| 
|  |   
| Jiriki9 
  
      
        Honorable
 Undefeatable Hero
 Altar Dweller
 
 | 
|  posted February 09, 2011 07:51 PM |  bonus applied by alcibiades on 20 Feb 2011. |  |  
 
| A creational game [masterpost on page 224] 
 
 OBS: New masterpost on page 224 of this thread!
 
 
 
 Okay. This is a pure fun game. Not a competition or such. But it shall
 lead, step-by-step, to a, probably a bit weird, HoMM-vision...
 
 It works Like this: I ask a question, and whoever wants to participate, answers the question. The question can be different, but mostly, I give you choices for a certain question. Whatever the question is, the first answer is what will be taken into the game (as long as it's an appropriate answer to the question).
 There are some rules as well:
 -no riddiculous answers accepted (f.e. a demon as haven unit)
 -When I do not give the option to give own ideas, that's usuall yintentional. soemtimes, I'll still take other ideas, but onkly if they are REALLY good. So please, unless you have something awesome, try to stick with the given choices
 
 You will often encoutner CASCADES here, where I give many questions, each with a number. Cascades work like that:
 -in one post, a participant may only answer to one question
 -A participant may answer another question when 2 different participants have also answered a question in the meantime
 
 Mow, have fun, everybody!
 ____________
 ICTC announced
 |  
 |   
| Jiriki9 
  
      
        Honorable
 Undefeatable Hero
 Altar Dweller
 
 | 
|  posted February 09, 2011 07:58 PM |  bonus applied by alcibiades on 19 Dec 2011. | Edited by Jiriki9 at 13:32, 01 Jan 2012. |  
 
| Factions Part I: 
 Abyss:
 
 Home Terrain:
 Cold Volcanic
 
 Hero:
 Blood Lord
 
 Racials
 
 Gating:
 Similar to H5. The Blood Lord can order their demonic troops to  call in reinforcement for the battle. Doing so, the creature uses a turn and palces a gate, from which, after a while, a stack of the same creature will appear and fight alongside you, until the battle is won, or the creature dead.
 Advancing Gating increases the percentage in size the gated stack has in relation to the gating stack, as well as which units can be gated.
 
 -Basic Gating
 Allows Core Units to use Gating
 -Advanced Gating
 Allows Elite Units to use Gating, but with 50% efficiency
 -Expert Gating
 Allows Elite Units to use Gating with full efficiency
 -Master Gating
 Allows Champion Units to use Gating
 
 Soul Gathering:
 For every being with a soul killed by the blood lord or his units, the blood Lord gains a Soul. With souls, powerfull abilities can be used.
 The Level of the racial determines which abilities a blood Lord can use. THe Maximum of Souls he can carry is determined by the Racial and his Hero Level. And the power of the Abilities is influenced by the hero level, too, as well as Spell Power Value of the Hero.
 
 Ingame Faction Symbols
 -Horned Bull Skull
 -Spiral
 -Vampire with bat wings extended.
 -A thorned vine around a heart
 -A clawed hand clutching a (real-looking) heart.
 
 Lineup:
 
 Core:
 Gog/Imp
 >Daemon
 >Magog
 Deathwing
 >Morteus
 >Boleric
 Infernal Troglodyte
 >Troglodyte Heretic
 >Infernal Troglock
 
 Elite:
 Incubus
 >Master of Sin
 >Incubus Tempter
 Hebbin
 >Dianguis
 -----STILL NEED 2ND HEBBIN UPGRADE!!!!-----------
 Cerberus
 >Tartarian Cerberus
 >Cherufe
 
 Champion:
 Abyssal Destroyer
 >Abyssal Devourer
 >Annihilator
 
 Neutrals:
 Succubus
 >Empusa
 
 Unit Details:
 
 Gog:
 
 Abilities: Shadow Bolt, Shooter;
 
 
 Deathwing:
 
 Abilities: Flyer;
 
 Infernal Troglodyte:
 
 Abilities: Dark Reconnaissance, Immune to Blind;
 
 Incubus:
 
 Abilities: Icon of Sin;
 
 Hebbin:
 
 Abilities: Constrict, Foul Odem;
 
 Cerberus:
 
 Abilities: No Enemy Retaliation, Three-Headed Attack;
 
 Abyssal Destroyer:
 
 Abilities: Devestation;
 
 
 Town Structures:
 
 -Hall of Mischief - Allows you to recruit Gogs/Imps
 ->Tower of Mischief - Allows you to upgrade Gogs/Imps and recruit Daemons and Magogs
 ->Breeding Pool - Increases weekly growth of Gogs/Imps
 -Blacksand Desert - Allows you to recruit Deathwings
 -> Bloodsand Desert - Allows you to upgrade Deathwings and recruit Mortei and Bolerics
 -Vennel of Disarray - Allows you to recruit Infernal Troglodytes
 ->Abode of Disorder - Allows you to upgrade Infernal Troglodytes and recruit Troglodyte Heretics and Infernal Troglocks
 -Hall of Sins - Allows you to recruit Incubi
 ->Palace of Sins - Allows you to upgrade Incubi and recruit Masters of Sin and Incubus Tempters
 -Serpent Court - Allows you to recruit Hebbini
 ->Serpent Orchard - Allows you to upgrade Hebbins and recruit Dianguis' and ???
 -Purgatory - Allows you to recruit Cerberi
 ->Perdition - Allows you to upgrade Cerberi and recruit Tartarian Cerberi and Cherufes
 ->Den of Vice - Increases weekly growth of Cerberi
 -Hell palace - Allows you to recruit Abyssal Destroyers
 ->Abyssal Palace - Allows you to upgrade Abyssal Destroyers and recruit Abyssal Devourers and Annihilators
 
 -Grand Portal - increases the effect of Gating for all of your heroes
 
 -Walls of Damnation - On first visit, increases the defense of a hero
 permanently
 -Town Portal - Allows direct travelling between two towns with town
 portal...but non-demonic troops will suffer losses travelling through the
 demonic paths.
 
 -Marketplace
 ->Ressource Silo - Gives you a bit Mithril and arcanite each day
 
 Special War Machines:
 -Planescraper (unique. needs a better name! Opens cracks between this and
 the demons' plane on the battlefield. The cracks can only be crossed by
 demonic creatures, all others would suffer a great deal of damage (since
 it's a crack in reality). It opens 2 1*1 cracks at random positions per
 turn)
 -Dark Hole Creator (Catapult. Name to be changed. This
 hald-machine-half-demon creature creates a mysterious hole at the target
 wall, that sucks matter in. Also all units within a range of 4 Hexes will
 be drawn to it (1 Hex for large, 2 for small units. If this way a unit
 reaches the Hole, it also suffers damage.))
 -Cursed Cart (Ammo Cart. Unlimited ammo + The ranged attacks of your
 ranged units will inflict a random negative spell on the hit enemy)
 
 Faction Relations:
 -Dungeon:
  -Fortress:
  -Haven:
  -Keep:
  -Necropolis:
  -Rampart:
  -Sanctuary:
  -Stronghold:
  
 Dungeon:
 
 Home Terrain:
 Grotto
 
 Hero:
 Warlock
 
 Racials
 
 Empowered Spells
 Can cast any spell which has a variable as "empowered", increasing the variable.
 
 Slave Hunting:
 After a victorious battle, some enemy living creatures are taken slaves. You can decide if you want to sacrifice them (moral bonus), sell them (Money) or take some of them into your ranks with decreased stats.
 How many of the enemy units are taken as slaves is determined by the number of your units, the hero level and the level of the racial, which will also improve the gain of what you do with the slaves.
 
 Ingame Faction Symbols:
 1. A faceless Head
 2. Cave maw.
 3. Broken crown
 4. Lightning around a Sword
 5. Bat Swarm
 
 Lineup
 
 Core:
 Wisp
 >SHadow Light
 >Flickering Allurer
 Mucegai
 >Myconid
 >Sporecreeper
 Spider
 >Silk Spinner
 >Widow
 
 Elite:
 Beholder
 >Mirror Eye
 >Argus
 Manticore
 >Cursed Manticore (big, black, with venom that falls from his tail,
 flashing eyes, poison falling even from his mouth, with big claws.)
 >Dragicore
 Faceless
 >Faceless Duke
 >Black Eminence
 
 Champion:
 Soulless
 >Voidwalker
 >Heartless
 
 Neutrals:
 Black Dragon
 >Deep Dragon
 Troll
 >Cave Troll
 Candle Golem
 >Wax Golem
 
 Unit Details:
 
 Wisp:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Flyer, Spiritual/Astral Body;
 
 Mucegai:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Parasitism, Spores;
 
 Spider:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Crawling, Spider Venom;
 
 Beholder:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Gaze, No Range Penalty, Shooter;
 
 Manticore:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Flyer, Gluttony, Sting;
 
 Faceless:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Caster, Dark Arts, Immune to Blind;
 
 Soulless:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Immune to Dark, Teleport, Touch of Darkness;
 
 
 Town Structures:
 
 -Bog/Misty Chasm - Allows you to recruit Wisps
 -Mycellium - Allows you to recruit Mucegai
 -Subterranean Chasm - Allows you to recruit Spiders
 ->Webbed Growth - Increases weekly growth of Spiders
 -Pillar of Eyes/Beholder Mother - Allows you to recruit Beholders
 -Manticore Gorge - Allows you to recruit Manticores
 -Windowless Halls - Allows you to recruit Faceless
 ->Shadow Dead-End - Increases weekly growth of Faceless
 -Shadow Depths - Allows you to recruit Soulless
 
 -Shrine of Natural Empowerement - Decreases the cost of empowered spells a bit
 
 -Shrine of Ulterior Knowledge - On first Visit, increases a hero's
 spellpower permanently.
 -Mana Vortex - doubles max mana of a visiting hero for some time
 
 -Marketplace
 ->Ressource Silo - Gives you a bit Arcanite each day
 -Shipyard
 ->Black Market - Decreases the Trade Rate for other players...they need to
 pay ressources as if they had one market less
 
 Special War Machines:
 -Mana Bowl (unique. A mystical bowl filled with masses of magical energy. Restores 5 mana to each of your caster units and your hero when it's at turn)
 -Dragonscale Tent (Healing Tent. Can heal friendly units or grant them
 with one random black dragon ability (magic immunity, fire odem, etc.))
 -Blood Cart (The Cart carries not only ammunition for ranged troops but also blood in which the battlers cover themselves. This fearfull
 appeareance lets them sometimes induce fear to humanoid enemies)
 
 Faction Relations:
 -Abyss:
  -Fortress:
  -Haven:
  -Keep:
  -Necropolis:
  -Rampart:
  -Sanctuary:
  -Stronghold:
  
 Fortress:
 
 Home Terrain:
 Underground Rock
 
 Hero:
 Thane
 
 Racials:
 
 Runemagic:
 Like H5. The hero can, in battle, cast certain runes on their units, which cost ressources and give the units specific bonuses.
 There are 4 Levels of runes.
 
 -Basic Runemagic
 Allows the Hero to learn and cast Level 1 Runes.
 -Advanced Runemagic
 Allows the Hero to learn and cast Level 2 Runes.
 -Expert Runemagic
 Allows the Hero to learn and cast Level 3 Runes.
 -Master Runemagic
 Allows the Hero to learn and cast Level 4 Runes.
 
 Forge:
 In a Fortress town, the Hero can create Equipment for their Fortress Creatures, which will increase their stats. There are different types of equipment however, and except combined effects, which you can also do, but are high expensive, each equipment type can only have a certain stat, for exapmle Shields allways give a defense bonus. Forging will cost you ressources - and, on higher levels, permanently Experience Points of the Hero.
 Advancing in the Racial increases the strength of created equipment.
 
 Ingame Faction Symbols:
 1. Two crossed Pickaxes.
 2. anvil beneath an hammer
 3. A Fist, surroundeed by Diamonds
 4. A braided beard with two pickaxes
 5. A Boar
 
 Lineup
 
 Core:
 Defender
 >Drunkard (Unlike with other folks, some dwarves are proud of their drunkenness and it makes them even stronger. However, they are kinda unpredictable)
 >Ironguard
 Javeliner
 >Javelin Tosser
 >Dwarven Ranger
 Kobold
 >Kobold Operative
 >Rascal
 
 Elite:
 Gargoyle
 >Obsidian Gargoyle
 >Wargoyle
 Giant Worm
 >Magma Worm
 >Abyssal Worm
 Dwarven Priest
 >Judge
 >Earth Elder
 
 Champion:
 Crystal Dragon
 >Diamond Dragon (Extra strong defense)
 >Onyx Dragon
 
 Neutrals:
 Nidhog
 >Inferno Nidhogg
 Clockwork Golem
 >Mechanical Golem
 
 Unit Details:
 
 Defender:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Defensive Combat, Large Shield;
 
 Javeliner:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Pinning Throw, Shooter;
 
 Kobold:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Destroy Mana;
 
 Gargoyle:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Flyer, Stone Claws;
 
 Dwarven Priest:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Caster, Mana Channel, War Blessing;
 
 Giant Worm:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Underground Approach;
 
 Crystal Dragon:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Crystal Scales, Reflect Magic;
 
 
 Town Structures:
 
 -Gateside Battacks - Allows you to Recruit Defenders
 -Spearbrow Ridge - Allows you to recruit Javeliners
 -Skid Row - Allows you to recruit Kobolds
 ->Warren - Increases weekly growth of Kobolds
 -Sculpture Hall - Allows you to recruit Gargoyle
 ->Mason Sweatshop - Increases weekly growth of Gargoyles
 -Loamy Fields - Allows you to recruit Giant Worms
 -Inner Sanctum - Allows you to recruit Dwarven Priests
 -Crystal Cavern - Allows you to recruit Crystal Dragons
 
 -Smithmasters' Guild - Somehow embetters the Forge-racial for all of yourheroes
 
 -Escape Tunnels - You can retreat & capitulate even in a defensive siege in this city
 -Craftmen's Guild - All War Machines in this town can be purchased for a much cheaper price.
 
 -Marketplace
 ->Ressource Silo - Gives you a bit stone and Mithril each day
 
 Special War Machines:
 -Mineur Cart (unique. Places a number of mines on random places of a
 battlefield at the beginning of the battle. Mines will not affect your
 troops, but explode with a good damage when enemy steps on them)
 -Ground Ballista (Ballista. This special Dwarven invention uses the power of earth and shoots a bolt just beneath the ground. This way, it deals devastating damage to ground units, and can ignore obstacles, but it cannot hit flying units)
 -Beer Wagon (Ammo Cart- On the cart not only ammunition, but also beer and other alcoholic staff for the soldiers is kept. The morale of your living units is increased highly, as well as eternal ammo for any ranged unit.)
 
 Faction Relations:
 -Abyss:
  -Dungeon:
  -Haven:
  -Keep:
  -Necropolis:
  -Rampart:
  -Sanctuary:
  -Stronghold:
  
 Haven:
 
 Home Terrain:
 Rock
 
 Hero:
 Priest
 
 Racials:
 
 Crusade:
 Some Haven Core Units will join the Priest at the beginning of
 each week.
 The exact number is a bit random, so, with the same conditions, the priest may get 3 units in one week, and 2 the next. Anyway, it is determined by Hero Level, the number of Haven towns the player controls and the "Week of..." (So in a "week of Macemen" you can get more macemen through Crusade)
 Which creature appears is random, as long as the hero has a free stack placeholder. If not, only creatures which are in the army will appear. If there are neither a free stack placeholder nor a Haven Core unit stack in the army, no creatures will appear. An exception for the randomness is when the hero has a creature specialty, which will increase the chance of this creature to appear.
 
 Training:
 Sets free certain abilities for haven units.
 It works like this: The Haven Creatures have 2 abilities belonging to each of some chosable paths, which are set free when they are in the hero's army. Additionally, not all stacks are influenced by the racial - which, is to be chosen in hero screen - and not all tiers can be chosen from the beginning on.
 
 -Basic Training:
 Allows you to choose a path and to choose up to 2 Core Unit stacks to train.
 -Advanced Training:
 Allows you to choose up to 4 Stacks of Core or Elite units to train.
 -Expert Training:
 Allows you to choose up to 6 Stacks of any Haven units to train.
 -Master Training:
 Sets free a second special ability for all affected stacks.
 
 Ingame Faction Relation:
 1. A Sun
 2. A Crown surrounded in light
 3. A Heraldic Flower and a Sword.
 4. Angel silhouette
 5. A Shield with a stag  on it
 
 Lineup
 
 Core:
 Maceman
 >Crusher (Armed with a morning Star)
 >Heavy Infantry (Armed with Sword. Heavy Armoured)
 Bowman
 >Longbowman
 >Holy Archer (His arrows/bolts are imbued with flaming Holy energy)
 Griffin
 >Clouddiver Griffin (an especially small, swift looking griffin)
 >Obsidian Griffin (a large, dark, badass Griffin, with a black armor an a
 dragon skull on his head)
 
 Elite:
 Cleric
 >Zealot
 >Abbot
 Chariot
 >Winged Chariot (Pulled by a Pegasus; Flying)
 >Warrior Chariot
 Valkyrie
 >Spirit of War
 >Caller of the Fallen
 
 Champion:
 Crusader
 >Templar
 >Paladin
 
 Neutrals:
 Angel
 >Seraph
 Centaur
 >Silverhoof
 
 Unit Details:
 
 Maceman:
 
 Upgrades: Crusher and Heavy Infantry
 
 Abilities: Crippling Wound, Heavy Strike;
 Additional Crusher Abilities: Chain Reach, Piercing Strike(replaces Heavy Strike)
 Additional Heavy Infantry Abilities: Enchanted Armor, Ground Holder
 
 Bowman:
 
 Upgrades: Longbowman and Holy Archer
 
 Abilities: Rain of Arrows, Shooting;
 Additional Longbowman Abilities: Concentration, Cover Fire
 Additional Holy Archer Abilities: Guiding Light, Searing Aegis
 
 Griffin:
 
 Upgrades: Clouddiver Griffin and Obsidian Griffin
 
 Abilities: Ferocity, Flyer, Unlimited Retaliation;
 Additional Clouddiver Griffin Abilities: Battle Dive, Flying Mode;
 Additional Obsidian Griffin Abilities: King of the Skies, Patronage;
 
 Cleric:
 
 Upgrades: Zealot and Abbot
 
 Abilities: Caster, Smite;
 Additional Zealot Abilities: Mark the Heretic and Divine Influence
 
 Chariot:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Chariot Charge, Ride-by-attack;
 
 Valkyrie:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Caster, Flyer, Soul Escort;
 
 Crusader:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Double Attack, Holiness;
 
 Town Structures:
 
 -Barracks - Allows you to recruit Macemen
 -> Troop quarters - Allows you to upgrade macemen and recruit Crushers and Heavy Infantry
 ->Armory - Increases weekly growth of Macemen
 -Archer Tower - Allows you to recruit Bowmen
 ->Sentry Tower - Allows you to upgrade Bowmen and recruit Longbowmen and Holy Archers
 -Griffin Tower - Allows you to recruit Griffins
 ->Griffin Conservatory - Allows you to upgrade Griffins and recruit
 Clouddiver and Obsidian Griffins
 -Chapel - Allows you to recruit Clerics
 ->Cathedral - Allows you to upgrade Clerics and recruit Zealots and Abbots
 -Chariot Builder/Works - Allows you to recruit Chariots
 ->Chariot Arena - Allows you to upgrade Chariots and recruit Winged and Warrior Chariots
 ->Carpenter's Workshop - Increases weekly growth of Chariots
 -Temple of the Fallen - Allows you to recruit Valkyries
 ->Temple of the Martyr - Allows you to upgrade Valkyries and recruit
 Spirits of War and Callers of the Fallen
 -Sanctum - Allows you to recruit Crusaders
 ->Temple of Order - Allows you to upgrade Crusaders and Recruit Templars and Paladins
 
 -Emblem of Light - Increases the effectiveness of Crusade by 10% for all Heroes
 -Militia - In a Siege, you will have an additional stack of Haven Core
 creatures to place.
 
 -Marketplace
 ->Ressource Silo - Gives you a bit stone and wood each day
 
 -Shipyard
 ->Trade Port - Increases the trade rate in your favour as if it was a
 market place. Also sometimes offers things for sell (Artifacts, Units,
 etc.)
 
 Special War Machines:
 -Battering Ram (unique)
 -Tryapult (Catapult. A new invention in Haven, this Special Catapult fires 3 Stones, thus hitting three adjacent Wall-Parts)
 -Ballisticoloco Bombardi (Ballista. Has spiked, flaming, black arrows.
 Ignores part of target defence.)
 
 Faction Relations:
 -Abyss:
  -Dungeon:
  -Fortress:
  -Keep:
  -Necropolis:
  -Rampart:
  -Sanctuary:
  -Stronghold:
  
 Keep:
 
 Home Terrain:
 Grass
 
 Racials:
 
 Archive:
 Like Eagle Eye, the archivist can learn spells used by the enemy, creatures and heroes, after battle, but not abilities.
 Advancing in the racial allows a hero to learn higher-level spells.
 
 -Basic Archive:
 The hero can learn Level 1 Spells.
 -Advanced Archive:
 The hero can learn Level 2 Spells
 -Expert Archive:
 The hero can learn Level 3 Spells
 -Master Archive:
 The hero can learn Level 4 Spells
 
 Repair:
 After each battle they are able to spend a relatively small amount of resources to raise some their fallen troops. This only applies to non-living units.
 Advancing in this racial allows you to repair higher-level troops, and increases the number of units that can be repaired.
 
 Ingame Faction Symbols:
 1. An open Book, surrounded by a Circle of Stars
 2. A Circle, similar to Yin & Yang, but with water & Fire
 3. A Lion Head
 4. A red-eyed raven on a skull
 5. 4 different shaped staves that make a square
 
 Hero:
 Archivist
 
 Lineup
 
 Core:
 Minotaur
 >War Minotaur
 >Tortured Minotaur
 Arcane Spirit
 >Arcane Avatar
 >Grand Spirit
 Mage
 >Elder Mage
 >Enchanter
 
 Elite:
 Sphinx
 >Riddle Queen
 >Criosphinx (Rams head)
 Fire+Water-Elemental
 >Power Elemental
 Crystal Golem
 >Arcanite Golem
 
 Champion:
 Dragon-Golem
 >Flying Dragon-Golem
 
 Neutrals:
 Azure Dragon
 >Gelidragon
 Gremlins
 >Tinkerton
 Iron Golem
 >Rust Golem
 
 Unit Details:
 
 Minotaurs:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Shatter Armor;
 
 Arcane Spirit:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Arcane Bolt, Arcane Presence;
 
 Mage:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: ARcane Studies, Caster, Shooter;
 
 Sphinx:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Clever One, Flyer, Guardian;
 
 Fire-Water-Elemental:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Boil, Paradox Absorption;
 
 Crystal Golem:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Dazzling&Transparent, Mechanical, Reflect Magic;
 
 Dragon Golem:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Large, Mechanical, OhGodWhatIsThat, Steam;
 
 
 Town Structures:
 
 -Labyrinth - Allows you to recruit Minotaurs
 -Arcane Junction - Allows you to recruit Arcane Spirits
 ->Rune of Arcane Arts - Increases weekly growth of Arcane Spirits
 -Mage Tower - Allows you to recruit Mages
 -Riddle Palace - Allows you to recruits Sphinxes
 -Elemental Portal - Allows you to recruit Fire+Water Elementals
 ->Elemental Vortex???
 -Crystal Factory - Allows you to recruit Crystal Golems
 ->Crystal Artificier - Increases weekly growth of Crystal Golems
 -Dragon Factory - Allows you to recruit Dragon Golems
 
 -Scholars' Guild - Increases the effect of Archive for all of your
 heroes [possibly increasing the chance of getting stronger spells]
 
 -Library of knowledge - On first visit, increases the Knowledge of a hero permanently
 -Lookout Tower - reveals an area around the city
 
 -Marketplace
 ->Ressource Silo - Gives you some Mithril each day
 
 Special War Machines:
 -Holy Totem (unique. a totem with 3 animals,a lion,a crocodile and a eagle with wings in the top)-randomly cast on a friendly stack every turn a level 1-3 bless
 -Bolter (Ballista. An arcane war machine setting bolts of lightning onto the enemy units, dealing heavy lightning damage instead of physical one)
 -Mage Tent (Healing Tent. Instead of normal healers, specialized mages are inside this tent. It can either heal friendly units, or cast a spell from a small spell book (spells levl&kinds probably determined by War MAchines Skill&Magic Skills of the hero))
 
 Faction Relations:
 -Abyss:
  -Dungeon:
  -Fortress:
  -Haven:
  -Necropolis:
  -Rampart:
  -Sanctuary:
  -Stronghold:
   ____________
 ICTC announced
 |  
 |   
| Jiriki9 
  
      
        Honorable
 Undefeatable Hero
 Altar Dweller
 
 | 
|  posted February 09, 2011 08:11 PM |  | Edited by Jiriki9 at 12:39, 07 Nov 2011. |  
 
| Necropolis: 
 Home Terrain:
 Cursed/Dead Land
 
 Hero:
 Necromancer
 
 Racials:
 
 Necromancy:
 Allows the Necromancer to revive fallen living units as undead
 after Battle.
 After battle, a certain % of the Fallen units of each revivable stack is revived as the corresponding undead units.
 
 Transformation:
 Necromancer can transform living units into undead units.
 When this racial advanced, you will be able to transform Better creatures and in a better ratio. Performed outside a Necropolis Town, it costs the hero some kind of energy.
 
 lineup:
 
 Core:
 Ghoul
 >Body Eater
 >Soul Eater (A headless Ghoul with mouths on his hands with long teeth.)
 Corpse Beast
 >Deathclaw
 >Razorfang
 Bone Guard
 >Flesh Guard
 >Revenant
 
 Elite:
 Wraith
 >Haunter
 >Shade
 Vampire
 >Blood Knight
 >Vampire Count
 Abomination
 >Spiked Horror
 >Desiccator
 
 Champion:
 Grim Reaper
 >Angel of Death
 >Dark Avatar
 
 Neutrals:
 Bone Dragon
 >Zombie Dragon
 Ghost
 >Phantom
 
 Unit Details:
 
 Ghoul:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Disease;
 
 Corpse Beast:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Ambush, Death Growl;
 
 Bone Guard:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Skeletal;
 
 Wraiths:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Caster, Incorporeal, Wraiths' Curse;
 
 Vampire:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Flyer, Life Drain;
 
 Abomination:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Impale, No Enemy Retaliation;
 
 Grim Reaper:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Death Scythe, Faith Drain;
 
 
 Town Structures:
 
 -Corpse Pile - Allows you to recruit Ghouls
 ->Unearthed Graves - Increases weekly growth of Ghouls
 -Beast Graveyard - Allows you to recruit Corpse Beast
 -Crypt - Allows you to recruit Bone Guard
 -Tower Ruins - Allows you to recruit Wraiths
 -Mansion - Allows you to recruit Vampires
 -Death Fields - Allows you to recruit Abominations
 ->Dread Catacombs - Increases weekly growth of Abominations
 -Black Palace - Allows you to recruit Grim Reapers
 
 -Transformator - Highly increases the effectiveness for transformation
 when used in this town
 
 -Crypt of Secrets - On first visit, a hero gets a boost of +1000 Exp
 
 -Marketplace
 ->Ressource Silo - Gives you a bit arcanite each day
 -Shipyard
 ->Dead Man's plank - You can recruit ghosts here. However, their growth is not weekly, but with every battle fought on water. The number of growth is determined by how many living units died in it.
 
 Special War Machines:
 -Undertaker Cart (unique. Returns some of the fallen living units as
 Undead after battle - like a seperate necromancer, and for free)
 -Skull Thrower (Catapult. A Catapult that also throws the skulls of fallen enemies over the walls. Enemies standing in a line behind or adjacent to
 the target wall segment suffer a moral loss.)
 -Plague Tent (Healing Tent. When the tent is at turn, it can either heal a friendly troop or damage an enemy living unit. When daealing damage, it also inflicts a poison that will damage the enemy every turn.)
 
 Faction Relations:
 -Abyss:
  -Dungeon:
  -Fortress:
  -Haven:
  -Keep:
  -Rampart:
  -Sanctuary:
  -Stronghold:
  
 Rampart:
 
 Home Terrain:
 Forest Earth
 
 Hero:
 Warden
 
 Racials
 
 
 Beast-tamer:
 Can summon creatures(wolves,bears,eagles etc) depending of
 hero level and skill,once per battle.
 Advancing in the Racial, hero can summon more and better creatures.
 
 Soul of the Land:
 The Wardens are Wardens of all the land, they can gain power of the land they fight on - different boni depending on what terrain they are on.
 The Higher a hero's level in this racial, the better the bonus he/she gets is.
 
 Lineup
 
 Core:
 Nymph
 >Creek Spirit
 >Nereid
 Elven Warrior
 >Blade Dancer
 >Elven Veteran
 Satyr Beastmaster
 >Faun (enhances the Pack Leader abilities onto other types of creatures
 than beasts)
 >Satyr Pathfinder
 
 Elite:
 Cernunnos
 >Cernunnos Lord
 >Capricorn
 Bard
 >Legendmaster
 >Troubadour
 Fairy Dragon
 >Spring Dragon
 >Magi Dragon
 
 Champion:
 Phoenix
 >Sunbird
 >Inferno Bird
 
 Neutrals:
 Pixie
 >Dryad
 Rogue
 >Trickster
 
 Unit Details:
 
 Nymph:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: River Blessing, Seduce;
 
 Elven Warrior:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Dual Blade Sweep, Swift Retaliation;
 
 Satye Beastmaster:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Beastmaster, Pack leader;
 
 Cernunnos:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Patience;
 
 Bard:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Bard's Tongue, Singing;
 
 Fairy Dragon:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Astral Connection, Random Blessing, Random Curse;
 
 Phoenix:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Fire Breath, Flyer, Rise from the Ashes;
 
 
 Town Structures:
 
 -Forest Spring - Allows you to recruit Nymphs
 -Elven Hut - Allows you to recruit Elven Warriors
 ->Elven Smithy - Increases weekly growth of Elven Warriors
 -Brushwood - Allows you to recruit Satyr Beastmasters
 -Ancestors' Glade - Allows you to recruit Cernunni
 -Hall of Stories - Allows you to recruit Bards
 ->Hall of Legends
 ->Hall of Tales - Increases weekly growth of Bards
 -Fairy Forest - Allows you to recruit Fairy Dragons
 -Pyre - Allows you to recruit Phoenixes
 
 -Druidic Circle - Increases the effectiveness of "Soul of the Land" of all your heroes by 10%.
 -Avenger's Hall - verytime you loose a defensive battle, the avenger hall gives you something, depending on what kind of battle you lost: For battles lost on the sea, you get an artifact. For loosing a defensive town siege you get a spell in the town with Avenger's Hall. When loosing a garrison, you get a stack of un-upgraded units, and when loosing a dwelling or a military post, you get units, too, but not necessarily un-upgraded. When loosing a battle over a mine, you get ressources and for any other defensive battle lost, you get gold.
 -Mystic Pond - Grants you some random ressources at the beginning of the week.
 
 -Marketplace
 ->Ressource Silo - Gives you some wood each day
 -Shipyard
 ->Mangroves - Turns the area around the city into a special terrain
 (mangrove) that will be like swamp for enemies but like Forest Earth for your heroes.
 
 Special War Machines:
 -Fog Basin (unique. A mystical Basin carried by some humanoids(Nymphs,
 Elves and/OR Satyrs) Summons a permanent fog onto the battlefield, giving ANY ranged attack a 50% chance to fail.)
 -Thorn Tree (Ballista. A movable massive Tree without leaves, but with
 masses of Thorns, which he can shot at the enemy. Can, once per turn,
 intercept enemies which try to melee-attack one of your units.
 Intercepting works like an attack, dealing damage, but additonally stops the enemy in the middle of their attack movement (halfway to their target))
 -Equipment Cart (Ammo Cart. Your ranged units gain eternal ammo and the "No melee penalty" ability.)
 
 Faction Relations:
 -Abyss:
  -Dungeon:
  -Fortress:
  -Haven:
  -Keep:
  -Necropolis:
  -Sanctuary:
  -Stronghold:
  
 sanctuary:
 
 Home Terrain:
 Tropical/Jungle
 
 Racials:
 
 Honour Guard:
 Every Wizard has an honour guard, a special unit that does not need a stack placeholder, unless it's the last stack - so a wizard can survive with only their honour guard. Strength and number of the Guard
 depend on many things, but the hero level has greatest impact.
 The Honour Guard of any hero has a maximum value, which increases with increasing racial Level, and a weekly growth, by which the Guard will grow (even when it has been reduced to 0 before) until it has reached maximum. The stats and abilities are determined by hero level.
 
 Spellbinding:
 The Wizard can bind spells into units. For the time the spell is bound to the unit, the unit gains unique abilities through the spell. (For example a unit to whom "lightning bolt" was bound, would deal
 aditional Lightning Damage).
 With increasing level of the racial, the hero can bind more powerfull spells in more powerfull units for a longer time.
 
 Hero:
 Wizard
 
 Lineup
 
 Core:
 Jaguar
 >Leguar
 >Feral Jaguar
 Naga Warrior
 >Battlemaster
 >Naga Guardian
 Turtle Rider
 >Dragonturtle Rider
 >Rider Testudinis
 
 Elite:
 Wyver
 >Bloodrage Wyrm
 >Wyvern Monarch
 Custodian
 >Lorekeeper
 >Centurio
 Dragon-Eel
 
 Champion:
 Cyclops
 >Bloodeyed Cyclops
 >Farseeing Cyclops
 
 Neutrals:
 Kirin
 >Kirin Cloudwalker
 
 Unit Details:
 
 Jaguar:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Follow;
 
 Naga Warrior:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Block Enemy Retaliation, Whirlwind;
 
 Turtle Rider:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Swimming, Turtle Shell;
 
 Wyvern:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Flyer, Intervene;
 
 Custodian:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Caster, Vengeance;
 
 Dragon Eel:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Flyer, Electric;
 
 Cyclops:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Fastball, Heavy Crush;
 
 
 Town Structures:
 
 -Jungle Cave - Allows you to recruit Jaguars
 -Guardhouse - Allows you to recruit Naga Warriors
 -Turtle Pond - Allows you to recruit Turtle Riders
 ->Hanging Gardens - Increases weekly Growth of Turtle Riders
 -Wyvern Hatchery - Allows you to recruit Wyverns
 -Forbidden Ruins - Allows you to recruit Custodians
 ->Spira Musem Annex - Increases weekly growth of Custodians
 -Canal - Allows you to recruit Dragon-Eels
 -Ziggurat - Allows you to recruit Cyclops
 
 -Focus Crystal - Using spellbinding in this town is more efficient, highly increasing the time a bound spell can last on a creature
 
 -Circle of Initiation - On first visit, a hero gets an exp boost of +1000
 -Altar of the Ancients - Luck bonus for defending units
 
 -Marketplace
 ->Ressource Silo - Gives you a bit wood and Arcanite each day
 -Shipyard
 ->Sea Serpent Nest - This building allows sea serpents to join all your naval combats that are being fought nearby the town.
 
 Special War Machines:
 -Sanctuary - makeshift pallisades that protect units hiding behind them from tower fire. usable of course only when attacking a city, not when defending. (unique)
 -Aqua Ballista (Ballista. Fiering compact magical missiles of water, the Nagas have adapted a weapon to alter the battlefield itself in their favor. Upon hitting a target, that square(s i large) is doused with water. Naga creatures count that square as none-existant when passing through it (adds +1 movement in the particulrar direction) while enemy non-flyers count it as two squares. A naga standing in water also gains a 30% defence boost against melee and fiery attacks. Squares remained waterfilled for 3 rounds if normal-sized, 1 round for large.Projectiles temporarily reduce defense of target by 30% for 1 round (applied after damage).)
 -Voodoo Tent (Healing Tent. The Tent looks a bit gloomy. can either heal friendly units or, every three turns, summon Zombies from dead stacks)
 
 Faction Relations:
 -Abyss:
  -Dungeon:
  -Fortress:
  -Haven:
  -Keep:
  -Necropolis:
  -Rampart:
  -Stronghold:
  
 Stronghold:
 
 Home Terrain:
 Desert
 
 Hero:
 Warlord
 
 Racials
 
 Blood Rage:
 Similar to H5, but blood rage comes quicker, yet you loose control over the raging unit.
 Advancing in the racial allows your units to reach higher stages of rage - and gives you a chance not to loose control when a unit rages.
 
 -Basic Blood Rage:
 Your Stronghold Units can reach Blood Rage Level 1. You definitely loose control over them when they rage.
 -Advanced Blood Rage:
 Your Stronghold Units can reach Blood Rage Level 2. You have a chance of 7% to keep control over them in rage.
 -Expert Blood Rage:
 Your Stronghold Units can reach Blood Rage Level 3. You have a chance of 15% to keep control over them in rage.
 -Master Blood Rage:
 Your Stronghold Units can reach Blood Rage Level 4. You have a chance of 25% to keep control over them in rage.
 
 Warcries:
 Your hero can learn special "Warcry" abilities. The Level of this racial determines, which Warcries a hero can learn.
 When having used a Warcry, a Hero must wait some time before using a Warcry again - the timer is carried into future battles as well...
 
 Lineup
 
 Core:
 Harpy
 >Harpy Hag
 >Bloodclaw
 Wolf
 >Wolf Rider
 >Lycantrope
 Axe-Thrower
 >Frontliner
 >Son of War (Thrower with awesome double-axes)
 
 Elite:
 Thundebird
 >Storm Crow
 >Sandstormbird
 Shaman
 >Dreamwalker
 >Blood Ritualist
 Behemoth
 >Armoured Behemoth
 >Ancient Behemoth
 
 Champion:
 T-Rex
 >Emperosaurus
 >Allosaurus
 
 Neutrals:
 Pikeman
 >Blackorc
 ???Stronghold???
 
 Unit Details:
 
 Harpy:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Shriek, Strike and Return;
 
 Wolf:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Harrass, Pack Hunter;
 
 Axe Thrower:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Battle Triumph, No Melee Penalty, Shooter;
 
 Thunderbird:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Flyer, Immune to Lightning, Thunderstrike;
 
 Shaman:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Caster, War Drums;
 
 Behemoth:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Critical Hit, Massive Crush;
 
 T-Rex:
 
 Appereance:
 
 Description:
 
 Stats:
 
 Abilities: Predator, Swallow, Tailstrike;
 
 
 Town Structures:
 
 -Cliffs - Allows you to recruit Harpies
 -Wolf Den - Allows you to recruit Wolves
 ->Howling Stone - Increases weekly growth of Wolves
 -Orc Shack - Allows you to recruit Axe Throwers
 -Thunder Peak - Allows you to recruit Thunderbirds
 -Spirit Tent - Allows you to recruit Shamans
 -Behemoth Crag - Allows you to recruit Behemoths
 ->Monster Cave - Increases weekly growth of Behemoths
 -Time-Lost Valley - Allows you to recruit T-Rex'
 
 -War Totem - Increases the effect of Blood rage for you everywhere on the map a bit
 
 -Combat Arena - On first Visit, a hero's Attack stat is increased permanently
 -Magic Dampener - Increases the Magic resistance of all your units a bit
 
 -Marketplace
 ->Ressource Silo - Gives you some stone each day
 
 Special War Machines:
 -A giant Roc that can once in every three turns trow a rock from above
 that falls randomly. Can damage only enemies. (unique)
 -Heavy Catapult (Catapult. The Orcish catapult throws extremely heavy
 boulders, which are so massive they can fly THROUGH enemy walls, not only dealing massive damage to these, but also to all creatures in a line behind the wall)
 -Harpoon Ballista (Ballista. Deals good damage and draws hitten enemies closer)
 
 Faction Relations:
 -Abyss:
  -Dungeon:
  -Fortress:
  -Haven:
  -Keep:
  -Necropolis:
  -Rampart:
  -Sanctuary:
   ____________
 ICTC announced
 |  
 |   
| maken 
  
   
    Known Hero
 Hail Hydra!
 
 | 
|  posted February 09, 2011 08:18 PM |  |  |  
 
| Dungeon.   |  
 |   
| kodial79 
  
    
      Promising
 Supreme Hero
 How'd Phi's Lov't
 
 | 
|  posted February 09, 2011 08:18 PM |  | Edited by kodial79 at 20:18, 09 Feb 2011. |  
 
| "Dungeon" or "similar aboveground faction" 
 There! Now, what did I win?
 ____________
 Signature? I don't need no stinking signature!
 |  
 |   
| Jiriki9 
  
      
        Honorable
 Undefeatable Hero
 Altar Dweller
 
 | 
|  posted February 09, 2011 08:20 PM |  | Edited by Jiriki9 at 13:21, 27 Sep 2011. |  
 
| Hero Skills and Classes 
 Neutral Hero Classes:
 General (might-based)
 Enchanter (Magic-based)
 Freelancer (AdventureMap-based)
 Cruormancer (Magic-Might-hybrid)
 Monk (no focus)
 
 Advanced Classes:
 at a level up, you can choose an advanced class for the hero, if he/she
 meets the prerequesites of the certain class. Each class has 3 skills as
 prerequesites, all of them must be at least at Advanced Level.
 Advanced Classes give acces to some Unique perks each class (6-10).
 
 The Advanced Classes:
 Alchemist (Metal Magic, Enlightenment & Anti-Magic)
 Aquamancer (Water Magic, Sorcery & Navigation)
 Arbomancer (Wood Magic, Art of War & Estates)
 Archmage (2 Elemental Magic Skill & Light or Dark Magic)
 Assassin (Dark Magic, Scouting & Rush)
 Barbarian (Battle, Offence, Antimagic)
 Beastmaster/Beastlord (Wood magic, battle & nobility)
 Captain/Admiral/Sailor (Navigation, Scouting, Leadership)
 Conqueror (Offense, War Machines & Estates)
 Dark Knight (Leadership, Dark Magic & Offense)
 Demon Hunter (Light Magic, Battle & Battle Lore)
 Demonologist (Dark Magic, Sorcery & enlightenment)
 Dragon Hunter (Battle Lore, Water Magic & Art of War)
 Elementalist (2 elemental magic skills & Sorcery)
 Explorer (Logistics, Navigation & scouting)
 Ferromancer (Metal Magic, Defense, Offense)
 Field Marshal (Leadership,Offense and Art of war)
 Forgemaster (Defense, War MAchines & Estates)
 Geomancer (Earth Magic, Enlightenment & Defense)
 Greycloak (Light Magic, Dark Magic & Anti-Magic)
 Guild Master (Estates, Scouting & Sorcery)
 Heretic (Dark Magic, Battle & Estates)
 Illusionist (Water Magic, Sorcery & Dark Magic)
 Inquisitor (Light Magic, Fire Magic & Leadership)
 Knight (Leadership, Defense & Offense)
 Lich (Dark Magic, Earth Magic & Sorcery)
 Lord (Nobility, Estates & Leadership)
 Magelord (Nobility, Sorcery & Diplomacy)
 Merchant (Estates, Diplomacy & Navigation)
 Overlord (Nobility, War Machines & Battle)
 Prophet (Enlightenment, Water Magic & Sorcery)
 Protector (Defense, Leadership & Anti-Magic)
 Pyromancer (Fire Magic, Battle & Offense)
 Ranger (Battle Lore, Scouting & Wood Magic)
 Rebel (Rush, Art of War & Diplomacy)
 Reaver (Battle, Rush & Leadership)
 Sage (Enlightenment, 1 Magic School & Sorcery)
 Seer (Enlightenment, Art of War & Scouting)
 Siege Master/Siege Engineer (War Machines, Rush & Fire Magic)
 Slayer (Battle, Offense & Art of War)
 Sorceror (Sorcery, 1 magic school & battle)
 Summoner (1 magic school, Nobility & Leadership)
 Thief (Scouting, Logistics & Art of War)
 Tyrant/Oppressor (Dark Magic, Estates & Offense)
 Witch (Sorcery, Scouting and Wood/Earth magic [to be decided later!])
 
 Skills:
 
 At level-up, some skills are shown and 1 can be chosen.
 There is no limit on how many skills a hero can have.
 For each main skill, a hero can have a maximum of 10 sub-skills.
 Main Skills have 5 levels: Novice, Veteran, Master, Grandmaster, Legend
 Some sub-skills will have levels, but less than 5.
 
 Wood Magic
 Subskills:
 -Rainbow Walker (Increases the effect of "4-leaf-Clover/Fortune" and
 "Summon Leprechauns")
 -Season Magic (Improves "Autumn's Touch" & "Bloom/Spring") [Note: could
 also effect "Nature's Boon", maybe)
 -Soul of the Trees (Improves "Briar Wall" & "Summon Wood") [Note: could
 also effect "Bridge" maybe)
 -Toxic Swarm (Improves "Wasp Swarm", by adding it a stunning or poisoning
 effect)
 
 Metal Magic
 Subskills:
 -Lore of Erosion/Lore of Rust (Improves "Rust" and "Quicksilver")
 -Lore of Metallurgy/Lore of Magnetism (Improves "Treasure Hunt",
 "Precision" and "Deflect Missile")
 -Lore of Sheen (Improves "Silver Tongue" and "Summon Mithril)
 -Lore of Shredding (Improves "Impalement" and "Summon Flying Scimitars")
 
 Fire Magic
 Subskills:
 -Ashen Veil (Highly Improves "Smoke")
 -Burning Sensation (Improves "Battle Heat" and "Frenzy", and maybe "passion")
 -Flame Caller (Improves "Fire Strike" and "Fire Ball")
 -Zest of Conflagration (Improves "Searing Aura" and "Pyrosphere")
 
 Water Magic
 Subskills:
 -Frost MAgic (Improves "Frost Ring" and "Frost Bolt")
 -Mana Well (Improves "Gift" and "Mana Fountain")
 -Sea Magic (Highly Improves "Good Currents")
 -Variation/Turbulence (Improves "Confusion/Forget" and "Flexibility")
 
 Earth Magic
 Subskills:
 -Grounder (Improves "Grounding" and "Anchoring Ground") [Note: Could also
 effect Landslide or Slow]
 -Sediment Mastery (improves Landslide and Slow)
 -Stone Forming (improves "Stone Skin" and "Stone Blade")
 ---one missing?---
 
 Dark Magic
 Subskills:
 -Manipulator (Improves "hate" and "Sorrow")
 -Master of Concealment (Improves "Hide/Cloak" and "Shadow Aura")
 -Master of Curses (Improves Curse and "Fear")
 -Terror Swarm (Highly Improves "Summon <X> Swarm")
 
 Light Magic
 Subskills:
 -Blinding Magic (Improves "Blind" and "Da Ze")
 -Glorious Slayer (Highly improves "Word of Light" [note: probably
 enhancing it's target range])
 -Master of Blessing (Improves "Paragon" and "Bless")
 -Master of Virtue (Improves "Glory", "Joy" and "Dauntless")
 
 Skill reducing the mana cost of casting spells for Heroes
 Subskills:
 -Arcane Barrier (increase the cost of spells cast by enemies)
 -Channeling (Can spend a turn to fully regenerate mana)
 -Enduring Spells (Increases the number of turns your spells keep effective)
 -Mana Regeneration (Doubles Mana Regeneration)
 
 Offense
 Gives troops under the heroes command a bonus to attack.
 Subskills:
 ~With no prerequesite (except you of course need the main skill)
 -Archery (increases your troops' ranged attack/Damage)
 -Battle Frenzy (Strong damage increase on cost of defense loss)
 -Melee (increases your troops' melee Damage)
 -Preparation ("Defend" becomes "Prepare" command, increasing attack
 instead of defense)
 ~With one Basic Offense Sub as Prerequesite
 -Battle Pride [Battle Frenzy] (Units under the hero command gain an attack
 bonus based on the strength & number of friendly units adjacent to it
 having died this round. the bonus is redetermined every round!)
 -Calculated strike. [Preparation] (Creatures have the active ability to
 lose half of their move, but gain the ability to ignore a % of enemy
 defense)
 -Curtain Fire/Stopping power [Archery] (Ranged attacks of your troops
 reduce the enemy movement/speed by 1)
 -Overwhelm/Flanking [Melee] (When 2 or more of your units are adjacent to
 a small enemy unit, the enemy unit has a chance not to be able to perform
 their turn)
 ~With two Basic Offense Subs as Prerequesite
 -Aim [Archery&Preparation] (When using "preparation", your units do
 maximum damage on ranged attacks for X turns)
 -Push back [Battle Frenzy&Melee] (when your units meelee-attack an enemy,
 if possible, they move back this enemy in the opposite direction from
 which they attacked, and take their position)
 With Advanced Offense Sub/s as prerequesite
 -Battle Triumph [Battle Pride] (For every battle won by the hero this day,
 units under their command gain +1 morale until the beginning of the next
 day)
 -Disarming [Calculated Strike] (Attacks by your units have a chance to
 reduce the enemy attack)
 -Ranged Support [Grandmaster Offense + Curtain Fire +
 Preparation/Calculated Strike] (When one of your units attacks an enemy in
 melee, there is a small chance that one of your ranged unit swill also
 attack this enemy, before the enemy retaliation. The ranged unit will
 still loose their turn on this action) {note: of course the turn loss
 could also not be in}
 ~With Cross-Skill Prerequesites
 -Battle Prince(/ss if the hero is female) [Expert Defense + Expert Art of
 War] Permanently raises attack and defense of the hero.
 -Dazzling blades [Light Magic(->Blinding Magic?)] (Chance for any melee
 attack to slow or stun enemies. Does not work on retaliations.)
 -Erosive Strikes [Metal Magic->Lore of Erosion/Lore of Rust] (Attacks by
 your units have a small chance to decrease enemy defense)
 -Grief Strike [Dark Magic->Master of Curses] (Your units have a small
 chance to put "curse" on enemy units when attacking them)
 -Offensive Tactics [Advanced Scouting] (as we know it, but it only
 increasees the placement radius when the hero is in the offense)
 -Opportunist [Grandmaster War Machines]
 -Pushing Onwards/better name [Grandmaster Offense + Melee + Battle Frenzy
 + Grandmaster Leadership + Grandmaster Rush] (Whenever dealing damage
 through attacking (not retaliation, abilities or casting!) your units have
 a chance of X% to do an additional strike on that attack. X = ((<damage
 dealt>/n)/<number of strikes allready performed on that attack>/<unit
 tier> {n will be determined when we know more about stats and hwo mcuh
 damage an attack deals} {prerequesites could be altered a bit.}
 -Relentless Assault [Legend Offense + Battle Pride + Grandmaster Rush +
 Adrenaline Rush] (Attack for one creature stack increases for the rest of
 the turn based on the # of creatures killed in an attack made by the
 creature stack under your control/ n*2 (the number of creatures you
 attacked with). High tier creatures gain two retaliations until the end of
 the turn if they kill X creatures in one attack (Number is lower as the
 hero levels up))
 -Sensation of Battle [Fire Magic->Burning Sensation] (Each time units of
 you attack, they gain +1 morale for 3 turns. THis effect can cumulate up
 to +2)
 -Vengeance [Master/Grandmaster Defense & Battle Pride] (When enemy units
 attack one of your units who still has their retaliation, not only this
 unit will strike back at the enemy, but every unit adjacent to that enemy,
 as long as they have a retaliation left)
 -Witch Hunt [Mage Bane] (Your units deal double damage to caster units)
 
 Defense
 Increases the effect of "defense" command for friendly troops when the
 heor is present in battle.
 Subskills:
 -Evasion (Reduces damage taken from ranged attacks)
 -Fortitude/Steadfastness (Increased defense to all attacked friendly units
 (that didn't move in the previous round.))
 -Parry (Reduces damage taken from melee attacks)
 -Resistance (Decreases damage taken from spells)
 ~With Cross-Skill Prerequesites
 -Defensive Tactics [Advanced Logistics]
 
 Rush
 Increases the speed/movement of your units.
 Subskills:
 Basic Subskills
 -Adrenaline Rush (Advancing units who use up their maximum movement points
 receive a temporary %* boost to health (Duration: lasts one round, until
 the affected unit's next turn))
 -Gung Ho (Run) (The selected* unit spends an entire round resting (has to
 wait, cannot move or defend, but retaliations don't count). In the next
 round, the selected unit can move twice, but will lose this ability right
 away upon attacking an enemy)
 -Motivation (Units get a bonus on initiative)
 -Sprint/Glorious Charge (When they have only moved, your units have a
 higher chance for good morale to trigger)
 Subs with one Basic Skill as Prereqs:
 -Athletics [Adrenaline Rush] (If creatures did only move, their defense
 gets increased for every 2 hexes they moved)
 -Chain of Command [Motivation] (Your units get a bonus on initiative
 whenever a creature of a higher tier is adjacent to them at the start of
 the turn)
 -Energy Saving [Sprint/Glorious Charge] (For each 3 movement points that
 are not used in their turn, your creatures gain +1 movement in their next
 turn -as long as they did move at all)
 -Strike and Return [Gung Ho] (All your units who do not allready have it
 gain "strike and return" on melee attacks, when they need no more than
 75% of their movement for the atttack. Units with "Strike and Return"
 gain no profit from this subskill)
 Subs with more than one Rush-Sub as Prereq:
 -Morale Booster [Adrenaline Rush + Sprint/Glorious Charge] (When good
 morale triggers, your unit gains +1 movement/speed)
 -Prove Yoursself [Motivation + Gung Ho] (When a slower friendly unit is
 close to a faster friendly unit at the beginning of the faster unit's
 action, the faster unit may perform a movement to any position in their
 movement range and take the slower unit with them. Both units will use up
 their action for this turn to do so.)
 Skills with an Advanced Subskill as Prerequesite
 -Commandment [Chain of Command] (Your units can sacrifice their turn to
 grant a unit of a lower tier an extra turn which these can perform
 directly)
 -Inexhaustable [Athletics] (The Speed/Movement of your units cannot be
 reduced by enemy spells or abilities)
 -Patience [Motivation + Energy Saving] (For every 3 movement points not
 used (if they moved at all), your units get an initiative bonus in the
 next turn)
 -Strike and Press On [Strike and Return] (Instead of just returning to
 their original position with striek and return, your units get abel to
 choose a position to move to after a melee attack. This position must be
 in 50% of the movement range of the unit)
 Cross-Skill Subs:
 -Battle Ready [Army Scout] (On the first round, your units get a bonus on
 initiative)
 -Cautious Advance [Master of Concealment] (Units gain +X% defense against
 ragne attacks for 1 turn, for each hex they walked over)
 -Charge [Prove Yourself + Energy Saving + Grandmaster Offense] (For each
 tile moved in an attack, your units gain +2% damage for that attack)
 -Fire Trail [Master/Grandmaster Rush + Master/Grandmaster Fire Magic +
 Flame Caller/Zest of Conflagration] (For every tile your units move over,
 they have a chance to incinerate this tile. Most units stepping over an
 incinerated tile will take fire damge (not flyers of course).
 Incineration lasts N turns, with N= your heroe's level in fire magic.)
 -Into the Breach [Catapult+Motivation+Master/Grandmaster Rush] (When your
 catapult crushes a wall, all freindly units standing adjacent to that
 wall tile may immediately move)
 -Path of Light [Blinding Magic + ] (On Melee attacks your units have a
 chance of 2.5*(tiles they moved over on the attack movement)% to blind
 the enemy unit for this turn (their next if they allready acted this
 turn))
 -Patronage(?) [Motivation + Protection] (When a unit of you is attacked,
 the hero gets a one-time initiative bonus)
 -Use every Opportunity [Grandmaster Rush + Grandmaster Art of War] (When
 Luck triggers on your units, they may afterwards immediately make a move
 (only movement!) with 50% speed - before the enemy retaliation)
 
 Leadership
 Increases the Morale of your troops in battle.
 Subskills:
 -Peacekeeper (Reduces the penalty/penalties which come through having
 units of different factions in the army)
 -Pressure Resistance (When a friendly stack is attacked and has many
 casualties, that stack gains a short-time damage bonus and its turn comes
 quicker. Also better resistance to stun effects and displacement)
 -Valor (Inspired by your hero's valor, your troops can never have negative
 moral.)
 
 Art of War
 Increases the Luck of your troops/their chance for critical hits.
 Subskills:
 -Arcane Prowess/Art of Magic (With this perk, positive Luck also applies
 on damaging magic spells cast by your units)
 -Carefullness (Decreases the chance of good Luck/critical Hits for enemies
 fighting your troops)
 -Tactial/Feint Maneuver (Increases the chance for %-based creature
 abilities of units in the hero's army to trigger)
 
 Battle Lore
 Your troops get stat boni against certain unit types (because the hero
 knows well about them). He can only choose types against which he has
 allready fought. A hero beginning with this Skill also begins with one
 random creature type they can choose.
 Subskill:
 -Know yourself (Battle Lore bonuses also apply when fighting against your
 own kind [=1 decided creature type for faction, f.e. undead for necros])
 -Their way of thinking.../Acquainted enemy (Units of the chosen type deal
 much less damage to your troops)
 -Reveal Vice (your units deal much more damage to the chosen creature type/s)
 
 Logistics
 Increases the (land) army movement per day.
 Subskill:
 -Pathfinding (reduces the influence of difficult terrain)
 -Restless March (Highly raises your AM-movement this turn, but until the
 begin of your next turn, the max-HP of your units is reduced)
 -Safe Retreat (keeps some of your units during a retreat)
 -The show must go on! (Sacking friendly troops grants the commanding hero
 additional movement points (+1 for each dismissed creature Something with
 percentages =S).)
 
 Navigation
 This skill increases the heroes movement on water.
 Subskills:
 -Boarding (reduces the movement cost of changing from water to land and
 vice versa)
 -Buccanneer (Gives your units a huge starting bonus on initiative (they
 get a headstart in the first turn) when fighting on the sea)
 -Ship Control (Activated Ability. Using this ability in a battle on ships,
 the enemy units are all moved in one direction of your choice. This may
 improve in effect and/or time it can be used with increasing "Navigation"
 level)
 -Shipwright (reduces costs of ship building)
 
 Scout/Scouting
 Increases the Sight Range of the Hero.
 Subskills:
 -Army Scouts (Increases the detail of information gathered about enemy
 forces when they are in sight range of the hero.)
 -Astrologer (At day 4 of a week, the next "week of" is revealed)
 -Battle Scouts (The enemy will place their troops first in battle, and you
 will see how they are placed)
 -Espionage (Allows to send spies to enemy towns or heroes for free,
 permanently oserving them, showing you their stats and troops in a spy
 screen. number of spies a hero can send is limited, as well as scout
 effect)
 
 War Machines
 Increases the effect of your war machines.
 Subskills:
 -Ammo Cart (Increases the effect of Ammo Cart and it's variants)
 -Ballista (Increases the effect of Ballista and it's variants)
 -Catapult (Increases the effect of Catapult and it's variants)
 -Healing Tent (Increases the effect of Healing Tent and it's variants)
 
 
 Enlightenment/Learning
 Decreases the number of EXP a hero needs for a Level-up
 Subskills:
 -Excursion - Gives an additional stat+ every X levels the hero gains)
 -Intelligence (Increases maximum Mana by 50%)
 -Learning (When chosen, this sub-skill allows the hero to choose 1
 sub-skill of another main skill than enlightenment directly. This skill
 won't appear when none such is possible)
 -Visions (The hero will get randomly visions of some things, like
 locations on the AM, enemy strength etc. The range, frequency and strength
 (which things are shown) of the visions increase with SKill and hero
 level)
 
 Diplomacy
 Lets some enemy creatures join you before battle.
 Subskills:
 -Defamation (AM ability. All hostile heroes within the area of effect (all
 visible land or water surrounding a hero the hero who uses this ability)
 suffer from negative morale. The effect lies on the area for one week.)
 -Easy Money/Racketeering (If neutral creatures belonging to the same
 faction as the player's starting town defeats an enemy hero,
 the player will gain some money (does not affect the enemy player's
 economy).)
 -Negotiation (Reduces Capitulation Costs)
 -Respected/Good Repute/High Regard (Increases chance&number of creatures
 joining the heroe, if they are the same faction)
 
 Anti-Magic/Resistance
 Gives the hero's troops a magical Resistance against negative spells.
 Subskills:
 -Mage Bane (Your hero deals double damage against Caster units)
 -Mana Vortex (Every (!) unit with mana on the battlefield, and both
 heroes, loose a bit mana at the beginning of their turn)
 -Reflection (when your troops resists a negative spell, there is a chance
 of X% that the spell is even thrown back to an enemy stack)
 -Spoil (The resistance for negative spells of your troops also applies for
 the enemy now - but for positive spells)
 
 Battle/Fighting
 Increases the damage a hero does in battle and allows him to get
 might-based combat abilities. THese are learned when choosing a subskill
 of "Battle".
 Subskills:
 -Archer/Aiming/Marksmanship (Increases the effect of Range-Based Battle
 Abilities and the chance to gain such when increasing the level of
 "Battle". Choosing this sub, you will definitely get a Range-based Battle
 Ability)
 -Aggression (Increases the effect of Offense-Based Battle Abilites and the
 chance to gain such when increasing the level of "Battle". Choosing this
 sub, you will definitely get an offense-based Battle Ability)
 -Trickery (Increases the effect of Stealth-Based Battle Abilites and the
 chance to gain such when increasing the level of "Battle". Choosing this
 sub, you will definitely get a Stealth-based Battle Ability)
 -Protection (Increases the effect of Defense-Based Battle Abilites and the
 chance to gain such when increasing the level of "Battle". Choosing this
 sub, you will definitely get a Defense-based Battle Ability)
 
 Nobility
 Increases the weekly growth of creatures in a town the hero has been
 assigned, too (Normally, only 1 per hero).
 Subskills:
 -Fame (at the beginning of a week, a few core creatures of the heroes
 faction will offer the hero to join him for free)
 -Golden Tongue (Decreases the gold costs of creatures by a minor
 percentual value)
 -Heritage (THe Hero gains a minor artifact when choosing this perk)
 -Majestic Presence (At the start of battle, a small percentage of the
 enemy army (affected by leadership?)will join the player's cause,
 provided that the player already have creatures of the same faction in
 the army)
 
 Estates
 The hero gains a certain amount of Gold per Turn.
 Subskills:
 -Architecture (Decreases the gold cost of buildings when the hero is in town)
 -Barter/er (Betters your rate of ressource trading when the hero is present)
 -Mine Owner/Geology (The hero gives ressources every few days, depending
 on his faction)
 -Real Estate (Improves effects of adventure map buildings, including
 dwellings)
 ____________
 ICTC announced
 |  
 |   
| Agent_00_BLeRD 
  
   
   Adventuring Hero
 
 | 
|  posted February 09, 2011 08:35 PM |  |  |  
 
 |   
| LizardWarrior 
  
      
       Honorable
 Legendary Hero
 the reckoning is at hand
 
 | 
|  posted February 09, 2011 08:59 PM |  |  |  
 
| lizardmen forever   ____________
 
 |  
 |   
| Jiriki9 
  
      
        Honorable
 Undefeatable Hero
 Altar Dweller
 
 | 
|  posted February 09, 2011 09:21 PM |  | Edited by Jiriki9 at 18:15, 29 Dec 2011. |  
 
| Creature Abilities: 
 -Ambush (When attacking an enemy stack that can't retaliate and has an
 ally stack standing next to it, this Creature ignores a large part of the enemy's defence)
 -Arcane Bolt (Activated ability. Once per battle, arcane spirits can set off a Strike of Arcane Energy, that can hit any target on the battlefield, for a good amount of arcane damage)
 -Arcane Studies (The mages have studies magic their entire Life, and they will allways go on studying. Each 7th day mages have spend with a hero/in a town, they learn 1 random spell from the hero spell book/the town mage guild)
 -Astral Connection (Due to it's connection with the magical world, a fairy dragon regenerates a bit mana each turn)
 -Bard's Tongue (Having a bard around decreases the cost of capitulation and increases the chance of troops joining you)
 -Battle Dive (After selecting a target (direction sensitive), the creature will take to the skies for one turn. It will swoop down in the next, causing damage to the target and any other creature currently occupying any space in the row of the selected creature.
 After this it will return to its spot on the battlefield.)
 -Battle Triumph (When this creature finish off an enemy stack they get a strong Buff, making them MUCH more effective for the rest of the battle (mainly increasing damage, initiative, morale and attack, but quite much of them.) The Bonus is not cumultative!)
 -Beastmaster (This creature gets a bonus of attack & defense against
 beasts of any kind)
 -Block Enemy Retaliation (No Enemy Retaliation for ALL creatures adjacent to Naga warriors)
 -Boil (When a fire-water-elemental dies, it explodes in a burst of hot
 steam, damaging the adjacent creatures. The damage goes up the HIGHER the enemy's defence is, and is multiplied by some additional multiplier if the enemy has "Armored".)
 -Caster (This unit can cast spells, it has mana and a spell book.)
 -Chain Reach (Active Ability. Attack reach +1 of adjacent hex. Deals 30% lower damage but prevents enemy retaliation. Cannot be used to hit enemy stack at adjacent hex. Crippling Wound can still be triggered.)
 -Chariot Charge (The More tiles this creature crosses on it's way to the target, the more damage it deals and with more then 3 tiles, there is a chance to stun the enemy for it's next turn, also preventing the
 retaliation. this chance also increases with more tiles.)
 -Clever one (Activated ability. 3 times a battle, sphinxes can use this ability to find the weakness of the chosen enemy stack. For this battle, the sphinxes will deal double damage against that stack.)
 -Concentration (Each consecutive ranged attack against the same stack does 20% more damage. Concentration bonuses are cancelled if the Longbowman attacks or retaliates against a different stack or uses an active ability.)
 -Constrict (This creature can wind around large enemies, preventing them form acting, and dealing them damage every turn, until' they manage to struggle it off . chance for that is 50% at first next turn of choked enemy, then increasing)
 -Cover Fire (Once a turn, the Longbowman may choose a target friendly stack to cover. When an enemy stack moves to attack the chosen stack, the longbowman spends its retaliation to shoot the enemy for 25% normal damage before the enemy is able to attack and before retaliation.)
 -Crawling (This creature can crawl over many obstacles and over walls, but it won't avoid things like rivers, moats, etc. nor can it travel over enemies)
 -Crippling Wound (In a successful attack, this creature has an additional chance of decreasing the target's Speed (-50%) and Initiative (-30%))
 -Critical Hit (This creature a 15% chance to half the enemy's numbers that it's attacking.
 -Crystal Scales (Chance of Blidning an approaching enemy through
 reflection, causing him to stop in front of the dragon instead of
 attacking)
 -Dark Arts (Whenever someone else than the faceless casts a dark magic
 spell, they regain a bit mana, depending on the spell - mightier spells will let them regenerate more mana)
 -Dark Reconnaissance (Heroes accompanied by Infernal Troglodytes receive a temporary scouting bonus whenever the hero is underground.)
 -Dazzling&Transparent (Attacks against the Crystal Golem are treated as if only 80% of the enemy stack executes them, 40-60% if it's a ranged attack, as it's hard to target being so shiny and they miss.)
 -Death Growl (Once per battle, this creature can perform a Death
 growl,scaring all living enemies in a certain range, decreasing their
 morale)
 -Death Scythe (After damage of a reaper attack is dealt, there is a chance that for each grim Reaper in the stack, one more creature dies)
 -Defensive Combat (When using the defense command, the defenders' damage is increased for their next retaliation. this bonus is not cumultative)
 -Destroy Mana (At the beginning of their turn, this unit will destroy some mana from the enemy hero)
 -Devestation (Activitated Ability. Once per battle, the Destroyer can
 invoke a massive destruction onto the battlefield, dealing physical damage to ALL units, war machines, walls, etc.)
 -Disease (This creature is made of rotting flesh, and spreads diseases
 onto living units adjacent to them)
 -Divine Influence (This creature's Spellpower increases by 25% when affected by Light Magic. Different Light Magic spells stack, adding additional percentage bonus.)
 -Double Attack (When attacking, this Creature strikes an additional time, after the enemy retaliation.)
 -Dual Blade Sweep (This creature hits three tiles in front of them)
 -Electric (This creature is electric, dealing additional lightning damage to all enemy units it passes or attacks)
 -Echanted Armor(Granted +20% protection against magic and spell damage. The damage reduction is calculated after the initial damage calculation.)
 -Faith Drain (The attack of this unit dispels positive magic effects and lowers Morale. That is the power of the Grim Reaper - anyone attacked by one loses hope of getting away alive.)
 -Ferocity (This creature has tasted blood. Whenever enemy creatures die as a results of this creature's attack, it receives an Attack boost.)
 -Fire Breath (We knwo it, fire damage instead of physical one, and hits the tile behind the target, too)
 -Follow (When an adjacent enemy moves away from Jaguar, Jaguar will follow and attack 'em)
 -Flyer (This creature can fly over most obstacles and enemy units,
 treading them as not existent)
 -Flying Mode (Activated Ability. Griffin enters flying mode, suffering 30% more damage from range attack but can only be retaliated by another flyer, and increasing critical hit chance.)
 -Foul Odem (The Hebin sets out a foul Odem, decreasing the enemy attack when attacking a Hebin)
 -Fungal Spores (When this creature attacks an enemy, they leave spores in this enemy. Spores decrease enemy stats, and their effect increases every turn, while the spores spread in the enemy stack, up to a certain maximum)
 -Gaze (Cannot shoot through obstacles)
 -Gluttony (When this creature kills the last creature in a stack, it will "devour" it, removing the corpse from the battlefield which prevents revival/resurrection.)
 -Ground Holder (Immune to fear and knockback effects due to weight and discipline. Can be magically moved by a hero (Spell).)
 -Guardian (THis creature's attack and defense are higher when fighting in a Siege)
 -Guiding Light (The Holy Archer's ability to fire ranged attacks can not be reduced by spells and active abilities)
 -Harrass (Instead of a normal attack, this unit can also perform a
 harrassing attack, dealing less damage, but decreasing the enemy unit's stats for a while)
 -Heavy Crush (Attacks by a Cyclops reduce the enemy defense by 10% for the rest of the battle (cumultative up to a malus of 50%))
 -Heavy Strike (Attacks of this units can ignore a bit of the enemy
 defense, though not much)
 -Holiness (This creature has 150% attack against "evil" factions like
 Abyss, Necro and so and has 150% defense against them.)
 -Icon of Sin (the Incubus is the symbol of sinnery. With a stack of incubi present, all friendly evil creatures gain +1 morale)
 -Immune to Dark (This creature is immune to all kind of Dark damage)
 -Immune to Lightning (Any kind of Lightning damage is uneffective on this creature.)
 -Impale (The long spikes impale any enemy coming to close. He will get
 damage when attacking an abomination or when being attacked by it)
 -Incorporeal (This creature is incorporeal so any non-magical attack
 against it has only 50% chance of inflicting damage and friendly creatures can pass through this creature, as well as it can pass through many obstacles and walls.)
 -Intervene (If enemy flyers try to fly over or pass this creature, it will intervene, attacking them and, by that, stopping them from moving on.)
 -King of the Skies (All enemy flying creatures receive -1 to morale and -5% Initiative.)
 -Large Shield (+25% defense against range attacks)
 -Life Drain (Activated ability, can be used unlimited. Using this ability the vampires can target any living stack. They deal less damage than in a normal attack, but this damage is converted to Hit Points 1:1, used to heal and even ressurrect themselves.)
 -Mana Channel (If hero has no Mana left, but the Dwarven priest has, the Priest can use this abiltiy to give all it's mana to the hero)
 -Mark the Heretic (The Zealot attacks mark it targets, making them more vulnerable to the attacks of friendly creatures. Each Zealot stack may mark only one enemy at a time (marking new target remove the older mark), and each enemy may be marked by only one mark at a time (new mark replace the older one). The mark is also removed if the Zealot stack is completely killed.)
 -Massive Crush (This unit is capabl of attacking and destroying walls,
 towers & gates)
 -No Enemy Retaliation (Enemy Creatures cannot retaliate against his creature)
 -No Melee Penalty (This creature with ranged attack does not deal less
 damage in Melee)
 -"OhGodWhatIsThat?" (Induces fear in attacked units, making them run and not retaliate)
 -Pack Hunter (When one unit with pack hunter attacks an enemy creature, each friendly unit with pack hunter in reach will do so)
 -Pack Leader (Gives all Beasts under your commando the ability "Pack Hunter")
 -Paradox Absorbtion (This creature gets no damage through fire or water, but even absorbs 50% of the damage into healing)
 -Parasitism (These creatures can grow themselves onto a large enemy
 creature any time. Every fungal turn, the enemy creature is damaged and the fungal is healed, including ressurection. The fungal has no other option of acting. The enemy creature and other enemy creatures can attack the fungal creature, still. However, ANY external damage (not coming from this ability) goes half to this creature half to the enemy it's parasiting. The ability lasts until half of the fungal creatures or the enemy stack are dead.)
 -Patience (Whenever this creature waits or defends, it increases the
 damage for her next melee attack or retaliation by 25%.)
 -Patronage (This creature will assault any adjacent enemies that attack friendly units.)
 -Piercing Strike (The Crusher reduces the opponent's Defence by substracting it with his own Attack value. If the enemy's defence is reduced beyond zero, the attack is guaranteed to inflict Crippling Wound. The defense reduction is temporary and is negated after the Crusher has finished his attack.)
 -Pinning Throw (The ranged attack of this unit has a small chance to
 prevent the enemy from moving in their next turn, pinning them to the
 ground)
 -Predator (After having killed a stack, it's possible that this unit will loose their next turn and stay at the corpses to feast)
 -Rain of Arrows (Can three times per battle target one hex tile. This tile and all surrounding tiles are hit. Any stack hit gets 50% of normal ranged damage of this creature.)
 -Random Blessing (Can cast, for a cost of a bit mana, cast a random
 blessing on a chosen friendly unit)
 -Random Curse (Can cast, for a cost of a bit mana, cast a random curse on a chosen friendly unit)
 -Reflect Magic (This creature reflects spells cast on them onto a random target)
 -Rise from the Ashes (When phoenixes of yours had died in a battle, and you won that battle, the phoenixes are revived after battle)
 -River Blessing (Once per battle, the Nymph can put a blessing onto a
 friendly unit, that will heal the unit a bit each turn)
 -Seduce (These creatures are beautifull females, which can seduce enemy males. Seduced males are under the control of this creature for a while. This creature cannot act but you control the enemy unit)
 -Searing Aegis (The Holy Archer fires an imbued arrow into an unoccupied Hex, engulfing the Hex in holy flames. Any non-allied creature passing through the Hex receives Fire damage equal to the Holy Archer's normal damage. Allied creatures occupying the Hex receives a Flame Shield ability that deals Fire damage to creatures attacking it. Searing Aegis does not disappear over time, but can be targeted and removed by Cleansing abilities and spells.)
 -Shadow Bolt (This creature's ranged attack's damage is Dark damage, not physical. And has a chance.)
 -Shatter Armor (The heavy weapon of this unit crushes enemy armours. Takes "Armoured" ability from attacked enemy. Enemies without that ability get a defense reduction of 25%)
 -Shooter (This creature can perform ranged attacks, as long as it has
 ammunition)
 -Shriek (Once per battle. Harpies can use half their turn to let out a
 loud shriek. All hearing units (friend or foe) within range are afflicted by "Harpy Shriek" and are unable to move, retaliate or use abilities or cast spells in any way (e.g. not even Lizard Bite or such passive abilities). When it's their turn, they skip that turn and the "Harpy Shriek" effect wears off (effectively all hearing units are useless and vulnerable for one turn).)
 -Singing (Allows the bard to play one song per battle. He has Song of
 Courage, of Vengeance, of Terror, of Peace and of Rest available.)
 -Skeletal body (Ignores 50% of ranged damage because the projectiles fly through the skeletal body)
 -Smite (Holy power leave enemies dazed. This unit has a chance to reduce the enemy's initiative by half, but only for 1-2 turns)
 -Soul Escort (Each friendly living creature dying will heal a stack of
 Valkyries for 25% of it's max health.)
 -Strike and Return (When performing a melee attack, this creature returns to it's former position afterwards)
 -Spider Venom (When a spider attacks, it inflicts the enemy with a wicked poison, dealing damage every turn)
 -Steam (The dragon can, once per battle, blow off his hot steam, dealing air/water/fire damage to all adjacent fields, hurting all units standing there)
 -Sting (This creature has a poisonous sting, which will sometimes work in an attack. An enemy poisoned by this creature is slowed Down and it's defense is reduced)
 -Stone Claws (Gargoyle melee attacks ignore part of the enemy defense)
 -Swallow (When attacking small creatures, additional to the damage dealt, each T-REx may swallow one of the creatures [small chance], thus killing it directly)
 -Swift Retaliation (This creature retaliates before the enemy strikes)
 -Tailstrike (When an enemy unit stands behind this unit, there's a small chance that this unit will attack it for 50% damage with their tail)
 -Swimming (This creature can move freely through water-moats and
 water-obstacles like rivers, ponds & lakes)
 -Teleport (This unit moves directly to the target hex when moving, thus it does not care at all for ANY kind of obstacle, unit, wall or anything in the way)
 -Thunderstrike (When this creature attacks, sometimes a Lightning strikes from above, hitting the target creature)
 -Touch of Darkness (Activated ability. This creature performs a melee
 attack like it would normally, but instead of dealing damage, the target creature loses a turn and has 1-3 random curses cast on it.)
 -Turtle Shell (When Defending, the turtle retreats into it's shell, and the Rider follows as best as possible. Defense command has double effect on this creature)
 -Underground Approach (This unit can, if you wish, not begin the battle with your units, but appear on ANY pre-chosen tile of the battlefield (without an obstacle, wall, etc.), some turns later. Any creature standing on that Tile will be damaged and pushed away. The appearing costs the worms their turn...)
 -Unlimited Retaliation (This creature can retaliate unlimited times)
 -Vengeance (When retaliating, the Custodian will also inflict a free
 random Curse upon the enemy which attack them)
 -War Blessing (Activated ability. Once per week, on the Adventure map, the Priests can use this ability to enhance all units' stats (probably Defense, morale or such, maybe maxHP a bit) for the next battle)
 -War Drums (The shamans play on their special drums of war all the time. All friendly stronghold units in range of the drum sound will receive a bonus on their attack.)
 -Whirlwind (Once per battle, this creature can perform a melee attack that strikes all units around them)
 -Wraiths' Curse (Once per battle, the Wraiths can target an enemy creature and make it shiver in fear, lowering it's morale highly)
 
 
 ------
 still need sortin or reforming the phrase:
 -Arcane Presence - Gives the hero a spellbonus for every x number of
 friendly Arcane Spirits on the battlefield.
 
 -Spiritual/Astral Body (name to be changed. Takes less damage from
 physical attacks but more from magic & non-physical attacks)
 -??? (Chariot ability, same effect as ride-by-attack in H5)
 Fastball - use small Core units as ammo for throwing, just like in H5!
 Damage depends on the thrown creature's attack and HP.
 ----------
 
 --Bard Songs--
 -Song of Courage (Activated ability, once per battle. When used, all
 friendly units get a huge morale boost for some turns)
 -Song of Peace (Activated ability, once per battle. When used, NO unit can
 attack this turn.)
 -Song of Rest (Activated ability, once per battle. When used, all friendly
 units are cleasned from any negative spell or ability effect.)
 -Song of Terror (Activated ability, once per battle. When used, all enemy
 units get a morale penalty for some turns)
 -Song of Vengeance (Activated ability, once per battle. When used, all
 friendly units get a damage boost for some turns)
 
 
 Magic:
 -If a hero can learn a spell, is determined by his Spellpower and/or
 Knowledge
 -In a mage Guild of a faction, there is one spell school of which there
 will definitely appear spells on every level. Otherwise, the spells
 appearing are random
 -In a mage guild there will appear 4/3/3/1 Spells at level 1/2/3/4
 
 we have 7 schools:
 
 Wood Magic:
 
 Level 1:
 -4-Leaf-Clover/Fortune (Increases units' luck)
 -Autumn's Touch (decreases some stats with a minor value)
 -Briar Wall (Kinda works like the Fire Wall, damages trespassing enemies)
 -Summon Leprechaun (Summons a stack of Leprechauns)
 -Wasp Swarm (Direct damage)
 
 Level 2:
 -Bloom/Spring/better name (Turns the battlefield into Grass as long as the
 spell works.)
 -Bridge (SUmmons a bridge over a river for one turn. EXPENSIVE!)
 -Nature's Boon (Direct Heal)
 -Summon Wood (Summons some Wood. Can only be cast once a day)
 
 Level 3:
 -Growth (makes a small creature Large and increases it's HP and damage
 highly)
 -Shrink (makes a large creature small and decreases it's HP and damage
 highly)
 -Spirit of the Ancients (increases morale, speed and damage)
 -Summon Bridge (over a moat or some obstacles)
 
 Level 4:
 -Grow Wings (gives a non-flying target unit the "Flying ability". This
 spell will also finish when the unit suffers fire damage)
 -Summon Carnivorous Plant/Waspwort (Summons some Carnivorous Plants)
 -Symbiosis (Two creatures are bonded. If either creature is attacked, both
 creatures will retaliate. This effect only takes place if a) attacker is
 adjacant to the second creature (i.e. the one not attacked but part of the
 symbiosis) *or* b) the first and second creature are adjacant to each
 other, *and* only if first creature has retaliation left. In case b),
 second creature will move if necessary to perform the retaliation strike.)
 -Woodwalk (allows a hero to travel through woods for the rest of the turn,
 it still costs a bit more movement though)
 
 Metal Magic:
 
 Level 1:
 -Impalement (Can be cast at any currently unoccupied tile. deadly spikes
 protrude from the ground if an enemy crosses it, dealing moderate damage
 and ending that enemy's turn.)
 -Precision (Increases the ranged damage the target creature deals)
 -Rust (defense-)
 -Silver Tongue/Forgery (used in battle, it reduces the costs of Capitulation)
 -Treasure Hunt (AM - Reveals all treasure Chests in an area around the
 hero [about 2xsight range])
 
 Level 2:
 -Deflect Missile (Reduces ranged damge on target)
 -Quicksilver (lowers ini and def)
 -Summon Flying Scimitars (Summons some "Flying scimitars")
 -Summon Mithril (Summons some Mithril. Can only be used once per day)
 
 Level 3:
 -Adamantium Soul (some blessing effect)
 -Antimagic Zone (Nullifies any magic in the target area, as long as it lasts)
 -Metal Shards (Direct Damage)
 -Wall of Blades (Summons a wall onto the battlefield that deals physical
 damage to anyone passing it)
 
 Level 4:
 -Iron Cube (Places a unit within a cube of iron, this cube has it's own
 defenses and hit points, any attack or spell directed at the creature is
 instead directed to the cube. The creature is trapped/protected inside the
 cube and cannot move or use attacks or abilities on targets other then
 itself or the cube.)
 -Liquid Metal (summon in an area of ??? hot liquid metal,any creature
 which walks in it is blocked 2 turns and suffer serious damage.Can be
 summoned on occupied hexes(but not obstacles) affecting the creatures
 which is summoned on.)
 -Reflect Magic (When aspell is cast on target creature, it gets reflected
 and cast on a random other creature)
 -Splinter Rain (physical damage on all the battlefield)
 
 Fire Magic:
 
 Level 1:
 -Battle Heat (Target unit will gain +1 speed for every attack it performs,
 to a max of +3. The effect ends when the spell ends of, course)
 -Fire Strike (The unit deals additional Fire damage)
 -Passion (unit gains double strike)
 -Searing Aura (All creatures adjacant to the target stack (friendly or
 none-friendly) suffer moderate Fire Damage)
 -Smoke (Places a hex of smoke on the battlefield, that can be passed
 through, but counts as an obstacle for shooters) [maybe does not effect
 big creatures]
 
 Level 2:
 -Cleansing Fire (Cleans from all negative effects)
 -Fire Ball (Fire Damage on target tile and all surrounding tiles)
 -Frenzy (Target unit will attack any close unit, be it friend or foe)
 -Pyrosphere (creates a veil around the targeted stack that reduces damage
 received from fire-based magic & attacks by 50%)
 
 Level 3:
 -Burn Ship (AM. Destroys an unused ship, highly damages an army on a used
 ship)
 -Conflagration (A very powerful but unreliable spell that hits three
 random hexagons within an area of 7. The spell lasts for 3 rounds)
 -Incinerate (does fire damage for X turns)
 -Summon Fire Elemental (Summons some fire elementals)
 
 Level 4:
 -Armageddon (Direct damage for anyone)
 -Drought (AM. Targets an enemy town. Reduces this town's growth for the
 beginning for next week)
 -Summon Phoenix (Summons some phoenixes)
 -Volcano (Summons a Volcano onto the battlefield. The volcano lasts some
 times and is a big obstacle. Each round it will target 4 random hexes on
 the battlefield. a unti on such a hex will suffer fire and physical
 damage)
 
 Water Magic:
 
 Level 1:
 -Flexibility (Allows target unit to pass through friendly unit)
 -Frostbolt (Ice damage)
 -Frost Shield (slows down enemies attacking in Melee)
 -Good Currents (AM. Can only be cast when on a ship. Highly increases the
 hero movement on water)
 -Mana Fountain (grants an allied unit a bit mana back)
 
 Level 2:
 -Confusion/Forget (Targets a ranged Unit, which looses their ability for
 ranged attack)
 -Frost Ring (Direct Ice damage to all hexes around the target hex)
 -Gift (Creature gets a random stat bonus)
 -Summon Arcanite (Summons some Arcanite. Can only be used once/day)
 
 Level 3:
 -Deep Freeze (Renders target immobile and more susceptible to physical
 damage. Also does a moderate amount of damage)
 -Hail Storm (area of a hex and 2 hex rows around it get massive
 water/Physical damge)
 -Healing Rain (small AoE, low-medium heal)
 -Summon Water Elemental (Summons some Water Elementals)
 
 Level 4:
 -Flood (decreases speed drastically, may do some damage; large area, maybe
 whole battlefield)
 -Healing Mist (Creates a mist over a ? area, but centered on the creatures
 that are inside of this area and follows them. Each round the spell
 increases power slightly, starting with power 1*sp, then 2*sp, then 4*sp,
 8*sp, and finally 16*sp. Can not resurrect creatures, or remove any
 negative effects.)
 -Phantom Army
 -Whirlpool (AM. Summons a whirpool to a destination of you choosing (has
 to be in water). The spell can be used to trap enemy vessels. If the enemy
 tries to get past, it will loose troops and be put in a random spot on the
 AM (not sure about the duration of the spell).)
 
 Earth Magic:
 
 Level 1:
 -Anchoring Ground (Creates a patch of magical soil on the battlefield.
 Friendly units can't be moved off it unless by own spell or teleport, and
 enemy units get a movement penalty for passing through)
 -Barricade (Creates a vertical 3-tile long barrier out of solid ground.
 The barrer is destructible. Ranged creatures suffers a 50% penalty to
 ranged attacks. Flying creatures are not affected)
 -Grounding (Target enemy flyer looses the ability to fly)
 -Slow (Decreases Ini/movement)
 -Stone Skin (defense+)
 
 Level 2:
 -Landslide (Some form of direct damage)
 -Shield (reduced hand-hand damage taken)
 -Stone Blade (Units effected by this spell add X% of their Defense to
 their Offense)
 -Summon Stone (summons some stone, can only be used once per day)
 
 Level 3:
 -Earthquake (damages walls)
 -Petrify (Turns target into stone, making it impossible for it to act or
 retaliate. Also deals some damage)
 -Raise/Animate Dead (Corpse Reviving)
 -Summon Earth Golem (Summons some Earth Golems)
 
 Level 4:
 -Dullness (all special abilities of the unit, except movement abilities
 (Fly, teleport, etc.) and some untakeable abilities, are inactive when
 this spell is on the creature)
 -Meteor Shower (Damage on an area)
 -Stone Walls (In battle summons a complete wall row onto the battlefield
 in favor of you)
 -Travel Underground (AM--IF possible on the position the hero is, directly
 travels between underground and aboveground. WOuld maybe use hero
 movement)
 
 Dark Magic:
 
 Level 1:
 -Curse (target deals minimum damage)
 -Misfortune/Clumsyness (lowers luck)
 -Shadow Aura / Aura of Darkness / Aura of Death (dealing Dark damage to
 any creature attacking the unit under the spell)
 -Sorrow (lowers morale)
 -Summon [Spider/Bat/Rat/VErmin/Beetle/Locust] Swarm (Summons a swarm of
 the little creatures)
 
 Level 2:
 -Bloodlust (+damage)
 -Fear (Instead of retaliating, target creature will run away when
 attacked; does not work on fearless creatures)
 -Hate (Choose 2 creatures on the battlefield, 1 of you, 1 of the enemy.
 They will deal double damage through attacks against each other)
 -Hide/Cloak (The enemy do not see the hero on the AM, unless they stand
 next to them, as long as the hero does not move after having cast this
 spell)
 
 Level 3:
 -Death Ripple (Damages all units except of undeads&demons)
 -Grimbolt (Dark Damage on single Target)
 -Summon Wraiths (Summons some wraiths)
 -Teleport (directly moves target creature over the battlefield)
 
 Level 4:
 -Curse of the Fallen (Damages an enemy unit on the base of the number and
 strength of all living units which have by now died in this battle)
 -Hypnotize/Puppet Master (gain control of enemy unit)
 -Implosion (massive damage for single Target)
 -Shifting (Gives the target of the spell the "Incorporeal" ability)
 
 Light Magic:
 
 Level 1:
 -Bless (Target deals allways max damage)
 -Dauntless (unit gains "fearless" ability)
 -Da ze (creates a large, multicolored flash in a spot of the battlefield.
 All enemy units not behind obstacles or other enemy units get (very)
 small, non-percentage penalties to attack for a short time)
 -Glory (AM. Raises the morale of the target army/town/etc. for 1 day)
 -Joy (morale bonus, opposite of sorrow)
 
 Level 2:
 -Blind (Units cannot act or retaliate when they are blind)
 -Dazzling Light (Creates orbs of light that circulate the target,
 causing it to lose inititive (last one to move before new round))
 -Paragon (target friendly creature takes a % of the damage dealt to all of
 your other creatures for two or three turns)
 -Word of Light (damages demons&undead, single target)
 
 Level 3:
 -Lightning Bolt (direct lightning damage)
 -Martyr (Target Stack gets damage for other target stack, both friendly)
 -Summon Glory/Spirit of Light (Summons some Spirits of Light)
 -Vengeance (some form of direct damage that also takes damage dealt by
 enemy in sight)
 
 Level 4:
 -Gleaming Beam (Releases three orbs of immense energy on the battlefield.
 If an enemy creature walks onto any adjacent hexagon of one of the orbs,
 it will reappear and dazzle the creature, effectively stopping it in its
 tracks. Each orb can only be used once, but the spell remains in effect
 until all of the three orbs are gone.)
 -Glyphs of Neutralization (Target an area of 3x3, all magical effects are
 neutralized, units inside cannot be damaged by magic spells. (if they
 leave the area, the spells will return.))
 -Guardian Angel (If all units in one stack would be killed in a single
 shot, 10% of them survive. Works only once per creature stack per battle,
 but lasts the entire battle, or until it is activated. Can only be cast on
 one stack at a time.)
 -Ressurrection (ressurrects units)
 
 Schoolless Spells:
 
 Level 1:
 -Magic/eldritch Arrow (neutral damage)
 
 Level 2:
 -Dispell (dispells all spells on a target)
 -Summon Gold (Summons some gold. Can only be used once per day)
 
 Level 3:
 -Town Gate (Teleports the hero to a friendly town)
 
 Level 4:
 -Dimension Door (Teleports the hero to a chosen location in range)
 ____________
 ICTC announced
 |  
 |   
| Jabanoss 
  
    
       Promising
 Legendary Hero
 Property of Nightterror™
 
 | 
|  posted February 09, 2011 09:23 PM |  | Edited by Jabanoss at 21:24, 09 Feb 2011. |  
 
| Non-human Mage Faction 
 Edit: preferable Troglodytes
   ____________
 "You turn me on Jaba"
 - Meroe
 |  
 |   
| Jiriki9 
  
      
        Honorable
 Undefeatable Hero
 Altar Dweller
 
 | 
|  posted February 09, 2011 10:17 PM |  | Edited by Jiriki9 at 11:10, 26 Dec 2011. |  
 
| The World: 
  In the North West, we have Magis, the big continent in the Middle is Pius, and to the far south-East lies Nuktor.
 
 Religon
 
 Generally, it is not certain, which of the factions' beliefs is true - or if any of them is true at all, and if a god, or gods, or a spiritual energy, really exist - or are, well..."just a belief"...
 Also, there is no common belief, but the factions have (in parts VERY) different beliefs, from atheism to all forms of Monotheism...
 
 Abyss:
 The Demonst (and their foolish mortal followers) all have the same
 principle of belief: Each Demon Tribes worships one "Duke of Hell" as their unholy, powerfull god, obeying their wishes without questioning, or much hesitation. There are quite many of Demon Tribes, and thus, a whole lot of Dukes of Hell - it is said they be 666, in fact. However, most are not really mighty (quite a number of them even less mighty than many beings who are not worshipped) and have not many followers. Of this mass, however, thirteen of the Dukes stick out, possessing immense powers, and a huge number of followers each. These are Asmodeus, Baal, Falthas (also named Avatar of Revenge), Isary, Klithor, Kuruspar, Lucifer, Malustar, Nixiryth, Örtosh the Defiler, Rehzen, Thros and Vorl (----more to come!!!----)
 Notable about the religion of the Demons is also the excessive use of any kind of sacrifice - as long as it's living beings, it can be sacrificed before a Duke, and almost all Dukes wish for a good number of sacrifices each day, to satisfy their lust for blood.
 
 Dungeon:
 The Dark, shadowy dungeon are not only a mysterious and scary place, they are also a strange palce, for foreign folk, in a different way: their inhabitants are Atheistic, not believing in anything supernatural, but only in the rules of the world and the power of Magic - and Might.
 
 Fortress:
 Dwarves are largely agnostic, meaning they aren't sure if a divine being really exists, nor do they really care.
 Dwarves were introduced to religion via other races, and while not
 religious per se, dwarves are curiously enough a very superstituous
 people and thus felt it nescessary to include "by whatever guides us" and "by the powers that may be (I dunno)" in normal-day conversation, just to "ward off" anything omnipotent or just to wish each other good fortune.
 
 Dwarven priests are "earthly guides" whose jobs are to meddle in other dwarves' affairs.
 They have conducted a "morality codex" that contains everything from "which swear-words to use when minors are present",
 to "personal beard hygiene 101".
 They also act as judges within the dwarven juridical system.
 
 Haven
 THe most inhabitants of Haven are Monotheists. They belief that there is one God, who has no name (names are to earthly for HIM), but is, by most, only called "the Creator".
 The Creator is believed to be a lovefull father for his people, the
 inhabitants of Haven, offering them salvation and forgiveness. On the
 other hand, it is common belief he wishes everyone on this world to
 worship him, and only him: Conversion is one of the main duty of a
 believer in the creator. This goes as far as war: though a loving father to those who believe in him, the creator has no problem with coming to the "infidels" with fire and blade, facing them with the decision: Believe or Die
 
 It is notable that, however, there are some other figures nearly
 worshipped: the prophets, and the saints. THe prophets were
 historical figures, who are believed to have spoken the word of the
 Creator. Saints are historical figures as well, but unlike prophets, they are only declared saint after death, for different reasons, usually when having done something seen as very "worthy", and this declaration is allways an official one. Also saints do not necessarily hear and speak the words of the Creator.
 
 For the hierarchy of the Creator's clergy, there is no single person as leader or central figure, but the religion's leading organ is the
 Tribunal of Ascendance, which composes of a pack (11-20) of
 clerics.
 
 Keep
 The mages and the other inhabitants of the keep are Monotheists, who belief in a male god they call "Skynver". Over all, he is believed not to care much for the world he created, not meddling often in mortal affairs. However, there is nonetheless some kind of "heaven", where good followers of him go after death - and a hell for "bad" and "evil" people as well.
 
 This religion has a central leader, the High Quandarian (High
 Quandarienne if female) who is also the worldly leader of the large Main Nation of the keep faction. It is notable that the position is achievable for both men and women, and is reached by being elected by the Council of the Nine, which only comes into being for this single election.
 
 Necromancers:
 Most of the necromancers share a Monotheistic belief in the sexless god Mortis. There also is no other leader of that religion, all bow only before mortis, whose byname also is "The Mercyless Reaper", for mortis cares not for any mortal's deeds or regrets - they will take anyone, when their time has come.
 Nevertheless, the Necromancers spend one entire hour each day in their prayers, sitting there in complete silence. Afterlife is commonly disputed by the necromancers, and the beliefs very different, form Death-Worshippers to those seeking to ultimately avoid it. However, it is kind of a common agreement that when you're Dead, you're dead.
 Nevertheless the necromancers prefer to be existent in this world.
 
 Rampart:
 The beings of the Forest believe in "the Nebulous", a spiritual Energy present in all the world. They do not pray to it, though, allthough some groups swear for meditation.
 
 Sanctuary:
 The Sanctuary People belief the world was created by spiritual
 energy, which still is present in the world. A long time ago, the
 Ancestor Rakala rose to a demi-godess, almost an embodiment of
 Nature, possessing a part of that spiritual energy. Now, she is the main object of worship in the Sanctuaries.
 It is said that Rakalas greatest Strength are Magic, Cunning and Tricks - also form a mortal point of view she is awesome in everything, since she's a demi-godess after all - and that she is calm, but curious and even vengefull, if one in deed manages to make HER angry. Her followers believe, she still walks the earth, but she is both there and on a higher plane. Basically, she is in the "Heavens" and is sending a projection of herself to guide her people. She no longer exists in the world, but she does interact with it.
 
 It should also be noted that the Sanctuary people believe that when you die, you become a part of the spiritual energy of the world again, and thus return into the circle of being...
 
 Stronghold:
 The wild people of Stronghold are so far the only known big
 Polytheistic Religion, having a Pantheon of many gods. All these gods, which are, by the way, in no family relatiosn to another (such is not the gods way), are led by the mighty Yahomen, god of War, Tactics, Sky, Wind and Hunting. He is said to be very muscular, tall, strong, hair is black, eyes are brown, He wears battle garb on his shoulder, but none on his chest. he has a spear made of air, an axe of stone, and a giant recurved bow that only he is powerful enough to pull back. When he appears to his followers, it is as a titan or a giant who walks from the clouds to the earth.
 Another important deity is Rhyssh, goddess of law and the forge, garbed in (strangely) a Haven-esque style, she had a flowing robe that does not move with the wind, wears a blindfold over her eyes and caries what she forges to her chosen. If she appears without a weapon, then her blind gaze paralyzes her target as she smites them. The Goddess of order, law and the smith only appears to the most righteous and the most wicked, if at all. The blindfold is the only constant thing about her, as she changes as the law and her people change.
 Also a wide-worshipped figure is the godess of Lust, Fertility and Fire, Lathane. She has long red hair, green eyes (flashing with innocence...), white clothes (not much that is ),a veeery nice body structure, is very sexy and has a white demonic smile.
 And finally, but not least, there is San Somnus, god of Sleep,
 Dreams and Wishes. ----Merged Description of gnomes and avi to be here----
 
 The New Religion:
 There is a new religion spreading over the world. More and more numbers of people, mostly those neglected or treated badly in their own culture and religion, turn to worship the Medusas who they few as a divine race. The medusas treat wounds of their believers, help them with their powers - which are indeed grand. On the other side, they, not daily, but not rarely either, demand sacrifices by their followers - and it need to be sentient beings, either captured, or of the followers themselves.
 A strange thing about all this is that medusas were on this world quite a time, they were even known...and their cultural summer is long over.
 However their followers believe they and all teh others just "realized" the divinity of the Medusas now, and it seems to make their devotion only bigger that medusas didn't play any role in the younger history.
 ____________
 ICTC announced
 |  
 |   
| xerox 
  
    
        Promising
 Undefeatable Hero
 
 | 
|  posted February 09, 2011 10:22 PM |  |  |  
 
| Maceman! ____________
 Over himself, over his own
 body and
 mind, the individual is
 sovereign.
 - John Stuart Mill
 |  
 |   
| mike80d 
  
   
     Famous Hero
 Map Maker
 
 | 
|  posted February 09, 2011 10:25 PM |  |  |  
 
| Quote:Maceman!
 
 
 Mace to the Face!
 |  
 |   
| Jiriki9 
  
      
        Honorable
 Undefeatable Hero
 Altar Dweller
 
 | 
|  posted February 09, 2011 10:29 PM |  | Edited by Jiriki9 at 22:29, 09 Feb 2011. |  
 
| And which ONE of these ranged units for Haven core? 
 Bowman/Crossbowman
 OR
 Falconer
 OR
 Spearman/JAveliner
 ____________
 ICTC announced
 |  
 |   
| WitchHunter 
  
   
   Adventuring Hero
 Problem Drinker
 
 | 
|  posted February 09, 2011 10:42 PM |  |  |  
 
| Bowmen. Ftw. ____________
 I'm taking my talents to South Beach. I'm leaving my brain in Cleveland though.
 |  
 |   
| Warlord 
  
   
     Famous Hero
 Lord of Image Spam
 
 | 
|  posted February 09, 2011 10:44 PM |  |  |  
 
| Spearman 
 ____________
 
   |  
 |   
| Jiriki9 
  
      
        Honorable
 Undefeatable Hero
 Altar Dweller
 
 | 
|  posted February 09, 2011 11:14 PM |  |  |  
 
| bowman was quicker 
 now...your suggestion...what shall be the last haven core unit?
 ____________
 ICTC announced
 |  
 |   
| Warlord 
  
   
     Famous Hero
 Lord of Image Spam
 
 | 
|  posted February 09, 2011 11:15 PM |  |  |  
 
| NinjaGriffin____________
 
   |  
 |   
| Jiriki9 
  
      
        Honorable
 Undefeatable Hero
 Altar Dweller
 
 | 
|  posted February 09, 2011 11:20 PM |  |  |  
 
| So Griffin is last Haven core...proceeding to haven elite... 
 Which of these shall be Haven Elite Unit:
 
 Priest/Inquisitor/Monk/etc. as Caster + ranged attack
 OR
 Priest/Inquisitor/Monk/etc. as Caster without ranged attack
 ____________
 ICTC announced
 |  
 |   
| Warlord 
  
   
     Famous Hero
 Lord of Image Spam
 
 | 
|  posted February 09, 2011 11:21 PM |  |  |  
 
| No ranged ____________
 
   |  
 |  |  |  |