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Heroes Community > Age of Heroes Coliseum > Thread: UCBNF: The Beastmasters
Thread: UCBNF: The Beastmasters
TDL
TDL


Honorable
Supreme Hero
The weak suffer. I endure.
posted February 27, 2006 03:45 PM
Edited by TDL on 31 Mar 2006

UCBNF: The Beastmasters

Here I present you my entry (it is just a start)! Now, I wish I will receive more feedback with this thread I need help creating the quote and the title for the faction, so I would like to ask if anyone has to propose anything

Now, I wish I will receive more feedback with this thread I need help creating the quote and the title for the faction, so I would like to ask if anyone has to propose anything

P.S. I am sorry for keeping you waiting and writing things like "yet not drawn" or "yet not decided". I am into my school studies, as I was lying flat on my bed last week with fever. And... I do not have a scanner, so I cannot scan my artwork, sorry. I will try to get rid of these problems, but I am too afraid to predict anything.



GENERAL FACTION INFORMATION







Entitlement:
The Rampart

Quote:
"Man's destiny is as unpredictable as the stream of a storming river."

Also Known As:
The Beastmasters

Race:
Humans -- The beasts and beast-men within the ranks are not regarded as equal: despite the fact that they are the offsprings of the same nature and should be equal, they do not belong to the rulers and are known to be called lesser beings, the "tamed".

Alignment:
Neutral (Sylvan can be said to be a friendly faction, as beastmasters (both elves, lizardmen and humans) and sylvan elves have many things in common)

Associated Colors:
Tan, Grey and Green (Dark)

Worship:
None -- The beastmasters believe the nature around them is in co-operation with them and none (even the greater primordial dragons) affect their lives (yet the nature plays a vital role in their lives).

Core Philosophy:
As the beastmasters co-operate with nature around them, rather than following the ways and beliefs of primordial or elemental dragons, they trust in themselves and appreciate what is given to them by the nature around them. The beastmasters believe they themselves forge their destinies and have complete control over what they have, what they own and what they are capable of.

Country/Kingdom:
The kingdom of An'marth in the Western Marshlands

Capital City:
The town of Jordgland, "the Marshland Blossom"

Key Symbols:
Horn / Claw - the symbols represent seemingly the same thing and are known to be in the middle of An'Marth's flag. It represents the relationship among nature and beastmasters along with their beasts.





FACTION DESCRIPTION



The beastmasters are a faction formed not only of humans, as they aren't the original creators of it, but also of the original creators, lizardmen, the elves and the wizards. Mainly what matters to the beastmasters are their own affairs, connected with the nature around them, and studies of old beastmastery arts, such as investigations of a beast's mind and so on.

The beastmasters, as they do not worship neither the primordial nor the elemental dragons, do not belong to the group of factions that are regarded as 'religious'. They are often called 'pagans' or even 'heretics' for their outlandish beliefs. They are believed to be one of those outcast diabolical or necromantic cults that roam the lands. Yet, the accusations are wrong, because the foul words do not describe the beastmasters well. Beastmasters, same as the wizards of the Seven Cities, are not religious at all. However, different from the magicians, they have different beliefs: they believe in destiny, yet in the one a man forges for himself, they believe in equality, yet the laws of nature prevail - the stronger survives, but they do not believe in what they are not able to see or witness anyhow (although the historical inscriptions are believed to speak truth).

The beastmaster government is even stranger, yet ordinary. The ruler of the kingdom, known to be the king, is not the single person to rule the lands, merely one of the greater council that consists of many elder beastmasters that has overall authority and power (as an example, take Great Britain). Yet, they only discuss the laws, the financial matters of the kingdom and the military affairs. Everything else is left for the ordinary beastmasters to discuss.



BRIEF HISTORY - ANCIENT AGES



Year Unknown - Shaping the World
The world is not yet fully shaped, as the Elder Wars have just passed. Changes are made to its current shape every second. However, the process is nearing its end and the surface is nearing its final form - Western Marshlands, along with the Northern Grasslands and the Southern Deserts, are born. Soon, the first creatures settle down and adapt to the constantly shifting swamplands.



BRIEF HISTORY - ORIGINS



0 YSD: The Revelation of the Seventh Dragon
Sar-Elam the first wizard reaches the conscience of the Dragon of Order who teaches him on the nature of matter and spirit and shows him the higher path of power. Enlightened by his new understanding, Sar-Elam becomes the Seventh Dragon.

62 YSD: Schism of the Seven
Schism between the disciples of Sar-Elam, who can’t agree on the best way to follow the road laid down by the Seventh Dragon and, hopefully someday surpass him. Sar-Antor founds the Blind Brothers, a congregation of healers, seers and embalmers dedicated to the worship of Asha. Sar-Badon founds the Dragon Knights, a martial order disciplined in both body and mind. The other disciples, led by Sar-Shazzar, the most gifted of them all, lead an exodus of wizards and like-minded humans to found the Seven Cities (the first kingdom of Magic) in the southern deserts.

89 YSD: Establishment of the Secret Order - Foundation of Beastmasters
A group of devoted Sar-Elor's followers gather in the Free Cities of the East. Among the ancient inscriptions in some ruins near the western marshes, Sar-Elor, the greatest disciple of Sar-Shazzar, finds ancient inscriptions and engravings in the stone, dating back at the times of the Elder Wars, where it is spoken that the siblings of the elemental dragons, known as the lizardmen, had mastered the arts of mastering the beasts and controling the nature - the so-called beastmastery. Their residence had yet not been discovered, yet the angels had known of their existence. Sar-Elor, knowing the old cultures and languages, swiftly embraces the knowledge of the tome and along with a bunch of local explorers and renegades from both elven and human empires, establish a secret beastmaster order that starts spreading the long-lost teachings of the lizardmen beastmasters.

224 YSD: Heretic Wars
Following the orders given by the holy cathedral, the holy human empire starts to hunt all disbelievers, sectants and heretics. Massacres and wars inevitably spread through the lands. Many cities and villages are burnt, a ninth of the empire's inhabitants are either gibbetted or murdered, mostly in the central towns in order to frighten and discourage the villagers. Many members of the beastmaster order are murdered, others flee to the nortern borders of Irollan and Holy Falcon Empire (the middle of where the dark elven kingdom will be found).

269-299 YSD: Colonization of the Northwest
Following the recent hunt of the heretics, the order feels that it is unsafe to linger near the human empire anymore and decide to head into the great unknown. The oracles decide that the tropical marshlands in the northwest regions are uninhabited, yet the living conditions are excellent and the beastmasters can finally establish their settlements. Beastmaster Endar, along with his followers, march into the farthermost corners of the marshes to look for a perfect place to settle, yet they quickly fall back followed by unstoppable storm of arrows. All of the remaining beastmasters, along with the back-up, march forth into the unknown lands and encounter unknown beasts, in future known to be called the lizardmen. Endar is victorious and claim the lands, as the losing force accepts the newcomers into their lands, founds the first kingdom and starts colonizing the region.

The order of beastmasters soon mixes with the locals and embrace their long-lost knowledge and arts. They are taught to build lizardmen buildings, the mastery of animals, beasts (the very art of beastmastery), the principles of life with nature while the latter is taught the principles of human life, told of the human history and of the life outside the marshes.

391-481 YSD: Great Rebellion - Wars of the Beast-men
The beastmaster order divides into two separate fractions: the so-called "rebels" and the "royalists". Fander Nightwind, brother of the king of An'Marth, declares that the beast-men, despite the fact they had taught the newcomers their skills in the past and are known for their unusual ways of building (ziggurats, temples and so on), are a lower race and should not be held as equal. He also states they are to be referred to as "beasts", thus making them slaves of beastmasters throughout. Most of the beastmaster order agree and join Fander in his conquest against the beast-men and royalty, which supports them. Yet, the so-called "royalists" seemingly instantly declare war against the rebelling members. The lizardmen, which aren't slayed, burnt by the great fires. tortured to death or killed, move to the kingdom. Wars wage within the lands of the beastmasters, until the king and Fander meet one on one and both die in battle, therefore discouraging the "rebels" by killing their leader and restoring peace to the lands. Yet, occasional battles occur.

699 YSD: Beast Master Kingdom - Allon's Prediction
The beastmasters, along with the residing lizardmen and some other beasts of the swamps, finalize the building works of An'Marth and finally establish a once-and-for-all capital of An'Marth. Not only the king, but also, following the newest laws, the council, elected from the most powerful beastmasters, governs and rules the kingdom. Beastmasters start exploring the surrounding marshes and start taming beasts that are to be found throughout.

At the same time, Allon, one of the greatest elven beastmasters to be found all over the Western Marches, has a vision of great and terrible wars that will happen in near future, caused by the escape of a daemonic hero from the unearthy prison.



BRIEF HISTORY - MODERN TIMES



796-798 YSD: Wars of Jordgland
The civil wars wage in the kingdom of An'Marth. Yet, the recent attacks of some unknown elves "from below" spread even more havoc in the lands. The south-eastern villages and towns are completely destroyed, burnt to the ground and ransacked, however, the scattered forces of beastmasters, once again scattered because of the arguments between the 'slavemasters' and the 'lizard-defenders', must stand up against the enemy. The royal family is slaughtered, but the 'slavemasters' leader does not take over the throne, as another member of the Nightwind family, the oldest, long-forgotten son, joined by a group of 'lizard-defenders' kills him and frees the throne, and quickly gathers all remaining forces under one flag to compete with the darkness brought by the newcoming opponents. Yet, it is not enough and the kingdom is destroyed. And that is when lizardmen and other beasts unexpectedly come to aid and repel the invaders. From then onwards, the dragonkin and the beasts of the marshlands are regarded as equal and the beastmasters return to the old beliefs and teachings to live in co-operation.

926 YSD: Withdrawal
Nothing is heard about the beastmasters. They completely withdraw to their marshes and declare neutrality. Until the foreseen war of the half-demon and human queen, beastmasters are nothing, but a history. Only then do they finally show up, with prince Helmath Nightwind in the front, wishing to preserve their lands and the surrounding nature.



BRIEF HISTORY - CHARACTERS



Sar-Elor: The greatest disciple of Sar-Shazzar, known as the finder of the lost beastmaster teachings and the founder of the beastmaster order.

King Endar: The founder and the first king of the first kingdom of beastmasters.

Fander Nightwind: The starter, "impaler" of the uprising rebellion among the beastmasters. Also known as the "slavemaster".

Hon'nar: The first lizardman to appear in the great council and the fighter for equal rights among the beastmasters.

Allon: The greatest elven oracle, who speaks of a long-forgotten prophecy about the half-demon hero which will be about to spread havoc and cause the greatest of the wars encountered by the inhabitants of the land.

Helmath Nightwind: The main campaign hero. The prince of An'marth is sent to find out what is happening in the outer world and soon discovers that his own land is in grave danger... Graver than anything the beastmasters have encountered since the great rebellion...



TOWN BUILDING SYSTEM - TOWN SCREEN



The core of the town is the central temple that resembles the great ziggurats Babylonians and Mayans (spelling?) used to build. The first photo below looks like a ziggurat, I would use for the town screen, yet it should be larger and taller than that of the picture.



Furthermore, ziggurats used to have a small building on top of them where people were sacrificed. However, as the beastmasters do not view nor use the ziggurats as sacrificial altars, its usage is completely different. In my opinion, some other type of altar could be there - a stone circle or an obelisk of some kind.



The ziggurat above seems almost perfect, as the staircases on the ziggurat's sides are missing. Yet, the town screen is not only the ziggurat, isn't it?

The buildings should be constructed around the ziggurat (this is the name I will refer to later on), but they should not be organised in a symmetrical order - placed random. The whole town would be surrounded by a square-shaped wall (with gates), thus making the town look square. Some structures could touch each other or even be built on one another.

Also, I would like to remind that the town would be fully zoomable and rotatable, just like every other town of H5. Just let your imagination work. In the section below, I will refer to the town screen if looking from the default perspective (which is to be changed if rotated).



TOWN BUILDING SYSTEM - STRUCTURES



Mage Guild (Level 1-4): Teaches the heroes magic spells and instantly regenerates some of hero's lost mana.
A tall obelisk on the right side of the central ziggurat, made entirely out of greyish-green stone. A sole painting (hieroglyph-type) is to be seen in the frontal side. The height of the building varies depending on the level of the mage guild.

Castle (Fort-Castle): Increases town creatures' weekly growth, adds a keep and moat-like terrain obstacles to a town's defenses, two arrow towers, fortifies your town's defenses.
The central ziggurat, made entirely out of greyish-green stone (a bit more colourful and a bit brighter than the obelisk). The upper temple has hieroglyphic paintings painted on its walls. The height of the ziggurat varies depending on the level of the structure.

Capitol (Town Hall-Capitol): Provides the kingdom with 4,000 gold daily.
A smaller version of ziggurat, yet a normal building, as it has only the shape of one. Located on the left of the central ziggurat, capitol serves the function as a builder. Furthermore, once a new upgrade is made to the building, not only the physical appearance changes, but also a set of new houses and buildings appear (like in Haven town).

Marketplace: Allows the player to trade resources and gold.
Square-shaped marketplace (less colourful, without blue colors) right in front of the ziggurat.

Blacksmith: Produces war machines to the kingdom.
Simple dark brown hut (like a hovel) of the blacksmith with large plain windows. Anvil, fireplace and other smithing tools are scattered nearby.

Fortificatons: Strengthens the castle walls and makes them more durable in battle.
The walls around the town are heightened twice, new towers with stone "spikes" appear on the walls.

Moat: Impedes units' progress (a defensive mechanism).
Two bridges linked from the city wall to the defensive towers on each side of the gates.

Tavern: Allows the player to recruit heroes.
An old-fashioned inn, yet larger and taller, made from brown stone and brown logs. The alehouse is located just behind of the city hall.

Resource Silo: Provides the kingdom with extra wood daily. Marketplace Required
A small white supply tower in the middle of the marketplace, made of cobblestone.

Brimstone Caverns: Provides the kingdom with extra sulphur daily. Resource Silo Required
A large black rock with a mine and enormous loads of sulphur inside. The mound is located behind the ziggurat, with a road connected to both the entrance to the shafts and the ziggurat's rear entrance.

Obelisk of Nature: Bestows any visiting hero with magical power of nature, thus increasing the mana reserves by +2 and gives +1000 experience. Mage Guild Required
A tall obelisk on the left side of the central ziggurat, made from the same materials as the mage guild. The obelisk has three sets of paintings on the lower part of the structure and a hieroglyphic one on the topmost.

Library of Beastmasters: Increases shamen/blightwalker weekly growth by 3. Mage Guild, Tavern Required
A wide, yet short, building on the right front side of the central ziggurat. Structure is built of grey marble and red quartz, with carvings etched in the stone around the lower parts of the academy.

Shipyard: Enables player to build ships directly in town. Town Hall Required
Wide docks located left of the central temple. A new pond appears, along with a river that starts its journey through the marhslands there, extending its watercourse far beyond the town walls.

Lizard Hut: Lizardsmen dwelling. Tavern Required
Two connected old grey trees on the upper left of the central temple, with a medium-sized dark hut that stands in between.

Lizard Quarters: Lizard Bowmaster dwelling. Lizard Hut Required
Three connected white-grey old trees, leaning over a moderately large hut that stands in between.

Boar Pens: Boar dwelling. Lizard Hut Required
Wide pens surrounded with a wooden fence and a tall hedge, near the statuary gardens in front of ziggurat. Piles of mud with scattered tusks, bones can be seen inside. A building similar to stables is also to be seen in the leftmost corner.

Boar Stables: Wild Boar dwelling. Boar Pens Required
Large pens surrounded with a high wooden fence, a tall hedge and tall trees, near the statuary gardens in front of ziggurat. Piles of mud with scattered tusks, bones can be seen inside. The stables, which are also to be seen in the pens, in the leftmost corner, are twice as large.

Battle Academy: Shamen dwelling. Lizard Hut, Library of Beastmasters Required
Large building on the left of the beastmaster academy that resembles a tower or spire because of its shape. Structure is made of the same material as the building nearby. A glowing lantern can be seen hung on the tower's top.

Preserver Academy: Blightwalker dwelling. Battle Academy Required
Large two storey high building on the left of the beastmaster academy that resembles a wide tower or spire because of its shape. Structure is made of the same material as the building nearby, yet it is not grey, but white. Glowing lanterns can be seen hung all around the tower's top.

Statuary Gardens: Medusae dwelling. Boar Pens Required
Circle-shaped gardens in front of the ziggurat surrounded with a long hedge. Various marshland vegetation is to be seen inside the circle, around a grey tower-chapel in the middle of the field, made of stoned, petrified wood.

Statuary Grove: Medusae Queen dwelling. Statuary Gardens Required
Circle-shaped gardens in front of the ziggurat surrounded with twice as high hedge. Various marshland vegetation, along with human-shaped statues surrounds a black-grey tower-chapel in the middle of the field, made of stone and petrified wood.

Manticore Crag: Manticore dwelling. Statuary Gardens Required
A large black rock united with the rock of brimstone caverns making them look as a big rocky mound. A large cave, like a landing zone, with its entrance filled with scattered bones.

Hollow Crag: Greater Manticore dwelling. Manticore Crag Required
An immense black rock united with the rock of brimstone caverns making them looking as a rocky mountain. A large cave, like a landing zone, with its entrance filled with piles of bones and skeletons of beasts' prey.

Wyvern Nest: Wyvern dwelling. Manticore Crag Required
A large nest on tight vines of the surrounding grey trees by the upper left wall, near the lizardmen dwellings. Large eggs can be seen hidden under the branches.

Treetop Nest: Wyvern Windrunner dwelling. Wyvern Nest, Lizard Quarters Required
A large nest on tight vines and roots of the surrounding white-grey trees by the upper left wall, near the lizard bowmaster dwellings. A giant stone wyvern figurine is located in front, with two flaming torches one on each side.

Basilisk Temple: Basilisk dwelling. Wyvern Nest Required, Castle
Large green-grey rectangular shrine surrounded with tall greek-style pillars* that form a triangle and a triangular stone-plate on top of them. An entrance with supposedly long staircase into the inner temple is in the front.

Dragonian Temple: Ancient Basilisk dwelling. Basilisk Temple, Statuary Gardens, Brimstone Caverns Required
Large green-grey rectangular shrine surrounded with tall greek-style pillars* that form a triangle and a triangular stone-plate with a statue that represents the deadly gaze of the basilisks on top of them. The eyes shine in light-red-green color. An entrance with supposedly long staircase into the inner temple is in the front. The pillars are covered with thin light-red hieroglyphic paintings.

*either on top of the central ziggurat or on the side



CREATURE LINE-UP - QUICK LIST



Lizardman > Lizard Bowmaster

The lizardmen and lizard bowmasters have extremely sharp eyes, thus being able to shoot whereever they want in a short distance. Bowmasters are said to be able to pierce any armor.

- Ranged: Attacks from distance.
- UPG > Piercing Shot: Enemy defence reduced by 20%.


Wild Boar > Boar Rider

These abnormal lizardmen boars and their riders are fierce fighters and not only use the innate boar's weapon -- tusks - but also attack with long-handled weapons, thus greatly wounding their opponents.

- Tusk Charge: Depending on the distance from which they attack, the damage inflicted changes.
- UPG > Backstab: After the enemy retaliates the first attack, the boar rider attacks again.


Shaman > Blightwalker

Elder shamen and blightwalkers of beastmaster cult master the skills of controling the magical energy, thus being able to command the powers of nature by using the bond between them.

- Spellcaster: Has a variety of spells to cast over friendly or foe units.
- UPG > Spellcaster - Improved: Has an improved variety of spells to cast over friendly or foe units.


Medusa > Medusa Queen

The mischievious medusae use their perilous gaze to turn their foes into stone, rendering them unable to run away from them and allowing them to feast their victory by adding stone statues to their collection.

- Ranged: Attacks from distance.
- Petrification: Petrifies enemy units in melee.
- UPG > Resistance: 30% magic resistance.


Manticore > Greater Manticore

These winged mixtures of lions and scorpions are so treacherous and dangerous that their enemies always think twice before attacking them or harming them in any other way, so as to avoid their blitz attacks with its sting.

- Flying: Passes over obstacles in combat.
- Reinforce: Skips its turn, but deals 110-150% damage the following turn. It takes two actions to regenerate.
- UPG > Paralyze: The attacked unit cannot move from its location for about three actions.
- UPG > Reinforce - Improved: Skips its turn, but deals 200-250% damage the following turn. It takes two actions/turns to regenerate.


Wyvern > Wyvern Windrunner

The semi-dragons are one of the primary tank units among the beastmasters. Their immense wings and razor-bladed claws allows them to injure even the most powerful units and their innate ability to control the power, quickness of wind allows them to retaliate even before they are attacked.  

- Flying: Passes over obstacles in combat.
- UPG > Razor Claws: Wounds attacked units, making them suffer damage at the start of each turn and also makes them suffer damage each time they attack their foes. Undead/non-living not affected.
- UPG > Windrunner: Moves to any spot on the map and always attacks prior to the enemy unit (even when attacked).


Basilisk > Ancient Basilisk

These ancient snake-like dragonians are direct offsprings of the elemental dragons, yet they do not wield such immense powers. Known to be similar to other dragons, even feared as much, they are always about to spread havoc amidst the most powerful armies. Their inevitable gaze is known to kill instantly and their snake-like reflexes often results in them seriously wounding their attackers by their fangs, immediately after they are attacked.

- Deadly Gaze: Instantly kills a number of units in the stack, depending on their toughness and the basilisks' quantity.
- UPG > Deadly Gaze - Improved: Instantly kills an improved number of units in the stack, depending on their toughness and the basilisks' quantity.
- UPG > Counterstrike: Always retaliates, but the damage inflicted is 25% lower than normal.



HEROES AND RACIAL SKILLS



Hero of Might:
Beastmaster

Attack: 1
Defence: 3
Power: 1
Knowledge: 1
Mana: 10



Hero of Magic:
Oracle

Attack: 0
Defence: 0
Power: 3
Knowledge: 3
Mana: 20



Racial Skill -- Beastmastery OR Call for the Ancestors


The beastmasters call upon the greater power of the ancestors to 'imbue' the beasts with impenetrable powers. The beastmasters are surrounded with magical charming aura, allowing them to call for the aid of both ordinary and An'Marth's beast.

P.S. Even though blightwalkers, shamen and lizardmen are not beasts, they can be summoned as well.


Basic :

Weekly calls a number of lizardmen or lizardmen bowmasters (if upgrade in the town is done), depending on the spell power and unique/special abilities. Creatures (types) to summon per week: 1
Allows to convert 5% of enemy beasts to your side, if you have at least one unit of the corresponding level in the army. Beasts to convert are: all aligned with Rampart, griffins, unicorns, phoenixes etc.

Advanced :

Weekly calls a number of lizardmen, lizardmen bowmasters, wild boars, boar riders depending on the spell power and unique/special abilities. Creatures to summon per week: 1
Allows to convert 9% of enemy beasts to your side, if you have at least one unit of the corresponding level in the army.
Gives +1 to defence of all Rampart-aligned units.

Expert :

Weekly calls a number of lizardmen, lizardmen bowmasters, wild boars, boar riders, shamen, blightwalkers, medusae and medusae queens depending on the spell power and unique/special abilities. Creatures to summon per week: 2
Allows to convert 12% of enemy beasts to your side, if you have at least one unit of the corresponding level in the army.
Gives +1 to attack and defence of all Rampart-aligned units.
Depending on the class, creatures gain extra abilities: oracle - shamen / blightwalkers gain leeching mana (additionally to damage, spell hits drain some mana); beastmaster - lizardmen / lizardmen bowmaster gain extra % to piercing shot, boar / boar riders gain extra % to charge.

Ultimate :

Weekly calls a number of lizardmen, lizardmen bowmasters, wild boars, boar riders, shamen, blightwalkers, medusae, medusae queens, manticores, greater manticores, wyverns and wyvern windrunners depending on the spell power and unique/special abilities. Creatures to summon per week: 3
Allows to convert 15% of enemy beasts to your side, if you have at least one unit of the corresponding level in the army.
Gives +1 to attack, defence, initiative and hit points of all Rampart-aligned units.
In addition to the mentioned extras, some others gain abilities: oracle - manticores / greater manticores gain extra % to paralyze; beastmaster - wyvern / wyvern windrunner gain weakness (lowers damage done by the enemy target for the duration of the combat)


Some specialties (Not all that are possible; too lazy):


Dragonian (Lizardmen/Lizardmen Bowmaster)
Blitzkrieger (Wyvern/Wyvern Windrunner)
Seer (+2 to scouting radius; Shaman/Blightwalker)
Neophyte (Summoning Magic Extra Effect)
Ancestry (10% to weekly calling of creatures)
Impaler (Effect Boost to Weakness, Disrupting Ray)
Witchdoctor (Curse not only minimizes, but also damages the enemy every turn)
Fire Soul (15% to fire, Conjure Phoenix Effect Boost)
Stone Cold (All creatures have +8% to chance to petrify)
Timberer (+2 wood each day)


Heroes:


Dracon (Lizardmen)
Helmath Nightwind (Human)
Sanear Nightwind (Human)
Tazar (Human)
Hanahr (Lizardman)
Talon (Elf)
Wan'ttar (Lizardman)
Thar (Elf)
Hargh (Lizardman)
Reash (Lizardman)
Onnar (Elf)
Halgar (Human)
Welyar (Elf)
Maellnar (Elf)
Baern (Elf)
Folc (Human)
Sar-Ellanir (Human)
Theritos (Human)
Ystan (Lizardman)
Garvell (Human)
Thob (Human)
Fraelg (Lizardman)
Tnarb (Lizardman)
Shoerg (Lizardman)
Ihu (Elf)
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Fortress_fan
Fortress_fan

Disgraceful

posted February 28, 2006 08:30 PM
Edited by Fortress_fan on 28 Feb 2006

Looks good so far, but you should finish your town soon! I cant rate it since its not finished, but I will when you have!
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TDL
TDL


Honorable
Supreme Hero
The weak suffer. I endure.
posted March 02, 2006 08:57 PM

FF,

I see you are occasionally dropping by on HC. That's really nice, as is your 'lust' for the UCBNF contest

I need your help (most probably yours, as you are here most often; anyway, anyone is welcome to propose something). I need one more creature (level 1, to be exact), yet I cannot choose a good one. Any proposals? (and be sure to propose several creatures at once, as I will be unable to check if the post is updated ).
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Zeldor
Zeldor


Known Hero
The Bringer of Pestilence
posted March 02, 2006 09:26 PM

TDL:

I could help to develop your project instead of making my one, if you change name of town, location on the map and accept some suggestions on creatures and history

I will probably also base my town on Indian style [Quetzalcoatl], so they will be probably very similar.

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phoenixzs
phoenixzs


Adventuring Hero
posted March 10, 2006 10:08 AM

How does boars fit into the castle?I would prefer salamander riders or something.
Also one of the best thing about the lizards are their ability to camuflage.Maybe you should list some lizard-type or swamp type of creatures and the make an election out of them.That would be also cool

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