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Heroes Community > Heroes 8+ Altar of Wishes > Thread: Altar of Wishes: Weekly Faction Contest
Thread: Altar of Wishes: Weekly Faction Contest This thread is 24 pages long: 1 ... 8 9 10 11 12 ... 20 24 · «PREV / NEXT»
Lesij
Lesij


Famous Hero
posted May 31, 2007 09:42 PM

Geeeeezzzzzzz!!! NOOOOO!!! I see I won't have an entry this time!!! NOOOOOO!!! Beggars were my idea

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted May 31, 2007 10:58 PM

its not beggars, its militia, and you can still use them!
____________
Love, Laugh, Learn, Live.

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actionjack
actionjack


Promising
Famous Hero
posted June 01, 2007 02:49 AM

Whoah...
I waited a few hour late, and bixie is already taken alot of the creatures I want.... sheesh...  

Anyhow... guess I better put up my creature list up early too...
As said, there are 2 sides, the human and the sprit, who are in friction with one another (watch Princess Mononoke)

Human:
1. Commoner
2. Giant Panda
3. Rocketeer
4. Monk
5. Kirin
6. Samurai
7. Ten-Ryu (Sky Dragon)

Spirit:
1. Ghost Fire
2. Tengu Swordsman
3. Kapa
4. Tengu Ninja
5. Fox Spirit
6. Tengu Windlord
7. Oni

Well, thats the very baisc draft of it... all are subject to change of couse.  Blah

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted June 01, 2007 08:12 AM

you took Tengu... do'h!

anyway, as i have said, you can use units that i have used. we are all using the same mythology and history, in the end, so you don't have to limit yourself to just that.
____________
Love, Laugh, Learn, Live.

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Lesij
Lesij


Famous Hero
posted June 01, 2007 03:35 PM
Edited by Lesij at 15:36, 08 Jun 2007.

K, so here weee go:

The Dragon Cat's Race


Motto:
Even Malassa has bright eyes, even Elrath has black claws.

Emblem: Tao
Capital: Wazoi'Tha (Temple of the Wind)
Emperor: Hai'Sadhaka (Child of The Holy Flame of Harmony)

Description:
Dragon Cat Warriors are keepers of The Holy Flame of Harmony. They are worshipers of Asha herself as Dragon of Order and Harmony. They came into begin as the Mysterious Faceless visited their land and taught them how to build up the civilisation. Their society is dived into casts. Beggars, peasants, guardians, craftsmen, the nobility, monks, emperors. The ones who aren’t a part of casts are The Faceless. Dragon Cat Warriors are known because of their very swift cat-like moves. They are all half human- half animal. Only Red or Golden Dragons aren’t humanoids.  

History:

540 YSD- The Faceless helps Tuidhana to build up the race of Drak Elves
600 YSD- The Faceless are driven out of the country of the Dark Elves, because their new queen is afraid of their power.
610 YSD- The Faceless reach the lands occupied by tribes of werecats and lizardmen on the far west.
625 YSD- The Dragon Cat Race comes to begin.
700 YSD- The Dragon Cat Empire widens very fast.
750 YSD- The Dragon Cat scouts find Dark Elves towns.
755 YSD- The war between Dragon Cats and Dark Elves breaks out.

Creatures:

Level 1:
Beggar Cat
Attack: 5
Defence: 1
Damage: 3-5
Hit Points: 5
Initiative: 10
Speed: 8
Shoots: 0
Mana: 0
Drunken Palm* (deletes defense and decreases life by half but stuns enemy)

Beggar Cats are the weakest unit of Dragon Cat’s army. They can move very fast and strike very strong with their three section staves, but their thin skin and little of  rags their wear don’t provide them proper defence.    

Level 1 Upg.:
Cat Warrior
A:6
D:1
Dmg: 4-6
HP: 7
In: 11
Sp: 9
Sh:0
M:0
Drunken Punch* (Same as Drunken Palm but dmg is raised by half- works great with Divine Str.)

Some beggars are trained and become the real warriors. Anyway, their defence isn’t much bigger, but their weapon is better made and their Drunken fighting style is a bit empowered.

Level 2:
Reptile Guardian
A: 5
D: 4
Dmg: 5-6
HP:24
In:9
Sp:5
Sh:0
M:0
Enraged
Long Weapon (this creature can strike via 2 squares and attack two hostile units in one turn, but, the closer enemy will receive only 1/4 of the dmg.)  
Whirlwind Attack* (If this creature is being circled by its enemies- at least two, and it didn’t change its position in last turn it can attack and bash all of them)


To keep the society in well order and to preserve some important places, the guardians are trained. Their long Kwan Daos are perfect weapons for them. Without moving from the place they stand, they can attack those enemies, who delude themselves, to be safe.

Level 2 Upg:
Elder Guardian
A: 5
D: 8
Dmg: 4-8
HP: 23
In:8
Sp:4
Sh:0
M:0
Enraged
Long Weapon
Whirlwind Dance*(Creature can, if it didn’t move in last turn, from the place it stood, make a long combo- zigzaging, attacking and stunning all creatures on its way)
Whirlwind Attack*

The elder Reptile is- the stronger it is and the harder its skin becomes. Elder Guardians has less vitality, but their special training allows them to perform a Whirlwind Dance, strinking, and stunning all creatures on its way.

Level 4:
Tiger Samurai
A:12
D:3
Dmg: 5-13
HP:25
In:12
Sp:10
Sh:0
M:0
Large Creature
Enraged
No retaliation
Confusing attack (works like Silver Unicorn’s Blinding Attack)
Jab Fury*(multiply attack with spear on one enemy; one more jab for one tile covered by creature while moving- starting from two)
Dragon Teeth*(Spear combo, very fast jabs from all directions, to all nerby enemies; random dark spell on every struck enemy; 3+ to def. after combo; next hit is 15% weaker to another; 3 hits per one creature)

Tiger Samurai are strong fighters, who are riding, small, but very fast horses. Their abilities of multiply swift attacks are very useful during the combat. Also red fur attached to their spears can easily confuse their enemies.      

Levle 4 Upg:
Tiger Shogun
A:14
D:10
Dmg:6-15
HP:28
In:11
Sp:9
Sh:0
M:0
Large Creature
Enraged
Armoured
Confusing Attack
Jab Fury
Dragon Teeth
Elemental spear (Freezes, stuns, or decreases defence of the enemy by 50%)

The strongest of Samurais become Shoguns. Now they wear heavy armour, which, unfortunately slows them a bit, but, after becoming Shoguns they can touch The Holy Flame of Harmony with the blade of their spear. Now they can stun or freeze their enemies, or even melt their armours.

Level 5:
Dragon Monk
A:20
D:10
Dmg:16-21
HP:32
In:10
Sp:3
Sh:6
M:18
Caster (Phantom Forces, Puppet Master, Resurrection)
Shooter
No melee penalty
Energy Bash (Bashes enemies from the distance )
Draco Dance* (Flies to the choosen enemy on the whole battlefield, attacks it 3 times, dealing 1,75 of its damage- with that attack- and returns on its place, but looses 2 turns after that combo)

Level 6:

Shadow Cat
A: 27
D: 3
Dmg: 33-33
HP: 150
In:15
Sp:8
Sh:5
M:0
Vanish (creature can disappear, once per battle, and be seen only by hero who controls it, after attacking, or being attacked it becomes able to be seen for its enemy again. While invisible it can perform only regural attack only)
Ninja Charge (If at least one square behind hostile unit’s back is unoccupied, creature can attack that unit from run-up, and after strike land on the tile behind creature it attacked. Every tile, the creature covers, decreases target’s def. by 2% and increases striking creature’s dmg by 3%)
No melee penalty
Range penalty
Short Range (creature can shoot only for 1/2 of normal battlefield)
Shadow Sword*(while using this ability, creature strikes ones, and then enemy is struck by its own shadow- receives no its but attacking creatures dmg reduced by half; performing creature gets no retaliation)

Shadow Cat’s are well trained offensive units. They are given by Faceless the power to vanish and to animate their enemy’s shadow. Also they can throw shurkiens at the hostile troops.      

Shadow Dancer
A: 27
D: 5
Dmg: 35-35
Hp: 150
In:16
Sp:9
Sh:5
M:0
Vanish
Ninja Charge
No melee penalty
Range penalty
Short range
Shadow Sword*
Dance of The Shadows*(same as Shadow Sword, but all enemy creatures- if close to each other- are struck by their shadows)
Crippling Wounds

Shadow Dancers are Shadow Cats who had the opportunity to dance with Faceless. After that ritual dance, those warriors become Masters of the Shadows. Their every wish is a shadows’ command. Moreover Shadow Dancers has better weapons which can strongly harm their opponents.

Hero

The Dragon Cat's race hero is one of the Faceless.

Racial skills:

The Dragon Cat's Race special ability is to teach their creatures how to use Martial Arts:

Martial Arts- there are seven primary Martial Arts (much more when the ultimate ability is reached) each of them is a combination of unique, for each art, moves. The moves can be dived into groups:
- loading moves (cumulates action energy to perform combo)
- action moves (these are the core moves, the more action energy you cumulate, the more and the stronger moves your creature can perform)
- finishing strikes/ normal strikes (finishing strikes/ normal strikes relieses all the cumulated, after performing combo, wrath energy, to leave the creatures in perfect harmony; also finishing strikes add some effects, which are unique for each creature). After activating Martial Art, creature needs half of its initiative to get prepared to fight.  

Energy transformations:

no energy + loading moves-> action energy
action energy+ action moves-> wrath energy
wrath energy+ finishing strike/normal strike-> no energy

You can cumulate more wrath energy if you don't perform any attack after combo but it is very dangerous, because the creature can fall into frenzy. Wrath energy is also loaded after creature is struck.

 
Basic Martial Arts- Hero can choose one of three martial arts for each creature allowing it to make combos

Advenced Martial Arts- Hero can choose one of five martial arts for each creature allowing it to make combos

Expert Martial Arts- Hero can choose one of seven martial arts for each creature allowing it to make combos

Ultimate Martial Arts- Hero can train its creatures without using any resources, also Martial Arts activating delay is deleted.

Finishing Strikes- allows creatures to use their Finishing Strikes after a combo
http://www.heroesofmightandmagic.com/heroes5/dark_magic.shtml
Craftsmen- allows hero to create weapons for his/her creatures

Martial Master (ultimate ability)- allows hero to combine combos making his own, special moves and increases martial art damage by half...

Martial Arts:
Wind style
Moves of first level:
Wind talking (loading move, creature starts meditation and cumulates action energy)
Cold Breeze (action move, creature attacks all enemies that it can reach dealing 1/NoC of its damage to each and freezing them; no retailation; costs 3 action energy points; gives 1 wrath energy point)


If creature hadn't used all of its cumulated movement points, its combo would have become stronger.  


More will come, when I'll have some time and zeal to work (now I do not )...
Geeeeezzz I have invented something veeeeeery complicated O_O
Hope not too complicated O_O





   



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Lesij
Lesij


Famous Hero
posted June 01, 2007 03:37 PM
Edited by Lesij at 17:07, 01 Jun 2007.

Yes I know, I know, GenieLord said we shouldn't make race weak and then make special ability to cover that weakness... But Ninjas are experts in dodging attacks and if I had given them more def., they would have been overpowered!

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted June 01, 2007 04:13 PM

impressive! nice job, you put mine to shame, i think!

that reminds me, i haven't mentioned the ninjas special power for Rukon!
____________
Love, Laugh, Learn, Live.

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GenieLord
GenieLord


Honorable
Legendary Hero
posted June 01, 2007 05:49 PM

Very good faction, Lesij.
You have quite good material there. The creatures are original and feel oriental.

About your racial skill, I do have a problem with it, from totally different direction.
I think that playing against this army will be exhausting and annoying, if they have the ability to dodge attacks.
Think about how annoying it is to fight against Ghosts/Spectres, that have the Incorporeal ability.
Now think about fighting against an entire army that has Incorporeal ability with small chance.
How fun will it be?

In my opinion, you should delete this racial skill, and create a new one.

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Lesij
Lesij


Famous Hero
posted June 01, 2007 06:42 PM
Edited by Lesij at 12:33, 02 Jun 2007.

K I'll try to think...
But I promise just nothing...
I had a brainwash some time ago

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crepus
crepus


Adventuring Hero
Nuclear Power Plant
posted June 04, 2007 01:08 PM

Ooooh dear...

...this will be one hard cookie to crumble.

I have a few ideas, whereof some already have been taken. Had better move swiftly to get it all done!

I shall return, with yet another dazzling town, mark my words
____________
Mater tua criceta fuit, et Pater tuo
redoluit bacarum sambucus.

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crepus
crepus


Adventuring Hero
Nuclear Power Plant
posted June 04, 2007 04:34 PM
Edited by crepus at 20:03, 20 Jun 2007.

Version 3.0 hope y'all like it...

I give thee...  

The Islands of the South

Facts and Traits
AKA: The Ashians, The Archipelagists, the potion makers
Associated colours: pale yellow, silver, okra red
Worship: The Dragon of Order predominantly, but certain castes have taken to worship specific elemental dragons.
Core Philosophy: Learn natures secrets and stay in harmony with the world.
County/Kingdom: The Southern Archipelago
Capitol: Something-japanese-sounding
Key symbols: The chrysanthemum, even scales
Motto: Learn the Secrets, Maintain the Order

The continent known only as “the Shrouded South” consists of one large body of land shaped like a crescent moon with a rectangle on top (well, more or less). But the sea that lies in the crescent is filled with islands of different sizes, known as the Great Archipelago.

The Ancient Age

When the great war between Angels and Faceless was at the brink of starting, several of the intelligent creatures of the lands realized they were better off somewhere else, and large groups of humans, angels, faceless, nagas, dwarves and elves left the main continent together for a more peaceful life together. Learning the fine arts of seafaring and fishing, they scattered among the islands in the south. There several magicians managed – after many decades of hard labour – to create magic potions to help the six species to interbreed. Because many of them thought that the best way to hinder bickering among themselves would be to stand united as one, both morally and genetically. The interbreeding caused a caste system where the “unbred” were seen as the lowest class, and the “fully bred” were the royalties. Centuries later there were no unbred left in the Great Archipelago, all creatures were a complete mix of the elder races. Now calling themselves the Ashians - creatures of Ashas breath, they looked mostly human, but like the humans of Earths East Asia.

Some hundred years after the Angel-Faceless war, the Ashians came together in a long, stale-mate war against the Demons that tried to take over the previously uninhabited lands of the south.  The Demons decided finally to flee the islands and only inhabit the large landmass of the Shrouded South.

The Early Years (Origins)

YSD 80 - One of the Dragon Knights, Sar-Ehanvar travel to the Great Archipelago and  initiates a school for warriors on the isle of Ro-Nin.
YSD 106 - After 32 years teaching the young archipelagists the arts of war the secretive knight simply disappears. No one knows that he had just received words of Sar-Badons death-bed wish, and decided to return to his brethren.
YSD 321 - the first human settlers from the Falcon Empire arrive at the northernmost isle of Tao-Litt. Even though they are considered a lesser species they are respected and establish the greater trade routes of the archipelago.
YSD 444 - The small islet of Eu-krut is split in half as the local guild of mages and alchemists discover gunpowder. Luckily three members of the guild survive to share their knowledge with the rest of the Ashians.
YSD 460 - The first crude cannons are made.
YSD 717 - During the third Eclipse the Ashians go to aid the four Dragon Knight strongholds that are situated in the northern parts of the main continent of the Shrouded South. One of the strongholds is completely destroyed by the Demons, but the other three managed to fend the monsters off. As a gift of gratitude the Ashians receive the urn containing the ashes of Sar-Ehanvar, which they bring to their capital where they build a majestic mausoleum  for it.

The Modern Ages

YSD 735 - The first version of the musket is built. An academy is opened for apt warriors in the trade of firing.
YSD 840 - On an awaited trade vessel from the north a young couple of humans arrive to the port of Suy-Tze. The couple - second cousins to one another - are both fairly closely related to the last King of the Falcon Empire. Unknown to anyone, this couples offspring should in fact have been the rightful owner of the throne after the Demon Massacre of the Falcon Royal house. Instead, he became a normal trader and fisherman, like most other gentiles.
YSD 1020 - the highest ranked human military in all the Ashian empire, Huan Fal-con finds out his true legacy. And he decides to go north to reclaim it...

Creatures
lev. 1:
Gentiles
These humans are the descendants of latecomers, not sharing the strong faith the Archipelagists have in Asha, but they understand the strength in numbers.
- Trade: Wood and Ore are cheaper to buy and get you more money when sold with Gentiles in your army (0.1% per creature).
- Taxpayer
Gentile Merchants
The traveling merchants put more faith in Mammon than in Asha, but the Archipelagists keep them around to keep costs low.
- Rare Trade: Gems, Crystals, Mercury and Sulphur are cheaper to buy and give you more money when sold with Merchants in your army or in the town where trade is being made (0.15% per creature)
Gentile Fishermen
Armed with their daggers and their fish-nets the human fishermen are more dangerous than one could assume.
- Net Thrower: Once per combat the fishermen can throw their net on an adjacent enemy unit. This unit then gets its ATB decreased by 0.5 (but no lower than zero) and its initiative set to two until it moves again. Before creature gets to move it can not retaliate.
- Taxpayer

lev. 2:
Ninja (female warrior clad in black, a nice mix between Elektra and Yukio)

At the age of 14 all girls are to do the Dragons Test. Those who fully succeed are the pride of their families, as they are sent to be trained into becoming the warriors of Law and Order of the islands.
Ninjas of all levels predominantly use their sais as weapon.
- Taunting attack: this creature has a chance to cause the enemy to lose all of its defense, get an increase in initiative by 3 and forces that enemy to only attack Ninja for three rounds, until Ninja is dead or until enemy is directly attacked by other troop.


Kunoichi
The most agile warriors are taught the art of hitting their enemy where it hurts the most.
- Taunting attack
- Backstab: activated ability; Kunoichi can three times per combat attack adjacent enemy by jumping over him/her, and attack from behind, ignoring enemy defense. Backstabbed creatures do not retaliate.

Chunin
The Chunin is the local commander, and as such gives her nearby troops orders, making them braver.
- Taunting attack
- Aura of Bravery

lev. 3:
Samurai (tank unit)
The samurai follows the path of the Dragon Knights and defends his master until the last drop of his blood.
- Enraged
- Caster: Divine Strength, Vulnerability

Silver Samurai (a bit faster)
Blessed by Shalassa, the Silver Samurai has learned an offensive spell.
- Enraged
- Caster: Divine Strength, Vulnerability, Circle of Winter
- Adamant: creature is immune to fear and 50% resistant to Mind Spells. Only loses 0.25 ATB if affected by bad morale. Good morale gives 0.75 ATB.

Golden Samurai (deals more damage)
Blessed by Arkath, the Golden Samurai has learned an offensive spell.
- Enraged
- Caster: Divine Strength, Vulnerability, Fireball
- Adamant

lev. 4:
Three-tailed fox
These large foxes have been bred through the ages to be a truly devastating part of the Ashian army.
- large creature
- No Retaliation

Seven-tailed fox of Thunder
In each tail the Seven-tailed fox of Thunder has one of Sylaths scales.
- large creature
- No Retaliation
- Tailstrike of sparks: All enemy creatures close receive 5% air damage done to the attacked creature and are stunned like the Master of Lightning ability. Main attacked target does not suffer this.
- Summon Lightning: Like the Titan ability, but only once per combat.

Seven-tailed fox of Earth
In each tail the Seven-tailed fox of Earth has one of Sylannas scales.
- large creature
- No Retaliation
- Tailstrike of rocks: All enemy creatures close receive 5% earth damage done to the attacked creature and are stunned like the Bash ability. Main attacked target does not suffer this.
- Rumble: Activated ability. Once per combat creature can send a ripple through the earth that damages enemy War Machines and Castle Walls. Does not work in nautical battles.

lev. 5:
Musketeer
(Ignoring Genie-Lords distaste for gunpowder...)
The muskets of the archipelago are nothing like those we know of. They are large bulky, almost cannonlike and deal loads of damage.
Each musket needs two soldiers to load, aim and fire. As there are two fighters, there will be no melee penalty.
- large creature
- shooter
- no melee penalty

Musketeer Lieutenant
- large creature
- shooter
- no melee penalty
- skewer: the powder in the lieutenant's barrel is so potent that  the bullet will pass through the main target and hit anyone - or anything - right behind. There is a 30% chance first target receives a Crippling Wound.

Musketeer Captain
The captain has an improved system of targeting.
- large creature
- shooter
- no melee penalty
- no range penalty

lev. 6:
Coenobite – The ever meditating monks use their minds to produce heavy concussive blasts against the enemy. To protect themselves they have a magic aura that causes pain to the attacking enemy. As they do not move they teleport through the lights and shadows. As Coenobites attack is magic they can not use ointments. Looks: bald human, much like the Buddhist monks, clad in grey with the tao emblem on their chest.
– Shooter
– Teleport
– Meditative Defence: Every time creature defends it gains two ammo, up to original amount.
– Pain Mirror: The Coenobite never retaliates physically; he returns damage in an intricate way. Retaliation damage dealt equals {damage received}/{# of attackers}*{level of Coenobite}/{level of attackers}*{# of Coenobites}, with a minimum of 50% of received damage and a maximum of 200% of received damage. Pain mirror is dealt to creatures with the No Retaliation ability.

Coenobite of Darkness – The older brethren have chosen Malassa as their main totem. They have learnt to evade melee attacks, teleporting away to safety. They can also do fierce mental attacks on their enemies. Looks: Clad all in black, Maori-like tattoos on head.
– Shooter
– Teleport
– Meditative Defence
– Pain Mirror
– Evasion: Coenobite Elder has a 60% chance to teleport to a random empty square within a 4 square radius whenever an enemy tries to attack in melee. Successful evasion reduces accumulated ATB value to zero.
– Psychic Attack: activated ability, frying the brain of enemy with an attack where heroes knowledge is added to creatures attack level. Creatures attacked this way do not retaliate, and are temporary catatonic (effectively setting ATB bar to -0.5). Does only work on living creatures. 3 psychic attacks available per battle.

Coenobite of Light – The older brethren have chosen Elrath as their main totem. They siphon off the pain caused to friendly units, taking the pain upon themselves. Looks: Clad all in white and a circlet with a white gem on head.
– Shooter
– Teleport
– Meditative Defence
– Pain Mirror
- Evasion
– Martyr: this creature can once per combat bless another stack, siphoning off 50% of all damage made to that stack This damage is done to Coenobite instead. Martyr is effective until end of combat or until Coenobite stack or blessed stack is dead.
Attack:    20, 23, 20
Defence:   10, 15, 18
Damage: 18 – 22, 20 – 25, 20-25
Initiative: 8, 8, 8
Speed:    4, 4, 4
Shots:    5, 5, 5
Mana:    0, 0, 0
HP:   72, 71, 75

Level 7:
Kami Dragon
One of them dragon-thingy-whatsnots that glides throught the air like a huge reptile. Just like the crossbreeding of the six species resulted in the Ashians, the several species of dragons were also (ahem, not always so willingly) crossbred, creating a slender dragon that glides through the air rather than use wings. Instead of breathing destruction on its enemies the Kami use their long, whip-like whiskers.

(Image stolen from Spirited Away)

- Flyer
- Attack of Ignorance: the creature attacked always  loses all attack, defense, luck and morale bonus from its hero, as well as all abilities derived from those hero has (like Vitality, Soldiers Luck etc). Duration one turn.

Kami-sama dragon

- Flyer
- Attack of Ignorance
- Caster: Expert Haste, Expert Eldrich arrow, Advanced Blind.
- Shrug Magic: Creature has an ability to possibly auto-cleanse each curse cast upon it. 20% chance per turn of permanent curses, for all time-based chance is (50 – 2*time left)% turns. Shrugging automatically occurs before creature moves, only one curse per turn can be shrugged.

Kami-dono dragon

- Flyer
- Attack of Supreme Ignorance: creature loses everything like normal ignorance, but also loses all creature-specific perks (like War Dancer Combo, Bash, Whip Strike etc) that are not activated. Duration one turn.
- Shrug Magic

FACTION SPECIAL: POTIONS
The knowledge of herbs, mushrooms, minerals and such allow your heroes to create strong potions to bestow upon troops. Only Archipelagist troops can use potions.
Hero can redistribute potions among his/her army while on the adventure map, for the cost of 50 movement points.

Basic Potions – Hero can create potions of level 1, carry seven, creatures can carry one each.
Advanced Potions – level 1 & 2, carry 14, creatures carry two each.
Expert Potions – Level 1-3, carry 21, creatures carry three each.
Ultimate Potions – Potions are cheaper, Hero can carry 28.
Embarking – Embarking and disembarking boats costs no more than 10% of movement. If hero has less than 10% left then embarking is still possible.
Handout – hero can give potion to troop during combat, cost 50% initiative.
Immediate Potions – ULTIMATE ability, creatures can take one potion each during the tactics phase for no ATB cost. When Hero hands out potion they are immediately in effect.

Only the potions available in a towns Mage guild cam be produced in that town. Two potions of each level are available.
There are three different kinds of potions. Offensive ointments are used on weapons; draughts are mainly used for defense and reinvigorating tonics are used predominantly for healing. Creatures can only have three potions active at the same time,
whereof only one (red) ointment and one (blue) draught. Creatures can not carry more than one potion of each colour.

Potions level 1 :
• Poison – troops poison enemy in melee combat. 1HP/creature during three turns, ballista does 4HP/hero level during three turns. Weapons are poisonous for five turns. (Cost: 600G)
• Disrupting attack – next three attacks destroy mana of enemy troop. (Destroys 5-15 points of mana, cost: 400G)
• Quick mind – spellcaster uses only 70% of initiative when casting, lasts five turns.(Cost: 500G)
• Fervor – Morale increases until end of battle. Minimum to zero, otherwise +1.(Cost: 500G)
Potions level 2 :
• Confusing attack – 75% of enemy stack is confused for three turns. Weapons cause confusion during rest of combat. (Cost: 1200G+2 ore)
• Feeblemind attack – enemy stack forgets how to cast spells and use activated abilities for three turns. Weapons cause feeblemind during rest of combat. No type of creature is immune. (Cost: 1300G + 2 ore)
• Double retaliation – stack retaliates twice, lasts five turns. (Cost 800G + 1 wood)
• Anger – retaliation ignores 50-80% of enemy defence, every time creature is attacked it gains 0.2 in ATB value, lasts five turns. (Cost: 1000G + 2 wood)
• Healing – Top creature restored to full health, Poison, Crippling Wound and Decay are removed. (Cost: 1000G + 1 ore + 1 wood)
• Mana – adds 15 mana to caster. (Cost: 1200G + 1 ore + 1 wood)
Potions level 3 :
• Shock – next three attacks/retaliations deals an additional 5% air damage and stuns enemy like the Master of Lightning ability. (Cost: 2200G + 1 crystal + 1 gem + 2 mercury)
• Chill – next three attacks/retaliations deals an additional 5% water damage and freezes enemy like the Master of Cold ability. (Cost: 2200G + 2 crystal + 1 mercury + 1 sulphur)
• Smoulder – next three attacks/retaliations deals an additional 5% fire damage and burns enemy like the Master of Fire ability. (Cost: 2200G + 1 crystal + 1 gem + 2 sulphur)
• Elemental Shield – creature only takes half damage from elemental spells and elemental chaining, lasts five turns. (Cost: 2000G + 1 crystal + 1 gem + 1 mercury + 1 sulphur )
• Regeneration – top creature fully healed, Poison, Crippling Wound and Decay are removed, lasts five turns. (Cost: 4500G + 3 ore + 3 wood)
• Holy Water – removes curses level 1-2 and halves the effectiveness/active time for higher level curses. Creature gets 50% Dark Magic Resistance for rest of combat. If Curse of Netherworld is cast during rest of battle then only half damage is taken. (Cost: 5000G)


Attack
• Nautical warfare – troops do 20% more damage at sea. Req. Embarking.

Defence
• Nautical aegis– troops receive 20% less damage at sea. Req. Embarking, Advanced Defence.
• Last Stand - req. Vitality, Expert Defence.

Logistics
• Sea legs – All troops receive 2 initiative and 2 speed during sea battles. Req. Navigation, Embarking.
• Hide – Hero can choose to hide himself and his whole army until next day. They are invisible to all enemies, but if an enemy passes right next to hero, or tries to walk where hero hides then there is a risk of being found (80% - Luck*10% risk). If enemy turn stops right next to or on hero the cover is always blown. Does not work on sea. Req. Expert Logistics.

Dark Magic
• Sea sickness – Hero can curse enemy, decreasing morale and speed with 1 and initiative with 20% for the rest of the battle. Costs 5 mana. Only works on boats. Req. Master of Mind.

Summoning Magic
• Cursed wind – Adventure spell that decreases all enemy sea movement with 50% during next turn. Cost 10 mana and 10% of movement.

Light Magic
• Quickened Cleansing – Effective Hero level when casting Cleansing or Mass Cleansing is increased with 5 (capped at 41). Successful Cleansing adds 0.1 to own troops ATB-value and removes 0.1 of enemy troops ATB-value.
• Cleansing Strike – Any positive potion effect on creature attacked by hero is removed.

Destructive Magic
• Cold death - req. Master of Ice.
• Seal of Vengeance – If enemy hero attacks one of your troops then all of his troops receive some damage (equals the amount of damage dealt to your creature divided with the number of enemy stacks). Activated ability, costs 50% initiative, duration until after enemy heroes next turn.

Sorcery
• Arcane Brilliance - req. Arcane Training.
• Shared Mastery – Any mastery in magic is shared by hero to own casters. Fire balls will Burn victims if hero has Master of Fire ability, creature will be able to cast Mass Divine Strength if hero has Master of Blessings ability etc. Req. Arcane Brilliance.

Leadership
• Potion taker – creatures only lose 50% initiative when taking potions.

Luck
• Dead Mans’ Luck - Req. Soldier's Luck.
• Jinxing aura – enemy creature specials (bash etc) have 50% less chance to take effect in melee combat. Req.  Dead Mans’ Luck.

Enlightenment
• Arcane Exaltation - Req. Scholar.
• Mentoring - req. Arcane Exaltation.

War Machines
• Anointed ballista – hero can handout brown ointments to the ballista, immediately giving it the ointments ability. The ballista is the only shooter that can use the poison ointment for ranged attacks.

Town:the Harbor

The town overview of the Harbor is divided. One cemicircle is land, the other is sea with a number of small islands on. One of the town specials is that it has TWO ways to enter town, either from land or immediately debarking from a boat. Attacking enemies can only attack from land though. If there is a boat in the harbor of the Harbor (har har) then the visiting hero gets to choose if he/she wants to board the ship or go by land, every time the town view is closed (or you go to the next/previous town).

Dwellings

Lev. 1
Gentile House/Fishmongers Guild
Allows you to recruit 17 Gentiles/Gentile Merchants/Gentile Fishermen per week (Gentile House requires nothing, Fishmongers Guild requires Marketplace).

Lev. 2
Dojo/Black Dojo
Allows you to recruit 10 Ninjas/Kunoichi/Chunin per week (requires town level 2).

Lev. 3
Hall of Warriors/Hall of Fire and Ice
Allows you to recruit 7 Samurai/Silver/Golden Samurai per week (requires town level 3, Dojo).

Lev. 4
Foxes Den/Den of Earth and Air
Allows you to recruit 5 Three-tailed foxes/Seven-tailed foxes of Earth/Air (requires town level 6, Tabernacle of Ashas Children)

Lev. 5
Black Powder Annex/School of Black Powder
Allows you to recruit 3 Musketeers/Captains/Liutenants per week (requires town level 9, Chemists Conservatory).

Lev. 6
Temple of Sighs/Temple of Tranquility
Allows you to recruit 2 Coenobites/C of Darkness/C of Light per week (requires town level 12, Hall of Warriors)

Lev. 7
Pinnacle of Order/Pinnacle of Dreams
Allows you to recruit 1 Kami/Kami-sana/Kami-dono dragon per week (requires town level 15, Temple of Sighs)

Magic Buildings

Magic Guild level 1-5

Chemists Conservatory level 1, 2, 3:
(requires town level 5 and Magic Guild level 1)
Let’s your hero buy potions of level 1, 2 and 3 respectively. Only two types of potion are available at each level in each town.
Three bottles of each level 1, two of each level 2 and one of each level 3 is available at the start of each week, no matter how many have been bought.
A hero must also be proficient in Potions to be able to buy potions of all levels. Your hero actually just don’t buy the potions, he/she makes them.

Storage Room:
Stores the material for making potions not bought from earlier weeks (so that accumulation of potions is possible). Each week one extra bottle of a random type of (available) potion can be made.

Tabernacle of Ashas Children:
Every time your hero visits you will get a blessing related to one of the elemental dragons. Until the end of next battle hero and troops will receive either Fire Resistance, Water Resistance(similar to FR, but with water-based attacks and spells, and immunity to freezing effect of Master of Ice), Air Resistance (as above, but air-based attacks and spells, immunity to stunning effect of Master of Storms), Earth Resistance (as above, but earth-based attacks, the bash effect and the tremors effect of Earthquake), Shrug Darkness+Twilight or Eternal Light+Twilight.

Lighthouse of Hope:
Increases the Morale for all allies within the towns area of view. Lets your hero embark a vessel while in town for no cost. Boosts all Gentile growth with 2 per week. Req. Shipyard.

Statue of the Living Tails:
Boosts growth of Foxes by 2 per week.

Even Scales:
Grail building. Normal grail stuff + boosts knowledge and spellpower with 5 for defending hero.

Moat multiplier is 1.2, the moat effect is randomly Feeblemind, Chill or Smoulder, like the potion effects.


____________
Mater tua criceta fuit, et Pater tuo
redoluit bacarum sambucus.

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EliteKill
EliteKill

Promising

The Starless
posted June 04, 2007 04:49 PM
Edited by EliteKill at 17:42, 19 Jun 2007.

The Tiankong-Tudi (Skyland in Chinese)

General Information

Aka: The Bird-People, the Ren
Associated Colors: Beige (spelling?), White
Core-Philosophy: Wind is Power. Hieght is advantage. Sky is home.
Worhsip: Jiutouniao, the Nine-Headed Bird
Kingdom: The skies and clouds
Capital City: Penglai, the City of Clouds
Political Relationships:

The Ren have good relationships with Academy. When the wizards started making thier cities float up high in the skies, they noticed strange flying men all around them. Some of the flying men even attacked poor wizards. The wizards sent a man named Sar-Madel to negotiate with the Ren, and after only 1 hour, a new alliance was formed.

When it comes to the Necromancers, the Ren didn't have any actual contact with them. But because of the strong alliance with the wizards, when facing a necromancer, a Ren will probably attack.

The Demons are actually an ally to the Ren, as Jiutouniao was half demon. But if a war between the Wizards and the Demons occur, the Ren will aid the wizards.

The Ren never liked the Knights, as thier shiny armours always made them jealos

Elves and Dwarves probably don't know about the existance of the Ren, just like the Dark Elves.

Town Description:

The Tiankong-Tudi will be on a cluod, up high in the sky. Like Academy, the way to get into the town will be using stairs. The stiars are surrounded by walls, and in addition to the stairs the lower part is called the Lower City. The Lower City is used for trade and hospitality, as well as homes to the lower classes of society. In sieges, there will be no moat but instead when a creature gets nearby a wall (the wall must still be up there), boiling oil will be poured down on it. Archer Towers are occupied by Swifters, and if Castle/Capitol is built, than by Hawkers. On the cloud, or in the Upper City, are the important structers such as the Fort, high-tier dwellings, capitol buildings, and other special buildings (including the Grail Structure). When in the town view screen, the player may press Baackspace to view the other part of the city. Building are build in a chinese style, consisting of temples made of mostly twigs.

History

Unknown-Creation of Jiutouniao

Sometime between the creation of the Elemental Dragons to the creation of the Elder races, there was an unknown period of time called The Creation of the Demigods. In that period, teh Elemental Dragons created magical beasts to populate the world, some of them being large, one-of-a-kind creatures. One of these creatures, crated by Sylath and Urgash, is Jiutouniao-a half-demon 9-headed bird.


Unknown-Creation of the Ren

Short time after the Creation of the Elder Races, Jiutouniao creates bird-like creatures to servehim. He clls them the Ren.


6-62 YSD-Rise of Empires

In a period of 56 years, kingdoms re established all over Ashan. The Ren establish thier own kingdomin the sky.


771 YSD-The Sky Allance

Until now only known as flyin beasts, the Silver Cities are risen up into the air for better protection. The Wizards discover the Ren Empire, and send a messanger for negotiations. The Sky Alliance is formed.

Creatures:

---Italic abilities means ony the upgrade has them---
---Abilities with a line in tem mean that only the degrade creature has it---
---Abilities that are underlined are only present with the Alternative Upgrade---


Renar-->Renami/Ronari
Tier: 1
Stats: To come
Specials:
Flying, Nester, Solar
Description:
Renars are the earlier forms of Ren. When Jiutouniao created the Rens, she force lots of energy into the babies. Now, the Ren infants are small bird-shaped conditrated energy. The Ren in this stage are known as Renars, and only 3/10 Renars manage to continue growing into Rens. Those other 7/10 grow into Renamies, more energy shaped like a bigger bird. Renars are made of air energy (Orange) and Renamies are made of Wind energy (Beige). 2 Out of the Renars that grow into Renamies take a different rought, and instead of getting power from the wind, the get it from the sun, thus being Yellow in appearance. These new creatures are known as Ronaris, and will get more powerfull in sunny terrains.

Swifter-->Hawker/Falconeir
Tier: 2
Stats: To come
Specials:
Shooter, Rise, Rise, Fly, Rush, ShooterDescription:
The Swifter is the basic Ren infantry. Armed only with a bow and some arrows, it is a relatively weak shooter. But the Swifter's power lies in its ability to fly high above the battlefield, while still shooting at the lower units. The Hawkers are the elite Swifters, who are able to do more damage and fly higher and longer. Unfourtinately, many Swifters are very strong, but not skilled enough with a bow to become Hawlkers. In this situation, the Swifter will be trained into a Falconeir. Falconiers use two Scimitars, one in each hand, to quickly attack enemies. Using thier new swords, the Falconiers abondoned thier "Fly" ability and got a new Rush one.

Renqishi-->Renfucho/Renyun
Tier: 3
Stats: To come
Specials:
Enraged, Large Shield, Brute, Critical Strike, Dodge, Flash Attack, Large Shield
Descriptions:
Renqishi is the close range Ren unit. Equipped with armor, a shield, and a sword, the Renqishi is more about power than ability. Before a Ren can become any kind  of close range warrior, he must perform a ritual to remove his wings. That is done because that when flying, the close range warriors are very clumsy because of their armor, and the Ren figured out that without wings, the fighters perform much better. When trained, the Renqishi loses its shield for a brutal 2 handed sword, and is teached how to hit the opponent to make him suffer the most. An alternative training session will teach the Renqishi how to use its flexability in combat. Thier new name becomes Renyun, and they lose thier armor and shield for 2 light swords. Another part of thier training teaches how to surpise an enemy before the attack.


Niaomushu-->Niaowu/Niaobaoyu
Tier: 4
Stats: To come
Specials:
Caster, Energy Barrier, Mana Mirror, Enegy Shield
Description:
Like every race, the Ren has a magical unit in its army. Althoughnot a shooter, it is a caster the is called the Niaomushu. As an offensive caster, the Niaomushu protects its mana from other magical spells, and in the pocess, it also protects its commander(hero) from any mana stealing effects. When trained even farther, it becomes even more offensive, and when an ability attempts t steal its mana, it gains the amount that was intended to be stolen instead. A alternative training sssion teaches the Niaomushu to become a supportive caster. While still dealing a little damage, it can protect the creature guarding it from hamfull effects.

Renwei-->Renjian/Renlao
Tier: 5
Sats: To come
Specials:
Large Creature, Guardian, Curse Attractor, Range Protector
Description:
The Ren government has special ants that scout the cities in look for big, strong Ren. Once they find when, the Ren is proposed to be taken into a training session to serve the army. After the training, thes Ren are known as Renwei, or the Guard Ren. Their main purpose is to protect other fragile, backline units from enemy attacks. The Elite Renwei are taken into farther training, where they can choose to either learn the art of Magic Protection, or continue the normal blocking training.


Peng-->Penglei/Shandianpeng
Tier: 6
Stats: To come
Specials:
Flyer, Large Creature, Sonic Speed, Immune to Mind Spells, Shockwave, Spark
Description:
The Peng is giant chinese bird, which some consider as the chinese Roc. Large, fast, and lethal, the Peng has live in harmon with the Ren for generations. With the right altar, Ren can call the Pengs to help them fight and protect themself. Fast and letha, the normal Peng has no special abilities. When upgraded, each upgraded recives 2 abilites. The Penlei (or thunder-peng) uses the power of sound to fight, while the Shandianpeng uses lightning and electricity for its fearsome uses.

Fenghuang-->Wanghuo/Wangsheng
Tier: 7
Stats: To come
Specials:
Flying, Large Creature, Eternal Flame, Infernal Breath, Fire Shield, Eternal Flame, Sacred Flame, Breath of Jiutouniao
Description:
The jewl of the Ren Army is the Fenghuang. A bird similar in looks to the Pheonix, it is a guradian sent by Jiutouniao to aid the Ren. The Fenghuang is not full with fiery properties, but all fire damage will just make it stronger. It can grow into a form which has much more fire, or into a sacred bird that is the only creature that can directly contact Jiutouniao.

New Creature Abilities:
Nester: Creature is able to make a nest on a battlefield obstacle. The creature can be in a nest for max 2 turns. While in the nest, the creature il able to attack any unit that is on the tiles near the obstacle. Enemy cannot see where the nest is (Activated Ability, once per battle, Renami).

Rise: Creature flies up high in the bttlefield for 2 turns. While in the sky, the creature is able t attack enemy units all over the battlefield (using range attack only! So no shots, no attack) whie oly being able to get attcked by range attacks No magic!) (Activated Ability, once per battle, Swifter).

Fly: Like Rise, only for with No Range Penalty (Activated Ability, once per battle, Hawker).

Solar: When on Sunny terrains (Desert, Grass, etc) Creature gets a boost to initiative, speed, and damage (Normal ABility, Ronari).

Rush: Creature advances 5 squares ahead, in a straight line, inflicting 100-150% damage on any creature in the way (including friendly creatures) to lose 10-20% initiative for 1-2 rounds (Activated Ability, once per battle, Falconeir).

Brute: Creature does 1.5 more damage on small creatures (Normal ability, Renfucho).

Critical Strike: Creature may inflict heavy dammage on target. In addition, target cannot retalirate for 2-3 turns (Normal ability, Renfucho).

Dodge: Range attacks might be missed on this creature (Noraml ability, Renyun).

Flash Attack: Creature may attack twice, than run back 1 tile while suffering no retaliation (Normal ability, Renyun).

Energy Barrier: Hero and Casters in player's army will not be affected by mana destroying effects such as the imp's/familiar's (Normal ability, Niaomushu).

Mana Mirror: All mana altering effects will be reversed (Normal ability, Niaowu).

Enegy Shield: Creature standing in front of this creature wil recive 0-20% less damage from magical attacks (Normak ability, Niaobaoyu).

Guardian: When a creature that is standing by this creature is attacked, there is a chance that this creature will recive the damage instead (Normal ability, Renwei).

Curse Attractor: When a creature that is standing by this creature is being cursed, there is a chance that this creature will recive the curse instead (Normal ability, Renjian).

Range Protector: When a creature that is standing by this creature is being attacked by range, there is a chance that this creature will recive the damage instead instead (Normal ability, Renalo).

Sonic Speed: Creature has 10% of tis ability being activated while moving. If this ability is activated, the ATB bar value will be advaned by 0.4 (Normal Ability, Penglei).

Shockwave: Creature deals lightning-based damage to every creature in the 5x5 area around the creature. The fatrher the attakced creature is from the ability-using creature, theless damage will be dealt (Activated Ability, once per combat, Shandianpeng).

Spark: On attack, ceature p% where (d/c)/10=p to cast lightning bot on attack (d=damage dealt, c=amount of creatures in the stack) (Normal Ability, Shandianpeng).

Eternal Flame: Creature absorbs all fire damage to become stronger in Attack, Damage, or Speed (Selection is random). The more fire damage absorbed, the more bonus the creature recives (Normal ability, Fenghuang)

Infernal Breath: Creature has a chance to attack the unit behind the selected unit as well, while dealing 50% of normal damage in fire damage to both attacked creatures (Normal ability, Wenghuo).

Sacred Flame: Same as Eternal Flame, only that the unit is healed (Normal ability, Wengsheng).

Breath of Jiutouniao: Creature may attack the creature with x2-x3 more damage, along with "igniting" the target, while suffering no retaliation. After the attack, creature will lose 50& initiative for 1-2 turns.



Racial Skill: Adaptation

The Ren, living in the sky all over Ashan, need a way to survive all of the different climates. Ren started adapting to any kind of terrain, making them very usefull for everything everywhere. Therefor, the Ren have no native terrain...

The more the Ren hero is on a certain terrain, the more benifits he will recive. Benifits differ from terrain to terrain. Some benifits require higher level skill. Each week gives 1 AP (Adaption Point).

Racial Abilities:

Ambush: When hero activates this ability, it selects a creature. Than, the creature disappears. The creature than gets to move anywhere in its movement area, BUT IT CANNOT ATTACK. Than, the creature stands still until an enemy creature passes by. When it does, the selected creature will attack the enemy creature, dealing heavy damage and becoming visible to the enemy again. Also, the attacked creature turn will end automatically. Note that every terrain has different requirments for using the Ambush ability.

Fallen Adaption: If the player defeats 3 populations of a creature on the creature's native terrain, the hero recives 1 AP.

Adaption Teacher (Ultimate): Hero knows so much about Adpation, that it teaches it creatures to adapt faster, and recive AP's in 3-4 days.

Grass:
1 AP: Ren creatures recive +1 Max Damage (Basic)
2 AP: Ren creatures recive +2 Initiative (Basic)
2 AP: Ren hero recives +15% movement points (Advaced)
3 AP: Ren creatures recive +1 Moral (Advanced)
3 AP: Able to use the "Ambush" ability on Grass Terrain (Advanced)
5 AP: Ren creatures recive +1 to Attack, Defence, and Max Damage (Ultimate)

Snow:
1 AP: Ren creatures recive +1 Defence (Basic)
3 AP: Ren Creatures recive +1 Speed and Initiative (Basic)
3 AP: Ren hero doesn'e have any movement penalty on snow (Advanced)
5 AP: Able to use the "Ambush" ability on Snow Terrain (Expert)
8 AP: High tier Ren creatures recive a smaller version of the Stealth ability: When activated, creature will be invisible for the next turn (Activated ability, once per battle) (Ultimate)

Lava
1 AP: Ren creatures recive +1 Attack (Basic)
2 AP: Ren creaturs recive +1 Min and Max Damage (Advanced)
3 AP: Able to use the "Ambush" ability on Lava Terrain (Advanced)
7 AP: Low tier Ren creatures recive a smaller version of the Ignite perk: Ren creatures may "ignite" the target, dealing D damage for 2-3 turns where D=H/(Cx1.5) H=Health of stack, C=Number of creaturs in stack. (Ultimate)

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted June 04, 2007 06:23 PM

Crepuses town looks amazing!

and a nice start Elitekill, (give your sister my congrats)
____________
Love, Laugh, Learn, Live.

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GenieLord
GenieLord


Honorable
Legendary Hero
posted June 04, 2007 10:03 PM

Three things to say:

1. The new entries sound good.
2. I updated the factions' list.
3. Mazal tov to EK's sister.

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Lesij
Lesij


Famous Hero
posted June 05, 2007 10:36 PM

Geeeeezzz I managed to invent something at last...
Hope it is good this time...
Don't have much time though...
Everything will be explained later

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GenieLord
GenieLord


Honorable
Legendary Hero
posted June 06, 2007 02:18 PM
Edited by GenieLord at 19:55, 06 Jun 2007.

Crepus, I like the poitons idea.
Mana is a little overpowered. Restoring 15 mana is a lot.

Every racial skill comes with a suitable racial building in the town.
It can't come with the magic guild. Please invent a name for the building. What about "furnace"?

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Lesij
Lesij


Famous Hero
posted June 06, 2007 03:04 PM

GL!!! Potions aren't mine!
____________

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EliteKill
EliteKill

Promising

The Starless
posted June 06, 2007 03:57 PM

Updated mine

Anthanks GL

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GenieLord
GenieLord


Honorable
Legendary Hero
posted June 06, 2007 07:59 PM

Lesij, the Martial Arts racial skill is a good idea, in my opinion.
Fits very well an oriental faction.
Try to find innovative effects for each kind of martial arts.

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actionjack
actionjack


Promising
Famous Hero
posted June 06, 2007 08:15 PM

When is this one ending again?

I am still in process of writing mine.. but have some hard time in some units and racial skills... as many of the good one are taken arleady..  But its coming along... as long as I don't get lazy....


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