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Thread: THE COVEN - A Potential H6 Dungeon Concept by Lexxan | |
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Lexxan
Honorable
Undefeatable Hero
Unimpressed by your logic
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posted January 04, 2012 04:52 PM |
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THE COVEN - A Potential H6 Dungeon Concept by Lexxan
Well, since the Dungeon will be added anyways, I figured I'd give this a shot
Some notes before we start though:
*1*
In spite of having a history as an Evil faction (well, "evil". H5 Dungeon wasn't exactly *evil* imo), This faction is actually neutral. In DND terms, it would count as a Chaotic Neutral faction
*2*
This Faction's focus is on using illusions of all sorts. The might class functions more on Illusions in as a means of fighting, while magic class uses Illusions are a form of bluffing and cursing. The two Blood Classes focus on using their powers in a destructive way, to kill as many foes as possible. The Tear classes on the other hand use their powers to channel within the sphere of the Dragon Gods themselves via the thoughts/dreams of other, seeking benefit for their armies
*3*
I went to name the faction the "Coven" because I felt it needed a more mysterious, secretive name, rather than a gloomy, brutish name like "Dungeon". The units themselves are more oldschool based, with only two Dark Elf units (one of them being extremely questionable).
*4* Ygg-Chall is not a unified nation. It's a collection of city states, where one Clan or Race controls a particular network of caverns, nooks and crannies, ruling it independently from it the other
*5*
There is some sort of "Central Power". I felt that, inspite of the Chaos in Ygg-Chall, there needs to be a central "Agency" of sorts that has influence over the individual clans in order to unite them in times of trouble. I'm thinking in the sense of a small group of individuals (mostly faceless, but a handful of Dark Elf, Beholder or Minotaur top tear Assassins and Spymasters would find their way into that agency as well. I'm especially thinking about Thuidana, the first Queen of the Dark Elves according to Ashan Lore).
*6*
I've added a new, interesting tidbit to the game: Alternative Upgrades, which play out according to the MAIN Hero's reputation. (Neutral = No upgrade, and Tear/Blood = Upgrade depending on whichever reputation the hero has).
There are several reasons why I added this. First, Tears and Blood is an excellent idea, but so far it's a secondary issue at best. I really think think it should be a HUGE part of the game however, given that Tears/Blood is a centric theme in the campaign and is a new idea that could, if used properly, make H6 stand out in a good way. Tying Upgrades to Reputation, would make it a TOP Tier Priority... as it imho should be.
Secondly, it would also add replayability and flavour to a game that needs it oh-so-desperately. I don't harbour high hopes for it, but if anyone of Ubihole reads this, PLEASE ADOPT it (or a similar idea), the game desperately needs a boost in that way.
*7*
I felt it would add a lot of flavour by having differentiating between the actual faceless name of Ygg-Chall and the Elven name it's more commonly known by. I imagine the Faceless as beings so secretive and isolationist and extraplanar their language cannot even be pronounced by other races. It may sound as a cop-out on my part, but I think it simply fits the race better. Since Ygg-Chall is known as "The Dark Below", why not make it a rough Elven translation of the name given to it by the the Dragon Gods or the Faceless themselves?
*8*
Due to the faceless being so secretive (I know, I'm abusing that word. Deal with it), I don't think they should be part of the Coven's line-up. Yeah, you may see this as another cop-out, but honestly, after seen "Jorgen" being so elaborately disguised into a human knight, it is very clear to me a Faceless would NEVER wage an open war. They are not beligerent like Angels or Demons. I don't feel like Faceless should be an actual creature. As Heroes, I think they are fine enough. But as a creature? No, I'd definitely disagree with that, Hence why they aren't included.
*9*
Due to the Character of Cate being somewhat connected to the Faceless, I had the idea to replace the Faceless as a Champion Creature by a Dragon knight of sorts. I feel it DOES fit the faction, given that Malassa's Black Dragons are the most well-known Dragons, who also happen to be aligned to the Dungeon faction in H5. A Draconic creature of sorts is, in my opinion, desirable, albeit not a full Dragon, which imo are more suitable for boss creatures.
*10*
Right before posting this, I noticed Nocturnal already has posted a "Dungeon faction" of his own making. Oh well, at first glance, they don't seem to overlap too much, so I'm still going for it.
I'll Put all the stuff in my Next, post, but if you feel some adjustments need to be made, don't hesitate to post feedback. I'll be very considerate for new ideas
____________
Coincidence? I think not!!!!
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Lexxan
Honorable
Undefeatable Hero
Unimpressed by your logic
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posted January 04, 2012 04:53 PM |
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Edited by Lexxan at 13:41, 02 Feb 2012.
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The COVEN
Work in Progress
THE COVEN
Town View Link
Faction Motto
"A lurking shadow is more powerful than a raging dragon"
Also Known as : The Cult of Malassa; the Spawn of the Void; the Covenant of the Faceless; Ygg-Chall, Land of Many Secrets.
Core Races : Faceless, Minotaur, Fallen Elf, Beholder
Core Concepts : Knowledge, Intelligence, Secrecy, Lies, Discord, Mistrustfullness, Dreams, Chaos, Individualism.
Core Philosophy : "Knowledge is the most powerful thing in Ashan. An inivisible blade is a close second."
Country : It's true name unknown, it is mostly known under it's Elven name: Ygg-Chall.
Home Terrain : Subterranean, Swamp.
Capital City : None, but the most prominent City by far is Konos, known as the Maze of Shadows
Faction Sympbols : The Featureless Mask, the Emerald Dagger, Coiled Serpent
Faction Colors : Purple and Black
Secondary Colors : Lime Green, Cyan, Orange, Pink, Grey.
Alignment : Neutral/Blood. [Chaotic Neutral]
Faction Ability : Shadowmelting
Basic Hero Classes : Stalker and Diviner
CULTURE :
The Annals of Al-Tasser, an explorer from the Silver Cities in a report to the Highest of the Circle. An excerpt:
"...Little was known about the faceless being craftsmen, and therefore the rumor of vast Cities stretching out in the Underground, it seemed prudent to explore and map these cities, and see whether these wonders would actually exist. Neither Elf nor Dwarf sets foot this deep below the surface, hence it would be an excellent spot for the Faceless to have their permanent Residence.
Out discoveries not only led to knowning where exactly the Faceless have their abode, but we also learned they began recruiting their Legion of Darkness to fight against the Demonic Hordes, readying themselves for the next Lunar Ecylpse.
However, ever since the Faceless recruited the Minotaurs and the Fallen Elves, there are multiple reports of Large Faceless Cities under the ground, specifically near Grimheim and Irollan.
As for what these cities look like, reports indicate that they have a mostly Elven look, indicating the Fallen Wood beings quickly worked their way up the ranks of Malassa's chosen. The Elves in East-Irollan have already started refering to them as "Dark Elves" and it would indeed seem that Darkness has started consuming the Fallen Elves' formerly Sylvan soul.
There are reports of Beholders, and other rejected beastmen making their way underground, seeking shelter and doing so with the faceless. We do not know how many other races lurk deep, but it does look like the Covens of the underground will become a force to be reckoned with. An alliance Fallen Elf, Faceless, Beastman and Beholder, all of equal rank and standing, could be a danger we might not expect. Knowing the little we actually do know about the Faceless, if they strike, they'll likely do so when we least expect it.
ARCHITECTURE :
Ygg-Chall is a network of City states, and depending of which races dwell in which city, the architecture is going to be different. The Faceless barely have any architechture at all, they tend to carve out stalactites with sheer dark energy, shaping it into angular, plain forms from which they draw their magic power from.
Dark Elves, like they surface cousins, prefer more spirally, circular and swirly shapes, and they usually construct their edifices with more palatable material than Granite or Limestone, like obsidian, crystals and marble. Dark Elven buildings are often tall, elegant and heavily ornamented, and often have every spiky roofs ardorned with adamantine Serpent coiled around its spite, representing their submission to Malassa.
Minotaurs are a more straightforward race, and this shows itself in their architecture. They buldings are a lot larger and broader than the Elven ones, being closer to Dwarven Architecture. Minotaur buildings are nearly always square (though not perfectly square) hewn from rock-hard granite, and like the Elven buildings, heavily ornamented. Minotaurs however prefer to adorn their abodes with horns, iron rings and other symbols they associate with warfare and their independent struggle for freedom after being created and enslaved by the Wizards as a part of their experiments.
Beholders, the fourth prominent race have yet another different style of building, although they often assign Minotaur or Dark Elven laborers for their chores, as the Beholders themselves lack carryin capacity. Beholders dwell in large spire, rising from the ground like a maginified dragon's talon. Built out of limestone, those spires are easy to recognise from a normal stalagmite: They are covered in goo, like the creatures they harbor, and the tentacles of the Beholder have left spirallic markings all over their dwellings.
SOCIETY :
Depending on how a City is ruled (if at all), the races either dwell together or in different quarters. There is a constant state of Anarchy in Ygg-Chall, with conflicts arising either between races or between interracial clans (although to be honest, there's barely a difference).
If the City is ruled by a Clan, the town is usually inhabited by several races, each erratically placing it's dwellings next to one another.
If the City is ruled by a race, the City is divided by ghettos, with the dominant race occupying the main center, and the other races being banished to the slums.
Clan-Oriented and Race-Oriented towns have a completely different social make up. In Clan-Oriented Cities, One Particular group of different races has taken up the power, with Beholders, Dark Elves and Minotaurs fighting against their own rival kin. These Clan wars usually have freedom and paranoia at their main motives, given that Clans never trust each other, and always assume the other clans are intent on destroying and/or enslaving them, just like in Race-Oriented towns, one Race is likely to enslave the other races in order to keep themselves in a position of power. This assumption however, is false
All Clans want is to live in freedom without inhibition and they see any gathering similar to theirs are an immediate threat to their own freedom. Hence why the Top Clan hardly ever stays on top for long. Other Clans feel threatened and will rebel, sooner or later (and likely Sooner).
As for Society itself, any member of the Coven is expected to learn at least one of the following four things:
- Know the ways of War, becoming a Warrior who can protect the Cities from enemy factions, and especially Angels.
- Know the ways of Secrecy, becoming an Agent for the faceless who will infiltrate foreign lands in order to procure valuable information or recruit new followers for Malassa's cause.
- Know the ways of Malassa, becoming either a priest or spellcaster, to either support the Warriors in battle or to help the Agents recruit more followers for Malassa's Legion of Darkness.
- Know the ways of Provision, not becoming a figure of power, but instead becoming a provider who supports the previous three groups by building their homes, gathering/hunting their food, prodiving them shelter, etc.
These are the closest to one can get to "Class distinctions" within the Coven, although they four different paths are put on the same level. Classes are, as noted in the next paragraph, defined either by Race or Clan, depending in what town a denizen of Malassa dwells.
As for the racial distribution between these working classes:
- Faceless are nearly ALWAYS an Agent or a Mage (and very rarely you'll see a Faceless Warrior, but those a very, very rare).
- Dark Elves are either Providers or Agents, with a only small minority picking up a blade or a staff.
- The vast Majority of the Minotaurs are Warriors, but Providers are pretty common. Every now and then, a Minotaur will choose the path of magic, but this is very rare, and most of them become priests anyway.
- Beholders usually pick several paths at once, becoming hybrids of sorts, the most common combination being Agent and Mage.
INTERRACIAL RELATIONS:
Race-oriented Cities are slightly less Chaotic than Clan-Ruled Cities, the latter of which often engage in Civil War and don't have a stable form of leadership,On the other hand however, Race-ruled Cities ARE a lot more likely to become corrupted with power and align with Evil factions as a means of keeping their race in the dominant position, much more likelier than a Clan-Oriented City would. Race-ruled Cities often engage in practices of Slavery against the minority races, something abhorred by Clans, which often feature members of all possible races.
In this faction, a Race-Oriented town would represent Blood, while a Clan-Oriented would represent Tears.
Another thing that needs to be noted is that most of the conflicts occur between Minotaurs and Dark Elves. Beholders usually pick the side of the Dominant race in Race-oriented downs, or choose be neutral in Clan-Oriented town (although some Beholders are known to join clans, but these are fairly rare).
No matter what, Faceless NEVER pick a side and ALWAYS remain neutral. This usually leaves them as well-liked and wellrespected within all of Ygg-Chall's towns, inadvertantly giving the Faceless a peace-making, judging role within the Covens. (a role which is usually met with extreme reluctance from the Faceless themselves)
Some say The Faceless remain neutral because they don't want a race or a clan to leave Ygg-Chall, other say the Faceless simply can't be bothered by such petty conflicts ... the thing is, that likely BOTH of those statements are true, as Faceless tend to revere neutrality on nearly all accounts. (unless their nemesis, the Angels, are involved)
DIPLOMACY:
Major Factions
Haven
The Human Havens are the major concerns for the Faceless, as they worship Malassa's polar opposite, the Dragon of Light, Elrath. Even worse, the closest allies of the Humans, the Angels, happen to be the mortal enemies of the Faceless. It is imperative that the Angels should be kept in the dark about the existance of the Legion... otherwise, they are likely to go on a crusade against us.
Relationship Status: HOSTILE
Inferno:
Eventhough the Faceless recruited the Legion of Darkness in order to battle the impending Demonic threat, the Faceless actually don't hate the Demons of Urgash. On the contrary, both Faceless and Demons share a direct connection to Chaos... however, unlike the Demons, the Faceless have succeeded in partially taming the Chaos within their society, meaning the Covens won't attack enemies at random like the Infernal Heretics would. Still, the Covens are weary of the threat the Legions of Urgash pose to the world, and they realize that, sooner or later, they will clash.
Relationship Status: NEUTRAL
Necropolis:
The Necromancers are the only other faction known to use powers of Darkness, so the Faceless, beings of Darkness, can empathise with the Necromancers, moreover because both are basically outcasts because of their Dark backgrounds. Faceless and Necromancers get along well, as they share both magic and guile, and Necromancers are likely to acquire knowledge a faceless wouldn't be able to, as the Faceless' mental powers cannot affect undead.
This relationship was strengthened when a Faceless known only by its false name "Jorgen" helped Anastasia Griffin defeat the Archangel Uriel. In return, Anastasia helped Jorgen to gain a degree of mental control over the undead, explaining why the powers of the Diviners work on the Restless Dead, who are otherwise Immune to Mind effects.
Relationship Status: FRIENDLY
Sanctuary:
Like the Faceless, the Naga enjoy keeping their neutrality in most conflicts. Although the Faceless have tried to form tight alliances with the Naga, the Naga themselves have always refused, due to their beliefs of Freedom through tranquility, honor, tolerance and labor being completely incompatible with the Coven's philosophy of achieving Freedom through force, conflict, secrets and entropy.
Regardless of their differences, the contacts have been mutually cordial, albeit nothing more than that.
Relationship Status: NEUTRAL
Stronghold:
Just like the Naga, the Faceless tried befriending the Orcs, and just like the Naga, the Orcs declined. However, while the Naga declined because of the Covens being too Chaotic and destructive, the Orcs decline because they believe the Faceless are too strict and controlling. The rumors about slavery being common in at least half of the Underground Cities, stiffended the negotiations between the two factions, although they recognize they have their ultimately goals in common (defeat demons), and both sides are open to working together.
Relationship Status: NEUTRAL
Minor Factions
The Wizards:
Like the Wizards, the Faceless value knowledge highly, although their methods of acquiring it is completely different. Still, the Wizards were the first faction to discover the Legion of Darkness, and since the Faceless prefer to work in secrecy, their bond with the Wizards must be kept positive at all times. In spite of their contacts with most races, the Faceless's presence on the surface is unknown by nearly every living being, and they prefer to keep it that way. Hence, they try to remain as close to the Wizards as possible, hoping they will keep the Faceless' existance a secret in exchange for the intelligence gathered by the Legion's Agents.
Relationship Status: FRIENDLY
The Elves:
Although the Elves know of the Faceless' existance, they don't speak of it. Never.
Ever since 5 powerful Elven dynasties, led by Thuidana, as well as their minions, agreed to renounce Sylanna in favor of Malassa, and migrated to Ygg-Chall, the Faceless are considered personae non grata in Irollan. The proud Elves are deeply ashamed of what the Fallen Cousins have done to their legacy, and while they never speak of it a loud, every Faceless, Dark Elf, Beholder and Minotaur knows that an Elf of any age, standing or gender would kill them in a heartbeat, to wipe the Memory of Thuidana's betrayal off the face of Ashan once and for all.
Relationship Status: HOSTILE
The Dwarves:
The Dwarves were the other subterranean race in Ashan, so when the Faceless expanded their territory to the previously uninhabited caverns of Ygg-Chall in order to accomodate the newly recruited races of the Legion, the Dwarves, feeling threatented, reacted aggressively. They stormed Ygg-Chall's northernmost outpost, burned it to the ground, killing everyone in side. All of this under the pretense that the Faceless invaded the Dwarves' territory, while in fact, Ygg-Chall was an underground wasteland under the loose suprevision of Malassa's Chosen. (Black Dragons)
Against the orders of the Faceless, the Dark Elves and Minotaurs within the nearest Coven raided a Dwarven Village near the border with Grimheim, doing to the exact same thing the Dwarves did to them. The two factions have lived next to each other at the brink of war ever since, the Dwarves' fear of the Legion being the only thing to actually keep their mouth shut about the entire matter.
Relationship Status: HOSTILE
The Dragon Knights:
The Dragon Knights are a quaint order. They are the only non-undead worshippers of the Dragon of Life, Asha on Ashan. An order as secretive as the Coven, relations have always been surprisingly peaceful. It were the Dragon Knights who advised the Faceless to start gathering an army of outcasts in order to repell the nearby Demonic and Angelic invasions. It were the Dragon Knights who taught the Faceless how exactly to use their phychic powers to connect themselves with the Dragon Gods. It were the Dragon Knights who ordered the Faceless known as "Jorgen" to infiltrate the Griffin Court, in order to investigate the plans Uriel and Michael had for Emperor Liam and the entire Holy Empire and help the Griffin Dynasty foil these plans.
As a result, the Faceless have tremendous respect for the Dragon Knights, being a very close ally of theirs.
Relationship Status: FRIENDLY
UNITS:
CORE:
Core 1 Basic: Rogue
Description: Those that have chosen to follow the ways of Secrecy are known as the Agents within the Legion of Darkness, the military branch of the Covens of Ygg-Chall. Most Agents however start their career in the military, as the lowly drones, learning to effectively use their skills of stealth and weaponry before being sent off to dangerous missions. These proto Agents are known as Rogues, and despite them being mere initiates to the basic aspects of stealth, seclusion and guile, their enemies rarely know what hit them... untill it is too late...
Appearance: Rogues were the predecessors of the Dark Elven scouts, and have a similar appearance. They wear tight yet comfortable -looking robes which look like their woven from cobwebs. On top of that, they wear a very loose cloak that has the same color as the limestone walls of Ygg-Chall's caverns. They wear a plain, featureless mask, and gloves, masking their identity (although their tall, slender posture betrays they are Elven.) Rogues walk hunched and clutch a jagged obsidian dagger in each hand. Around their waist they wear a belt containing several spare daggers.
Statistics
Attack (att): 3 (1-5) Might.
Defence (def): 8%
Magic Def (MD): 10%
Health (HP): 18
Speed (sp): 5
Initiative (in): 50
Morale: 2
Destiny: 6
Range (ra): None
Cost (co): High
Growth (gr): 5
Size(s): Small
Kind(k): Living
Abilities:
- Legion of Darkness: This creature can benefit from the Shadowmelt ability
- Ways of Secrecy: This creature gains a +15 Destiny bonus when Shadowmelted and their damage from backstabbing is increased by 5%.
- Critical Wound: If this creature succeeds in making a critical hit while backstabbing an opponent, the backstabbed creature's speed and inititive is reduced by 50% for two turns, based on its current initiative.
Strategy: the Rogue provides a quick, fairly powerful unit who is perfectly designed for the Coven's racial ability. (it actually more effective for them). However, on the flip side, the Rogue is fairly unpredictable with it's high damage range and high native Destiny scores. Their Hit Points are also very lowish. Their defence is fairly high for a Core unit though.
CORE 1 Blood Upgrade: ASSASSIN
Description:: Initially the personal vanguard of Thuidana, Assassins is a general title given to the Agents who choose to lead a life of excitement, hunting and -inadvertantly- murder. An Assassin is an Agent who, instead of letting themselves be trained by the Faceless, prefer to persue to old Elven tradition of hunting with the Goblins on the surface. Once training has been completed, the Assassin has aqcuired a great knowledge of traps and mires, exactly knowing how to side step them. In addition, they have now learnt how to blend in perfectly with any surroundings, making them harder to locate (and attack) from a distance.
Appearance: Assassins looks distinctly more Elven than Rogues do. They do not wear cloaks, revealing part of their head, their crimson hair and large ears. Assassins have a more "Orcish appearance", marked by their leathery, torn black garments with crimson lining, their necklaces made of all kinds of sinister body parts, their bare feet and their war-paint adorned foreheads. Their crystalline daggers are made from a red, ruby-like substance.
Statistics
Attack (att): 5 (+2)
Damage: 3-7 Might (+2)
Defence (def): 12% (+4%)
Magic Def (MD): 10%
Health (HP): 25 (+7)
Speed (sp): 7 (+2)
Initiative (in): 57 (+7)
Morale: 3 (+1)
Destiny: 7 (+1)
Range (ra): None
Cost (co): High
Growth (gr): 8 (+3)
Size(s): Small
Kind(k): Living
Abilities:
- Legion of Darkness
- Ways of Secrecy
- Critical Wound
- Shadow Acrobat: As master at hiding themselves from enemy eyes, even when not shadowmolten, all might ranged attacks against the Agent has a 10% chance of failing. This chance is halved for Magical ranged attacks, including spells that do direct damage. If the hero is a TIER 2 Blood Hero, this bonus is increased by another 5% (15% to evade might ranged fire and and 10% against magic ranged damage/direct damaging spells)
- Goblinoid Mobility: Having learned the ways of Goblin hunting, the Assassin are immune to traps and other effects that reduce movement. (except slow)
Strategy: The Assassin provides a huge stat boost, making the otherwise fragile Rogues a decent skirmish troop. While they still have the same weaknesses the Rogue has (high damage range, low hit points), they are excellent anti-ranged troops, with their increased resistance vs Ranged fire and high speed/initiative, which allows them to quickly reach enemy ranged troops (even better, the only way to stop them is either casting Slow, or summoning obstacles). Since they are available for Blood Heroes only, feel free to cast Flawless Attack/Heroism on them, two skills that work perfectly on them. Their only weakness is close combat, so use their velocity to keep them out of trouble in times of trouble.
CORE 1 Tear Upgrade - AGENT
Description: Once an Rogue has finalized their training, he or she has the possibility to expand their training through the Faceless methods of deceit and secrecy. Unlike Assassins, Agents barely need to kill their foes, rather their purpose is to infiltrate and gather information. They however have their own methods of defending themselves and many foes are shocked to find out how formidable there foes can be. Their arcane daggers, made of roughly chiseled Emerald, can severely disrupt the magical energy surrounding creatures left alive by it.
Appearance: A more classic looking Dark-Elf scout, the Agent looks very much like the Rogues. However, their cobweb cloaks have significantly brighter, broken white shade, which seems to reflect all light cast on it. Their garments and cloaks have ornate teal inscriptions and purple linings. Their clothes are also a lot more streamlined and whirly than the Rogues'. Their daggers are a lot more fragile looking and are made of emeralds. Their gloves, boots and belt are made from pristine Emerald Dragon skin, a dozen of spare daggers handing from the latter.
Statistics
Attack (att): 5 (+2)
Damage: 4-6 Might (+3-1)
Defence (def): 8% (+2)
Magic Def (MD): 15% (+7)
Health (HP): 27 (+9)
Speed (sp): 6 (+1)
Initiative (in): 60 (+10)
Morale: 6 (+4)
Destiny: 5 (-1)
Range (ra): None
Cost (co): High
Growth (gr): 8 (+3)
Size(s): Small
Kind(k): Living
Abilities:
- Legion of Darkness
- Ways of Secrecy
- Hamstring: An improved version of Critical Wound. The difference therein lies that Hamstring triggers 25% of the time, regardless of Luck rolls. If a luck roll is made during backstabbing however, it still always triggers.
- Emerald Daggers: The magically infused Daggers of the Agent give them a 20% Damage bonus against all Constructs, Summoned creatures and Spirits and a 10% bonus vs Undead and Elementals. This additional damage counts as EARTH damage.
- Master of Mind: The Agent is completely immune to enemy mind spells. Allied mind spells cast on an adjescent creature will also affect the Agent.
Strategy: Agents are a lot more predictable than Assassins or Rogues, making them more strategically useful. Their damage was given a HUGE boost, its range being reduced to a normal 2. (also: notice their base Destiny value dropping by 1). Agents are extremely dangerous backstabbers, given that they don't need luck to cripple their opponents. They are excellent Magic Unit killers, with their high Magic Defence and Magic-disrupting Emerald Daggers. Spirit creatures are especially vulnerable (Ghosts, Spring Spirits, Phoenixes, Glories, etc). Their Mind Spell channel abilities are a nice bonus to have.
CORE 2 BASIC - BEHOLDER
Description:
Appearance:
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CORE 2 Blood Upgrade - EYE TYRANT
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CORE 2 Tear Upgrade - HIVE MOTHER
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CORE 3 BASIC - AMETHYST SHARD
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CORE 3 Blood upgrade - BLOODCRYSTAL SHARD
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CORE 3 Tear upgrade - EMERALD SHARD
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ELITE:
ELITE 1 basic - NIGHTMARE
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ELITE 1 Blood upgrade - STORMMARE
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ELITE 1 Tear upgrade - CAUCHEMARE
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ELITE 2 Basic - MINOTAUR
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ELITE 2 Blood upgrade - MINOTAUR OVERSEER
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ELITE 2 Tear upgrade - MINOTAUR OVERLORD
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ELITE 3 basic - HYDRA
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ELITE 3 Blood upgrade - CHAOS HYDRA
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ELITE 3 Tear upgrade - CHROMATIC HYDRA
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CHAMPION:
CHAMPION BASIC - CHILD OF MALASSA
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CHAMPION Blood upgrade - SON OF MALASSA
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CHAMPION Tear upgrade - DAUGHTER OF MALASSA
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HERO CLASSES:
Faction ability: Shadowmelting
This ability allows Heroes to draw upon the Shadows of Malassa, unifying her shady essence with the forces of the Legion.
Shadowmolten units become invisible to nearly every other unit. As a result, they cannot be attacked directly for the duration of the ability. (indirect damage, like Fireball or Moats, still affect them)
In addition, Shadowmolten creatures that attack suffer only 50% of the enemy retaliation. Attacking while Shadowmolten will break the enchantment, rendering the affected creature visible.
If a Shadowmolten creature attacks in melee AND simultaneously manages to make a successful Good Luck roll, the target it "backstabbed". Backstabbing completely IGNORES Both Magical and Might Defence, (IE: reducing it to 1 for *THAT* attack only) and Backstabbed creatures lose the ability to retaliate for one turn (unless the enemy hero has Counterstrike 3)
Due to the nature of their training, the Rogue, a Core Unit of the Coven, as well as their upgrades have additional advantages to being shadowmolten.
Basic: Shadowmelt remains active for 1 action and can be used on Core units. Shadowmelt has a cooldown of 5 turns, seperate for each stack.
Advanced: Shadowmelt remains active for 2 actions, and can be used on Core and Elite Units. Shadowmolten units gain + 1 initiative for the duraction of the ability. The cooldown is 5 turns separately for each stack.
Expert: Shadowmelt remains active for 2 actions, and can be used on Core, Elite and Champion units. The affected stacks temporarily gain + 1 for Initiative and Destiny for the duration of the ability. The cooldown is 5 turns for each individual stack.
Ultimate: Shadowmelt remains active for 3 actions, and can be used on Core, Elite and Champion units. Affected stacks gain +1 initiative, +1 speed and +2 Destiny for the duration of the ability. The cooldown is 4 turns for each individual stack.
Racial Gauge: Filled by several criteria
- Every mana point spent by the Hero generates 1 point
- Every mana point spent by enemy Heroes generates half a point
- Every Ability used (creature or otherwise) generates 7 points
- Every Charge used (Scrolls, artifacts, Sister's heal) generates 10 points
- Every destroyed stack generates 50 points.
- Every successful backstab generates 75 points.
Special Attack: Mark of Vendetta:
Every shadowmolten unit has a +20 chance (regardless of Luck) to backstab the enemy stack Marked by the Mark of Vendetta.
MIGHT HEROES
Might Class: Stalker
Might Class Unique Ability: Cloak of Shadows
Might Blood Class: Bounty Hunter
Might Blood I: Bounty Hunting
Might Blood II: Ultimate Vendetta
Might Tear Class: Emmissary
Might Tear I: Divine Guidance
Might Tear II: Silvertongue
MAGIC HEROES
Magic Class: Diviner
Magic Class Unique Ability: Draconic Dreams
Magic Blood Class: Chaomancer
Magic Blood I: Dragonblood Trance
Magic Blood II: Vision of Impending Doom
Magic Tear Class: Haruspex
Magic Tear I: Strike Before The Fall
Magic Tear II: The Mark of Seven
Work in Progress
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Coincidence? I think not!!!!
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted January 06, 2012 11:43 AM |
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When more creatures are on, I will definitely add this to the faciton list. I like this much, so far!
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