. I will have to replace those. The Haven should go more in the direction of the heavens and spirits. The Academy should train more fighters and use them as elite guard. I don't have any specific details yet on these points.


EDIT: Changed the description of the dragon golem to make it a better unit. There was too much difference between the dragon golem and the lance titan.
____________
Perception is everything.

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stargazer
stargazer


Famous Hero
hero of order and life
posted March 26, 2003 03:05 PM
Edited By: stargazer on 26 Mar 2003

sounds intresting maybe add some differt creatures to replace some but your titan kicks ass. like your buildings too
____________
When we are young
Wandering the face of the Earth
Wondering what our dreams might be worth
Learning that we're only Mortal for a little while

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this_other_guy
this_other_guy


Famous Hero
{0_o} heh...
posted March 27, 2003 09:14 AM

Spell ideas for Lab

- Turn to Salt, lvl 5: Instantly kills a group of creatures depending on the spell power of the caster. 10% chance of failing.

- Transfusion, lvl 5: The attacker and target of spell shares damage done by the attacker. Ratio depends on power of caster.

- Power Draw, lvl 3: Similar to mana leech, but to a greater extent. 20% chance of dealing damage due to sudden loss of energy. Mana absorbed and damage depends on the power of caster.

- Alchemic Aura, lvl 4: Like landmines, several are placed on the battlefield by the caster. Hostile creatures stepping within a 3 grid radius will be turned to a metal statue for 3 rounds, suffers small amount of damage, and will NOT return to initial form when attacked. Invisible to hostiles creatures. Damage and no. of mines depends on pwer level.
____________
1f u c4n r34d th1s u r34lly n33d t0 g37 l41d

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stargazer
stargazer


Famous Hero
hero of order and life
posted March 28, 2003 06:36 PM

what about the sentanal for a 5th level creature

Hp 150 Att20 Def25 Speed 8 Dam 25
____________
When we are young
Wandering the face of the Earth
Wondering what our dreams might be worth
Learning that we're only Mortal for a little while

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streetfire
streetfire


Hired Hero
slang junky
posted April 07, 2003 02:04 AM

yah, a sentinal sounds good, i also think u could replace some of the living creatures, for instance the dwarven warrior could be a automaton of some sorts, and the tower guard could be mechanical, but have some parts exposed, which would lower its defence
____________
it depends on whether u really wanna toss a salad

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Marelt_Ekiran
Marelt_Ekiran


Promising
Famous Hero
Watcher of All
posted April 07, 2003 03:29 AM

I deliberately tried to stay away from having too many mechanical creatures. I don't want to come up with another Forge Town. I think that what I have now is a good ratio between mechanicals and non-mechanicals.

Concerning the sentinel, I think it would be a good name for a creature. According to my dictionary, it is a person who stands guard against a surprise attack. That description is not really worth a fifth level rank, but perhaps a second or a third level. It would look like this.

Level 3:

>Sentinel< (Guardians guild).
This guardian is equiped with a special light armour. The sentinel is fast and has a good defense, but attack is fair at most. The presence of sentinels increases the scouting range by 3 and gives an opinion whether a neutral stack will attack you or not if you camp within its range.


Not every creature can be a high level creature and the judgement on level can sometimes be very hard. You can always alter the statistics of a creature, but no one will be impressed by a level 6 halfling, even if you give him 300 hitpoints and an attack of 40.
____________
Perception is everything.

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Jimpy
Jimpy

Tavern Dweller
Meow
posted April 07, 2003 03:43 AM

Maybe given the fact that they have close ties with the Necromancers, there could be a 3rd level unit called a 'Flesh Golem' - it would be a golem animated from flesh (this is different from a zombie). It could have magic resistance as well as disease or something.
____________
Hey, it's that guy... with... a face and eyes and stuff.

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Marelt_Ekiran
Marelt_Ekiran


Promising
Famous Hero
Watcher of All
posted April 12, 2003 01:22 AM
Edited By: Marelt_Ekiran on 11 Apr 2003

For those of you who don't know about it, this is the Forge that I have been referring to.




The plan was to use this as the additional town of Armageddon's Blade, but after protests from the community, they changed it to the Conflux. Can you see why I'm trying to avoid having a town like this?
____________
Perception is everything.

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mvassilev
mvassilev


Responsible
Undefeatable Hero
posted October 17, 2003 04:18 PM

Good, but how about this?

Level 7
Thunder Drow
These ranged drows have no melee penalty, 75% magic resistance, and have First Strike.
____________
Eccentric Opinion

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Saruman
Saruman


Famous Hero
On academic leave
posted October 20, 2003 10:00 PM
Edited by alcibiades at 16:31, 13 Jun 2009.

Facinating. This could give the "Nature" alignment an opposite.



Moderator's note:This topic has been closed, as it refers to an older version of the game. To discuss Heroes 3, please go to Library Of Enlightenment, to discuss Heroes 4, please go to War Room Of Axeoth, to discuss Heroes 5, go to Temple Of Ashan.
____________
Thank god I'm an atheist.

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