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Heroes Community > Age of Heroes Coliseum > Thread: ICTC: The Beast-Alliance
Thread: ICTC: The Beast-Alliance [ This thread is 10 pages long: (1) 2 3 4 5 6 7 8 9 10 ]
Oakwarrior
Oakwarrior


Known Hero
posted January 06, 2006 04:56 AM bonus applied.
Edited by Valeriy on 5 Feb 2006

ITIC: The Wild Alliance

The Wild Alliance

AKA: The Beast-men
Hero type: Guardian
Associated colors: Blue, black and white
Worship: None
Core philosophy: "We must keep together, or even the lightest blow on us will tear us apart."
Country/Kingdom: Northern parts of Irollan, "The Forest Maze"
Capitol City: Silver Falls
Key Symbols: A blue black and white shield, with the hand of a man and the paw of a wolf, with the shield being blue and black and the paw and hand being white.
A human head and a wolf's head.

Guardian Hero:




Allied with: None
Friends with: Sylvan
Neutral relations with: Haven, Academy
Dislike: Necropolis
Hate: Dungeon, Inferno

Origins

512 YSD - Creation of the Beast-men

Beast-men (minotaurs, centaurs, harpies…) are created as servants, playthings, and guards in the Seven Cities.

751-770 YSD - Purge of the Necromancers - Civil war in the Seven Cities

Jealous of the power acquired by the Necromancers, the Seven Cities initiate a large-scale persecution, ranging from the seizing of their properties, to banishment, to the spectacle of public executions.
A long and gruesome civil war ensues. The ancient cities are destroyed and much of the land is rendered uninhabitable. The beast-men created by the wizards flee towards Sylvan lands while the Seven Cities battle with the Necromancers. Minotaurs are lost in the confusion.

771 YSD - The Bestial Alliance

The beast-men arrive in the Sylvan lands. They make a pact to unite under one flag, put aside their differences, and live peacefully as friends. The Sylvan permit the Beast-men to live in the northern parts of Irollan.

773 YSD - The Founding of the Beast-men's capitol

The beast-men founded their capitol city, Silver Falls, in honor to the waterfall which provides the city with water, and their first place of origin.

History

Since the beast-men's creation, they have been servants, guards, playthings in the hands of the Magi. When they were gradually created, the Magi based them on their desires or needs. The Minotaurs were created as guards and builders, the Centaurs were made as scouts, messengers. The Satyrs were made to take care of animals. The Avians were created for scouts, to alert when danger came. The Sorceresses were created to help the Magi in their studies. The Harpies purpose is still somewhat unknown, only the beast-men speak of those mischevous creatures, and rarely.
The beast-men weren't treated as slaves. The Magi aren't cruel. They would have never wanted to enslave their creations. Due to the Mages perfectionist nature, they also ensured them good health, and cured them when necessary, and stood out for them, because every Mage was responsible, of what his beast-man does.
A few decades after their creation, they started to long for freedom, and wished that someone would come and give them a new home. They waited for many years, but nothing happened. Finally, when the Necromancers started taking more and more power, the beast-men sensed that something was close to happening. They knew that the Magi wouldn't let such vile practices last long. They waited anxiously, and in their hearts, they knew that freedom was coming. They decided to secretly meet, and talk of their feelings. They decided that when the time is right, they will unite, and flee this place. They also decided to leave a small token to their masters, to show of their ancient wish. Everyone decided to leave a small note and a small lock of fur to their masters. Finally, the time of the Purge of the Necromancers came. The beast-men knew it was time for escape! The Centaur, Minotaur, Avian, Sorceress and Satyr populations united under one flag, and started to flee the city. The Raksasha and the Gremlins stayed loyal to their masters, and stayed to defend their homes. The deceitful Harpies fled to unknown lands. Due to the quite complex construction of the Magi cities, they could use many places for escape, tunnels, streets... Finally, when the Centaurs got out of the Cities, they waited for the Satyrs, Avians, Sorceresses and Minotaurs. When they arrived, they said that Minotaurs had fallen to ill fate, and had to flee towards the mountains. Then was formed the Wild Alliance. They found out of great forests and wonderful grasslands in their masters' writings. It was named Irollan, "The Forest-Maze", land of the Sylvan Elves. They marched, and marched, until they finally arrived to the promised lands. The Sylvans were suspicious of such wierd beasts, but still, they sensed something elusive about them, and decided to offer sanctuary to the refugees. They sent them northbound, where they could live in the dense forests and beautiful mountains. They start to build their settlements, and befriend with the beasts within the forests. They sense that this is their home.
And so ends the tale of the beast-men's arrival to their new homeland.

Lifestyle
The beast-men live peacefully in their capitol, and their only city. They have also settled in smaller villages in the outer forests, where they can farm and produce food. They have divided roles amongst their population. The Centaurs are good farmers, and can use farming tools themselves, not let horses do it. The Avians scout their lands, and keep an eye on the surrounding areas. The Satyrs take care of animals, and train wolves as pets, or as guardians. They also maintain the fruit groves, growing and planting new trees when needed, and taking care of them. The Centaur Surveyors and Hierophants research their surrounding lands, and keep it in good shape. They strive to keep the natural balance in their lands. They have been watching the Sylvan Druids, and learned their way of life, but follow it in a little bit more different way, going towards good, not total neutrality. The Sorceresses are supreme magicians, and they have no particular role in the lifestyle of the beast-men. They do things when they are needed to be done. If the Centaurs need a hand, they will come to help, or if the Satyrs have trouble maintaining the groves, they give aid to them. They mostly thrive to get knowledge. They inherited that from the Magi, their creators. The Phoenixes are the supreme defenders of the beast-men's lands, and keep it safe.
The beast-men mostly live their lives peacefully. They are a very peaceful people. They have good relations with the Sylvan people. They hate the demonic forces of Inferno, because they had damaged Irollan drastically ages ago. They also hate the people from the Dungeon, because the beast-men found out with the help of the Sylvan people, that their friends, the Minotaurs had been enslaved by the Dark Elves. They dislike the Necromancers, because they think that the undead are vile, and evil. They have no bad feelings towards their creators, the Magi, and bear no grudge to them, though some were not as kind as the others, they are still their creators. They haven't contacted the Humans very much, and also don't think good, nor bad of them. The beast-men have sexes, like humans, male, and female. The Sorceresses' male counterpart is called a Sorcerer. The Sorcerers and Sorceresses have a talent for magic born with them, making them natural spellcasters. The Centaurs are either male and female, the Satyrs are either male or female, and the Avians are either male or female. The beast-men would never let their women on the battlefield, except for Sorceresses. The Sorcerers are logical masterminds, and lead the battle. They are somewhat the guardians of the beast-men's people too, resembling their creators, but having beastly features.

Buildings

Dwellings

Level 1 Creature Dwelling
Den

Description: This is the dwelling for the wolves. Dens and caves are favourite places for wolves, and are their homes.

Den of Howls

Description: Wolves are trained to Dire Wolves in the Den of Howls. These dwellings have gotten it's name for the Dire Wolves who "sing" with Satyrs at nighttime.

Level 2 Creature Dwelling
Centaur Stables

Description: The training facilities for Centaurs are called Stables, to honor their equine heritage. Here the Centaurs prepare for battle.

Centaur Arena

Description: Here are trained the most finest of the Centauren lancers, the Centaur Warriors. The Stables have additional space, the Arena, for the warriors to practice.

Level 3 Creature Dwelling
Joyful Glade

Description: Here reside and train the Satyrs, testing their strength and practicing jokes and pranks.

Mystical Glade

Description: Here train the Satyr Mystics. They are very funny tricksters, and also great bards.

Level 4 Creature Dwelling
Avian Huts

Description: The Avians live in these huts, constructed on a hill. They feel safer there than on the ground.

Garudan Huts

Description: The Garudas live and prepare for battle here, their huts are bigger and more suiting for warriors such as they are.

Level 5 Creature Dwelling
Spellpost

Description: Here live the Sorceresses, training their spells and researching new ones daily.

Spellhold

Description: Here reside the Battle Sorceresses. These maidens are a bit more focused on their destructive side, and use it to defend their homeland.

Level 6 Creature Dwelling
Surveyor Gardens

Description: The Centaur Surveyors live here, surveying the kingdom's population and plant growth, monitoring and researching everything. Here they practice their magical abilities too, if they have to ready for combat and defend their home.

Hierophant Meadow

Description: The Centaur Hierophants live here, and provide the needy with healing and cures. The Hierophants are elder Surveyors, full of knowledge about the surrounding nature. They also train their magic here.

Level 7 Creature Dwelling
Red Tower

Description: The beast-men have built this tower to withstand the heat of Firebirds, and to make it their home. The Firebirds reside here, and answer the call if needed in battle.

Pyre Keep

Description: This is the sacred home of the Phoenixes, the mightiest creatures withing the beast-men's army. Even the Red Tower succumbs to their heat. The beast-men have to construct something that will stand to the amazing heat of the Phoenixes. So they build these small castle-towers to the Phoenixes, so they could live in their lands.

Standard Buildings

Village Hall
Town Hall
City Hall
Capitol

Fort
Citadel
Castle

Tavern
Blacksmith: Produces First Aid Tents
Marketplace
Resource Silo: Produces 1 additional Mercury per day
Shipyard

Mage's Guild Level 1
Mage's Guild Level 2
Mage's Guild Level 3
Mage's Guild Level 4
Mage's Guild Level 5

Special Buildings

Bardic Brotherhood: Tavern upgrade, Gives more morale during siege
Den Creche: Gives more Wolf population each week
Grail building:
Guardian Statue: A big statue of a Phoenix, with it being a fountain. Water sprouts out of it's beak like a small flame, and there is a pool around the statue. Gives 50% more town population growth, gives an additional 5000 Gold per day, and gives 5 to Spell Power when under siege


Architecture

The beast-men lived only in their masters' homes, and didn't build much by themselves, as the Minotaurs were the ones who were in charge of building, in the time when they lived with the Magi. The beast-men use much natural and unrefined resources, like wood, some ores and rocks/stones. The Centaurs' stables are totally made out of wood, and house a medium to large family of Centaurs, as in 3-6 Centaurs. The stables, compared to medieval stables, are very similar to them. Though they are bigger, with more rooms and space. The Satyrs live in many places, mainly in places that nature has built, like caves. They are also fond of animals, and live with them, and watch over them at their dens or sleeping areas. The average Satyr family has about 3-5 members. The Avians are good fliers, and like heights, so they build their housing on the top of cliffs, hills and mountains. Their huts are tall, not far from towers in design, but made from wood. They like open spaces, and because of that, their families aren't very big. The parents, and then 1 or 2 children. The Sorceresses and Sorcerers live in stone and wooden houses, usually quite big, as they need space for storing alchemical ingredients, and doing alchemical processes. Their families are quite big, around 4-6 members. The wolves live in dens, which they have dug, or in caves which have been formed after years and years of erosion or other natural reasons. The Phoenixes' towers are magnificent, made from refined ores, and strong rocks, and also have enchantments on them to withstand the heat of the magical birds. The towers have a bit more height that width, so the walls do look like rectangles. The beast-men do a fine job fortifying themselves. Their walls are usually made from wood in the outer villages, but the inner city has a nice and tight stone wall.

Racial Unique Skills

Guardian
Call of the Wild:

Basic - Unique Guardian Skill. The Guardian is granted the ability to consume most of his mana for calling reinforcements from the wilderness. The action takes 3 turns for the hero to accomplish The creatures summoned are affected by defense and attack, when one of it is bigger than the other, then the caster will summon either more defensive or more offesnive creatures, and the amount of creatures is dependant of Spell Power and Knowledge. Attack biased creatures which are allowed to be summoned are Wolves and Brown Bears. Defense biased creatures which are allowed to be summoned are Eagles and Boars. The creature to be summoned is random. The creatures are placed randomly on the battlefield, but in the player's half. Can only be used once per battle.

Advanced - Unique Guardian Skill. The Guardian is granted the ability to summon more powerful creatures. The attack based creatures are Lynxes and Grizzly Bears. The defensive creatures are Porcupines and Rams. The action takes the hero 2 turns to accomplish. The creatures are placed randomly on the battlefield, but in the player's half. Can only be used once per battle.

Expert - Unique Guardian Skill. The Guardian is granted the ability to summon even more powerful creatures. The attack based creatures are Panthers and Lions. The defensive creatures are Black Bears and Civets. The action takes the hero 1 turn to accomplish. The creatures are placed randomly on the battlefield, but in the player's half. Can only be used once per battle.

Ultimate - Unique Guardian Skill. The Guardian is granted the abikity to summon the most powerful creatures from the wilds. The attack biased creatures are White Tigers and Wyrms (huge snake like creatures who dwell in the ground, have no poison in them, but they have large jaws and fangs). The defensive creatures are Sun Bears and Spined Wyrms (they have defensive spines on their bodies). The action is instant. The creatures are placed on the battlefield manually, but in the player's half. Can only be used once per battle.

Subskills:
Absolute Call - The Guardian can now summon both stacks of creatures, still dependant of attack and defense skills, and they are smaller than usual. Prerequisites: Master of Conjuration, Teleport Assault, Elite Casters

Observe - The Guardian is granted an ability, that costs mana depending on creature numbers and level, which allows to observe the selected unit's actions, and therefore the Guardian will learn the unit's basic strategies and will gain an edge on it. The defense value of any of your creatures defending against the observed stack is increased by 1 on every 3rd Hero level, starting with 1st, and deducting the creature's tier level.

Wild Vigor - The Guardian's Called units are blessed with increased vigor, and have their Initiative, Speed and Hit Points increased. Amount of increasing depends on Call of the Wild skill level, with Basic giving 1, 1 and 2, and increasing by 1, 1 and 2 respectively every skill level.

Foresight- When you activate this skill on an enemy unit, you watch and learn the unit's movements to strike it with a random offensive non-area effect spell unexpected. The spell is chosen randomly from your spellbook, and if you don't have one, Lightning Bolt will the default spell.

Units

Level 1
Wolves



Description: The beast-men have a strong tie to nature, and thus learned to train animals quickly. These wolves are trained since they were pups, to defend their masters. They also make good friends to their masters.
Attack: 2
Defense: 1
Damage: 1-2
Speed: 4
Initiative: 11
Hit Points: 6
Growth: 11
Cost: 30

Dire Wolves

Description:

The beast-men have a strong tie to nature, and thus learned to train animals quickly. These wolves are trained since they were pups, to defend their masters. The Dire Wolves are selectively bred to ensure that they will make good guardians for their beast-men masters. They have also been trained to be quick in attacking, and can strike twice at an enemy unit.

Special ability: Double Strike.
Attack: 2
Defense: 2
Damage: 1-3
Speed: 4
Initiative: 12
Hit Points: 6
Growth: 11
Cost: 35

Level 2
Centaurs



Description: A mix between a horse and a man, these creatures have the torso, head and hands of a man, and the lower body of the horse. This provides them with great speed, and the possibility to wield weapons. Centaur soldiers use spears, and charge towards the enemy with great speed, inflicting more damage when they charge from a distance.

Special ability: Charge
Attack: 3
Defense: 3
Damage: 2-4
Speed: 4
Initiative: 12
Hit Points: 10
Growth: 7
Cost: 40

Centaur Warriors

Description: A mix between a horse and a man, these creatures have the torso, head and hands of a man, and the lower body of the horse. This provides them with great speed, and the possibility to wield weapons. Centaur soldiers use spears, and charge towards the enemy with great speed, inflicting more damage when they charge from a distance. The Centaur warriors have been trained to charge, and then avoid damage. They wield 2 spears, and can chuck 1 of them once per battle, giving them a one-time ranged attack.

Special ability: Charge
Special ability: Dodge. Due to the Centaurs' fast nature, they can avoid 25% of damage 25% of the time.
Special ability: Throw Spear. Can be used once per combat, and does 75% of the damage that the stack is capable of.
Attack: 4
Defense: 3
Damage: 2-5
Speed: 4
Initiative: 12
Hit Points: 10
Growth: 9
Cost: 50

Level 3
Satyrs



Description: Satyrs are a most unusual type of beast-men. They are half-human, half-goat. The Satyr has the lower body of a goat, but 2 legs to stand on, and the upper part is human, usually hairy, and the head has horns of a goat. They are very intelligent and sly tricksters. They are also very playful, and act as bards in the beast-men army. They attack with their powerful hooves.

Special ability: Joyful. Units which are adjecent to the Satyrs are amused of their witty jokes, and increases their morale on the battlefield.
Attack: 3
Defense: 5
Damage: 3-5
Speed: 3
Initiative: 10
Hit Points: 14
Growth: 7
Cost: 80


Satyr Mystics

Description: The Satyr Mystics are Satyrs who study magic to increase their capabilities in tricking the enemy. They still amuse adjecent units, but now they can also hypnotise an enemy to send them in a berserking rage to attack the Satyr Mystics. The Satyrs themselves bring the enemies to the tougher units, for them to give punishment to the enemy! The Satyr Mystics have a good Defence score, mainly because they evade and protect themselves with illusion and trickery, and therefore are resistant to attacks. Satyr Mystics also gain a ranged attack.

Special ability: Joyful
Spellcaster: Magical Taunt. Hypnotises enemies to call them to attack the Satyr Mystics themselves, it has a base 70% chance of success, but creatures after level 3 will have their chances lowered. Chances are: Level 4 - 60%, Level 5 - 45%, Level 6 - 40% and Level 7 - 30%. The percentage is also affected by the number of Satyrs.
Dispel.
Attack: 3
Defense: 5
Damage: 3-6
Speed: 3
Initiative: 9
Hit Points: 15
Growth: 7
Cost: 120

Level 4
Avians



Description: The Avians are beast-men who have wings. They are definately not similar to Angels, because they have quite primitive and barbaric looks. They are rugged, and hairy, they have feathered wings, which are usually brown and white at the ends, similar to Eagles. They fly into battle with a single weapon, a sickle on a pole. It's not a scythe, though it might resemble it sometimes. They are very magic-resistant, and take less damage from spells, and also shorten the duration of beneficial or malicious spells.

Special ability: Magic Dampening. The Avians take 15% less from spell damage, and enchantments, both friendly and unfriendly, last 50% less time.
Flying.
Attack: 8
Defense: 3
Damage: 6-10
Speed: 6
Initiative: 13
Hit Points: 25
Growth: 5
Cost: 200

Garudas

Description: The Garudas are Avians who are trained for battle, they use the same sickle-type weapon, but with greater skill, and they inflict more damage with it. They have also trained themselves mentally, to take even lesser damage from spells.

Special Ability: Extra Magic Dampening. The Garudas
take 20% less from spell damage, and enchantments, both friendly and unfriendly, last 50% less time.
Flying.
Attack: 8
Defense: 4
Damage: 6-11
Speed: 6
Initiative: 13
Hit Points: 35
Growth: 5
Cost: 270

Level 5
Centaur Surveyor



Description: Surveyors are Centaur spellcasters, who use the power of natural forces to disable their enemies, or destroy them altogether. When out of battle, they make sure that the beast-men's lands aren't harmed. The Surveyors, when out of mana, can conjure rocks and stones to smite their enemies. They are similar to the Sylvan Druids.

Special Ability: Spellcaster: Stoneskin, Haste
Attack: 10
Defense: 11
Damage: 7-12
Speed: 4
Initiative: 13
Hit Points: 60
Growth: 3
Cost: 625

Centaur Hierophant

Description: Centaur Hierophants are expert spellcasters in the alliance of beast-men. They also learn offensive magic to defend their lands. They can also use a stone conjuring incantation to smite their enemies, but it doesn't do as much damage as their initial spells.

Special Ability: Spellcaster: Stoneskin, Haste, Magic Fist, Wasp Swarm
Attack: 13
Defense: 13
Damage: 7-12
Speed: 4
Initiative: 13
Hit Points: 75
Growth: 3
Cost: 875

Level 6
Sorceress



Sorceresses are the most secretive beast-men in the alliance. They are actually beast-women. They were created to be assistants of great wizards, and thus had magical powers, but the Magi thought that they had to put restraints on them, to prevent revolts. They can defend a battalion with limited spell absorption. If the Sorceress is in front of a creature, then the creature behind recieves less spell damage. The Sorceresses have the body of a woman, and the head is also human, but has some demonic and unnatural features, like horns.

Special ability: Magic Shielding.
Fist, Wasp Swarm
Attack: 15
Defense: 17
Damage: 15-25
Speed: 2
Initiative: 11
Hit Points: 70
Growth: 2
Cost: 1200

Battle Sorceress

Battle Sorceresses also train in casting magic, and can shatter their enemies' armor like it would be as weak as glass, and can conjure lightning to smite her enemies, and can make their allies take less damage from ranged attacks. They can also conjure magical missiles to strike their enemies.

Special Ability: Magic Shielding
Special Ability: Spellcaster: Distrupting Ray, Lightning Bolt, Deflect Arrows, Magic Missile
Attack: 17
Defense: 17
Damage: 15-27
Speed: 2
Initiative: 11
Hit Points: 80
Growth: 2
Cost: 1600

Level 7
Firebirds




Description: The Firebirds are mystical beings. They are similar to great eagles, but they are surrounded by a hot and magical aura. The beast-men admire the Firebirds, and are their mightiest units in the heat of battle. They breath fire, like dragons, but not at that much effect. The Firebirds are unaffected by Fire spells, and enemies who hit them, suffer burns and take Fire damage from the Firebirds.

Special Ability: Fire Shield. Attacker takes fire damage, equal to 20% of the damage made.
Special Ability: Immunity to Fire
Special Ability: 2 Hex Attack Horizontally
Attack: 24
Defense: 19
Damage: 20-45
Speed: 8
Initiative: 14
Hit Points: 150
Growth: 1
Cost: 3600 + 1 Mercury

Phoenixes

Phoenixes are elder Firebirds, even more majestic than their younger counterparts. They reek of heat and are aflame. They have the same immunity to Fire as the Firebirds have, and since they are aflame, the enemies who attack this magnificent beast, take even more damage than the Firebird can dish out with it's Fire Shield. When the Phoenix is killed, it returns to life once on the battlefield.

Special Ability: Phoenix Fire Shield. Attacker takes fire damage, equal to 25% of the damage made.
Special Ability: Immunity to Fire
Special Ability: 2 Hex Attack Horizontally
Special Ability: Rebirth
Attack: 32
Defense: 21
Damage: 35-55
Speed: 8
Initiative: 15
Hit Points: 175
Growth: 1
Cost: 4600 + 2 Mercury
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rldragon
rldragon


Known Hero
posted January 06, 2006 05:27 AM

That's the way Oak,just one question:I suspect that level 7 unit will be Phoenix,right?

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Oakwarrior
Oakwarrior


Known Hero
posted January 06, 2006 05:52 AM
Edited by Oakwarrior on 10 Feb 2006

Quote:
I suspect that level 7 unit will be  Phoenix,right?


No kidding
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rldragon
rldragon


Known Hero
posted January 06, 2006 06:30 AM

This proves my psychic abilities

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Oakwarrior
Oakwarrior


Known Hero
posted January 06, 2006 06:41 AM

Feel free to post comments, suggestions and your other thoughts.
____________

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rldragon
rldragon


Known Hero
posted January 06, 2006 08:30 AM

I am really interested to see what is level 5 and level 6.

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Oakwarrior
Oakwarrior


Known Hero
posted January 06, 2006 08:55 AM

I really have to think on those, as I am choosing between 3...
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rldragon
rldragon


Known Hero
posted January 06, 2006 05:35 PM

Oh and amongs whom do you choose?

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Oakwarrior
Oakwarrior


Known Hero
posted January 08, 2006 10:58 AM

Updated the creature list.
____________

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gwyndolium
gwyndolium


Known Hero
Ancient citizen
posted January 08, 2006 11:13 AM

Quote:
Updated the creature list.


I think you should switch the wolves and centaurs in the beginning.. It makes the begin centaurs so weak and the further so strong, weird to look they are actually the same creature.
____________
~I came down from heavens, to bestow the people under me, with hope and knowledge~

-The angel of judgement, Gwyndolium.

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Oakwarrior
Oakwarrior


Known Hero
posted January 08, 2006 11:16 AM

Yes, I have thought about it too. I'm thinking of switching  them. When I decide what I will have for level 6, I will choose between the Centaur and Wolf for level 1 and 2.
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rldragon
rldragon


Known Hero
posted January 08, 2006 11:17 AM

My suggestion Oak:

-6-Totem Bear;upgrade-War totem bear OR beast of the Woods.

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TNT_Addict
TNT_Addict


Honorable
Supreme Hero
Beautiful Liar
posted January 08, 2006 11:26 AM

It seems like your 7th level creature will be just unstopable.

Too many special abilities, you will have to compensate for it in making it very weak at deffence and attack skills.

25% damage from fire shield?!?!?! Too much...

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gwyndolium
gwyndolium


Known Hero
Ancient citizen
posted January 08, 2006 11:27 AM

Quote:
It seems like your 7th level creature will be just unstopable.

Too many special abilities, you will have to compensate for it in making it very weak at deffence and attack skills.

25% damage from fire shield?!?!?! Too much...


What about it's attack is just very weak at stats.
____________
~I came down from heavens, to bestow the people under me, with hope and knowledge~

-The angel of judgement, Gwyndolium.

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Oakwarrior
Oakwarrior


Known Hero
posted January 08, 2006 11:29 AM

Phoenixes aren't tanks  

They are frail, but still powerful beasts. Maybe I'll lower the damage made from the Fire Shield. And I think that the Defence skill should play a role in the Shield's damage.
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orbvius
orbvius


Adventuring Hero
Oblivious
posted January 08, 2006 12:18 PM

Was thinking of bears, tigers, lions till I think of the zoo.
Maybe some gigantic ape might be good for a lvl 6.
A very interesting mix of the nature.

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gwyndolium
gwyndolium


Known Hero
Ancient citizen
posted January 08, 2006 02:59 PM

Quote:
Was thinking of bears, tigers, lions till I think of the zoo.
Maybe some gigantic ape might be good for a lvl 6.
A very interesting mix of the nature.


Get the white tiger back.. First normal tiger and upgrade white tiger.
____________
~I came down from heavens, to bestow the people under me, with hope and knowledge~

-The angel of judgement, Gwyndolium.

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rldragon
rldragon


Known Hero
posted January 08, 2006 03:06 PM

I am not sure will he do it,as Oak is die-hard Sorceror fan of Heroes 2.

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gwyndolium
gwyndolium


Known Hero
Ancient citizen
posted January 08, 2006 03:12 PM
Edited by gwyndolium on 8 Jan 2006

Quote:
I am not sure will he do it,as Oak is die-hard Sorceror fan of Heroes 2.


I liked the sorcerer as well.. Just like in HoMM I and II, though wasn't nature a sorcerer team as well?

P.S. in HoMM II the centaur was of the warlock class.
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~I came down from heavens, to bestow the people under me, with hope and knowledge~

-The angel of judgement, Gwyndolium.

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rldragon
rldragon


Known Hero
posted January 08, 2006 03:19 PM

Sorceror faction is at least by my opinion same or close to Nature town.And I know that centaur was Warlock unit.But you must know that some of Sorceror's units are put in another factions that already exists.

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