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Heroes Community > Heroes 8+ Altar of Wishes > Thread: My Heroes Spinoff: HOMW
Thread: My Heroes Spinoff: HOMW
RabbidCow
RabbidCow


Adventuring Hero
Who was bit by a Vampire
posted July 15, 2010 07:24 PM
Edited by RabbidCow at 01:48, 29 Apr 2011.

My Heroes Spinoff: HOMW

Well, all these other people are doin' it, why can't I?

So, Heroes of Magic and Wonder. I know what your thinking: magic already is in HOMM. In fact, it's in the title! But the differance is that it takes place around this timeline. Humans have moved on. They no longer believe in magic and have guns and tanks and all. The government has recently discovered a new continent: Magitara! However, the locals are strange and their practices are even stranger. The government has sent the military out to investigate... ...and rediscover magic!

All factions (except Stronghold and Outpost) have a form of magic at their disposal. The factions are as follows:

The Military
Outpost: The military forces have arrived in Magitara armed with guns and vechicals to blast the current inhabitants far away. What they didn't expect was how powerful magic really is... ...and that an ally can be anywhere...

Lineup:
Tier 1: Soldier Marine/Shotgun Soldier
Tier 2: Heavy Trooper Rocket Trooper/Shock Trooper
Tier 3: Bomb Squad Demolition Squad/Bomb Specialists
Tier 4: Spec Ops Super Soilder/ODST
Tier 5: Transport Troop Crawler/Heavy Transport
Tier 6: Tank Armoured Tank/Dragon Tank
Tier 3 Neutral: Spellshot Enchanchanted Troop/Gun Mage
Magic: None
Main Ally: Stronghold
Main Enemy: Academy
War Machine: Machine Gun Turret
Grail: PLC (Partical Laser Cannon)

The Aunaran Elves
Village: Deep in the darkest forests of Magitara lies a land know as Aunara. In this wild land lies the Elves, a race who dabbles in Nature Magic. They fight fiercly against the outpost and necropolis, because they threaten the trees that this race so dearly loves.

Lineup:
Tier 1: Fairy Pixie/Sprite
Tier 2: Wee Folk Leprachaun/Clover Gardener
Tier 3: Satyr Elder Satyr/Faun
Tier 4: Ranger Forest Guard/Sharpshooter
Tier 5: Treant Ancient Treant/Dendroid
Tier 6: Firebird Phoenix/Sacred Flamebird
Magic: Nature, the Magic of Summoning
Main Ally: Academy
Main Enemy: Necropolis
War Machine: Nature's Wrath
Grail: Heart of Aunara

The Dark Voodo
Citadle: Lost in the jungles of Ma'zru, a dark tribe of goblinoid creatures have banded together thousands of worshipers of the Dark Voodoo. Under Chieftan Mez'tarua's shadowed hand, the goblins of the southlands plan to overthrow Magitara, starting with the newcomers...

Lineup:
Tier 1: Serpentfly Dragonfly/Stingwrott
Tier 2: Blowdarter Pipeshot/Dart Striker
Tier 3: Goblin Hobgoblin/Trapper
Tier 4: Witch Voodo Priest/Witch Doctor
Tier 5: Snake Golem Darksnake Golem/Voodo Golem
Tier 6: Hydra Deep Hydra/Acidic Hydra
Magic: Voodo, the Magic of Hexing
Main Ally: Necropolis
Main Enemy: Outpost
War Machine: Soul Vortex
Grail: Magitara's Soul

The Eastern Tribes
Stronghold: The feral orcs of the great desert Sunbur have a very problematic weakness: they fear magic. Their people are unable to use it, no matter how hard they would dare try. And now the witch doctors are looking for minions in their land, and the orcs couldn't fight back. Everthing was coming down for the orcs until the outposts appeared...

Lineup:
Tier 1: Grell Grellkin/Burning Grell
Tier 2: Brawler Street Brawler/Gladiator
Tier 3: Hunter Poacher/Bowmaster
Tier 4: Roc Thunderbird/Suzaku
Tier 5: Ogre Mighty Ogre/Ogre Magi
Tier 6: Cyclops Bloodeye/Untamed Cyclops
Magic: None
Main Ally: Outpost
Main Enemy: Citadle
War Machine: Gate Ram
Grail: Tower of K'ghann

The Order of Magi
Academy: The Wizards of the Order of Magi have recently formed an alliance with the dwarvern people. Being the last remaining humans that control magic has held them together for a long time. But when Stronghold raids damage The Skyship, the most treasured wizard artifact, they set out from Aruti, blood for blood.

Lineup:
Tier 1: Gremlin Master Gremlin/Gremlin Apprentice
Tier 2: Dwarf Ironclad Dwarf/Dwarvern Miner
Tier 3: Wooden Golem Steel Golem/Stone Golem
Tier 4: Mage Archmage/Elementalist
Tier 5: Genie Master Genie/Djinn
Tier 6: Giant Titan/Colossuss
Magic: Arcane, the Magic of Balance
Main Ally: Village
Main Enemy: Stronghold
War Machine: Mana Crystal
Grail: Skyship

The Undead Plauge
Necropolis: Created by necromancy, a horrid and twisted magic, the undead have no mind for their will is bound to a powerful artifact known as Magitara's Soul, which has recently fallen into the hands of Mez'Tarua, and the zombies must do his bidding.
Lineup:
Tier 1: Skeleton Skeleton Guard/Skeletal Ghast
Tier 2: Corpse Plaugespreader/Bloodied Corpse
Tier 3: Haunt Deathly Haunt/Banshee
Tier 4: Rotting Archer Deadwood Archer Deadwood Marksman
Tier 5: Necromancer Archlich/Nethermancer
Tier 6: Grim Reaper Grim Wraith/Shadow Reaper
Tier 6 Neutral: Bone Dragon Ghost Dragon/Blood Dragon
Magic: Necromancy, the Magic of Twisting
Main Ally: Citadle
Main Enemy: Village
War Machine: Plaugelauncher

The Dragonkin
Utopia:

The Demonic Horde
Inferno:

The Chaotic Flame
Dungeon: The people of Pyrosh were once a free, no-war kind of faction. Until the Day of Chaos. On the tenth night of Tanku, the third month, it opened. A gateway to a fiery realm appeared out of nowhere. Out walked an army of demons. They burnt the once beatiful lands and corrupted the people. It had a horrible side affect, though. The citizens of Pyrosh became twisted Werewolves!

Lineup:
Tier 1: Flameling Skulling/Burnling
Tier 2: Thief Ninja/Assassin
Tier 3: Minotaur Flamebull/Labyrinth Guard
Tier 4: Werewolf Werewolven Warlord/Flameguard
Tier 5: Manticore Scorpicore OR Beholder Evil Eye
Tier 6: Red Dragon Black Dragon/Chaotic Dragon
Magic: Sorcery, the Magic of Destruction
Main Ally: Utopia
Main Enemy: Inferno
War Machine: ???
Grail: Eye of Chaos

The Spiritual Presance
Haven

I'll update it later, tell me what you think!

I worked out most of the Arcane spells. They're as follows:

Level 1:
Blur: 2 mana
Combat - Blessing
Blur obscures the target's true position, increasing it's Ranged Defense by 50%.
Dispel: 2 mana
Combat - Blessing/Curse
Dispel removes all spells from the target.
Visions: 2 mana
Adventure - Informational
Visions shows you the exact number of troops in an army and reveals the skills of an enemy hero.
Precision: 2 mana
Combat - Blessing
Precision increases the target's Ranged Attack by 25%, and also gives target no penalty for range, walls or obstacles.
Displacement: 2 mana
Combat - Curse
Displacement causes the target to move 2 yards in a direction of the caster's choice, if possible.
Level 2:
Flight: 3 mana
Combat - Blessing
Flight grants a friendly target the ability to fly until the end of the combat.
Steal Enchantment: 3 mana
Combat - Curse/Blessing
Steal Enchantment removes a beneficial spell from an enemy target and places it on a random friendly target.
Power Drain: 3 mana
Combat - Curse
Power Drain causes the target's spells to cost double the normal spell points.
Create Illusion: 3 mana
Combat - Summoning
Power: 44 + 4 HP/level
Create Illusion forms a duplicate of the target creature with a number of hit points based on the level of the caster. Illusions have 0 mana and 20% less defense.
Level 3:
Polymorph: 4 mana
Combat - Curse
Polymorph causes an enemy to turn into a sheep, pig, or frog, giving them zero attack for four rounds or until suffering damage.
Forgetfulness: 6 mana
Combat - Curse
Forgetfulness restrains an enemy target from using ranged attacks for the duration of the combat.
Arcane Focus: 5 mana
Combat - Blessing
Arcane Focus gives a friendly caster 1 mana at the start of every round. This can't be higher than the targets original mana.
Level 4:
Berserk: 8 mana
Combat - Curse
Berserk forces the target to attack the nearest creature or hero, whether friend of foe. It lasts until the target attacks.
Steal All Enchantments: 10 mana
Combat - Blessing/Curse
Steal All Enchantments causes all beneficial enchantments on enemy targets to be removed and distributed randomly among friendly targets.
Level 5:
Hypnotize: 12 mana
Combat - Curse
Hypnotize brings the target under the caster's control for 4 turns.
____________
It's okay to not like things; just don't be a dick about it. - TotalBiscuit

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 15, 2010 07:44 PM

HEHE, another spinoff. It's indeed close to HoMM, but interesting, nevertheless...

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted July 15, 2010 07:48 PM

I made also a Modern Haven,but my spinoffis it's only with modern thechnology,factions are Barracks,Factory,Mafia,Hideout,Terorosits etc.
____________

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 15, 2010 07:54 PM

How's THAT going, anyway, lizard?

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RabbidCow
RabbidCow


Adventuring Hero
Who was bit by a Vampire
posted July 15, 2010 08:25 PM

@Lizard: Ya, I saw it. It really captures modern tech.
@Jiriki: I know, but I hope new factions that I'm doing son spice it up. (Spirit Haven, Reworked Dungeon, Utopia, Citadle, and of course, Outpost)
____________
It's okay to not like things; just don't be a dick about it. - TotalBiscuit

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 15, 2010 08:39 PM

I don't like that grell is in, only know this from wow...otherwise quite nice, as I said

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RabbidCow
RabbidCow


Adventuring Hero
Who was bit by a Vampire
posted July 15, 2010 08:59 PM

Grells are in as a susbitute for goblins, cause they get Voodoo. But if you don't like grells I'll put something else in.
____________
It's okay to not like things; just don't be a dick about it. - TotalBiscuit

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Warlord
Warlord


Famous Hero
Lord of Image Spam
posted July 19, 2010 05:24 PM

You should post some creature descriptions, abilities, and statistics. I can help out, if you want.

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vitorsly
vitorsly


Known Hero
Joker!
posted September 25, 2010 08:36 PM

Cool Idea but problem
You said that Stronhold can't do magic but they have the ogre Magi?!
Apart from that it is cool
____________
H3 FOrtress is returning to Heresh!

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Aosaw
Aosaw


Promising
Famous Hero
Author of Nonreal Fiction
posted September 26, 2010 01:57 AM

Plot-based suggestion:  have magic infuse your upgraded units.  For instance, the Military faction has Marines as a tier one unit; upgrading them implements magic into the tech of their weapons, or what-not, and call them...I don't know.  Magic Marines sounds too much like something releaed by Crayola.  But something to that effect.

I don't imagine that the Military would just ignore a "new" source of firepower.  History has shown that, when it comes to finding new ways of tearing each other apart, humanity is fantastic at making lemonade out of lemons.

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