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Thread: ICTC: The Beast | This thread is pages long: 1 2 3 4 · NEXT» |
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Card_Ximinez
Famous Hero
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posted January 11, 2007 06:07 PM |
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ICTC: The Beast
ICTC: The Beast
This my new faction: the beast.
Motto: Everything for the swamp!
aka: the beast-men, the breeders
colours: dark green, black
worship: Shannak, the dragon goddess of the swamp
core philosophy: The swamp is the power, Shannak is the swamp, we are Shannak's loyal servants.
coutry/kingdom: the wild south-east
capital city: Nel-vog, the cage of beasts
key symbols: a swamp pond
Enemies: Fortress, Sylvan
Neutral: Academy, Haven, Dungeon
Allies: Necropolis, Inferno
Terrain: Swamp
Main Magic: Summoning
Main race: Lizardmen
Resource Silo: Sulfur
Blacksmith: First Aid Tent
Race Description: Like the Lizardmen from HOMM 3, but they're green.
No history yet
Creatures:
Level 1: Lizard Soldier
The Lizard Soldiers are small, fast and the basic infantry of the lizardmen. They use small knives in battle.
Enraged
A: 4
De: 3
Da: 1-3
I: 11
S: 6
H: 7
Shots: 0
Mana: 0
Cost: 25 gold
Dwelling: Lizard Blacksmith
Cost: 350 gold 5 wood
Requirements: none
Description: Like the Lizardman from HOMM 3 but with no bow. Green.
Upgrade: Lizard Pikeman
These are Lizard Soldiers who have learned the skill of forging. They have made themselves long spears. With them they can attack from a longer distance.
Tall weapon: Lizard Pikemen can attack the creatures from one tile away.
Enraged
A: 4
De: 4
Da: 1-3
I: 11
S: 6
H: 10
Shots: 0
Mana: 0
Cost: 40 gold
Weekly population: 17
Breeding cap: 22
Dwelling: Lizard Armory
Cost: 1150 gold 5 ore
Requirements: Lizard Blacksmith
Description: Lizard Pikeman pic: Green
Level 2: Lizard Archer
Lizard Archers are lizards that carry small bows.
Ranged
A: 4
De: 4
Da: 2-3
I: 7
S: 4
H: 11
Shots: 6
Mana: 0
Cost: 50 gold
Dwelling: Lizard Hut
Cost: 1050 gold 10 wood
Requirements: Lizard Blacksmith
Descrition: Lizard Archer pic: Green.
Upgrade: Lizard Ranger
Lizard Rangers are more cunning than their weaker friends. They are capable of stealing arrows from other ranged creatures.
Ranged
Shot stealer: Lizard Archers can steal shots from other ranged creatures if they run out of shots themselves. 1/ranged creature
A: 5
De: 4
Da: 4-5
I: 8
S: 4
H: 13
Shots: 7
Mana: 0
Cost: 70 gold
Dwelling: Lizard Hall
Cost: 2500 gold 5 wood
Requirements: Lizard Hut
Descrition: Like the Lizard Archer, but with black uniform. Green.
Weekly population: 9
Breeding cap: 13
Level 3: Salamander
The salamanders are strange lizards found in the ponds of the swamps. They mix strange chemicals in their gullets, creating a volatile mixture that rivals the dragons in flammablity.
Fire breath: (Same as Black dragon)
A: 6
De: 5
Da: 7-7
I: 9
S: 8
H: 17
Shots: 0
Mana: 0
Cost: 120 gold
Dwelling: Salamander Pond
Cost: 1200 gold 5 wood 2 sulfur
Requirements: none
Description: Salamander pic:
Black and Yellow.
Upgrade: Blazing Salamander
The blazing salamanders are normal ones that have developed immunity to fire they examine and then set themselves to fire! With it they can disappear in a flame and the appear somewhere else.
Fire breath
Immunity to fire
Teleport
A: 6
De: 6
Da: 7-9
I: 10
S: 8
H: 20
Shots: 0
Mana: 0
Cost: 170 gold
Dwelling: Salamander Laboratory
Cost: 3000 gold 5 ore 5 sulfur
Requirements: Salamander Pond
Description: Like Salamander, but is on fire. Black, Yellow and colours of Flames.
Weekly population: 7
Breeding cap: 11
Level 4: Basilisk
Basilisks are a fellow lizard species to the Lizard Archers and Rangers. They are capable of turning the opponent to stone.
Stone Gaze: Basilisks can turn the enemy to stone. (Same as Blindness)
A: 10
De: 7
Da: 8-10
I: 6
S: 6
H: 25
Shots: 0
Mana: 0
Cost: 275 gold
Dwelling: Basilisk Pit
Cost: 2000 gold 5 ore 10 wood
Requirements: none
Description: Basilisk pic: Green.
Upgrade: Basilisk Warrior
Basilisk Warriors are the mightiest of all Basilisks. They have learnt the might of their distant relatives, the hydras. Their enemies cannot retaliate against their enemies. They have mutated and now have 2 heads.
Stone Gaze
No Retalitation
2-headed strike: Attacks two tiles next to each other.
A: 11
D: 8
Da: 10-12
I: 7
S: 6
H: 28
Shots: 0
Mana: 20
Cost: 425 gold
Dwelling: Basilisk Abyss
Cost: 3500 gold 3 crystal 3 mercury
Requirements: Basilisk Pit, Lizard Gate
Description: Like Basilisk, but with two heads. Green and Black.
Weekly population: 4
Breeding cap: 8
Level 5: Swamp Fanatic
Swamp Fanatics are anaconda-men who carry large maces. With their long tail they can strangle the enemies like treants.
Enraged
Entrangling Attack: (same as treant, but with tail)
A: 12
De: 13
Da: 13-16
I: 8
S: 8
H: 35
Shots: 0
Mana: 0
Cost: 550 gold
Dwelling: Anaconda Nest
Cost: 2250 gold 5 wood
Requirements: Basilisk Pit
Description: A large snakeman with hands. Carries a mace. Red and Black.
Upgrade: Swamp Psychopath
Shannak Fanatics are anaconda-men who have learnt some magic skills and with them they have made their tails spiky so that when they entrangle the enemy the enemy recieves damage.
Enraged
Entrangling Attack
Spiky tail: When the creature uses entrangling attack the enemy recieves damage at the start of its turn.
Caster: Fireball and Wasp swarm
A: 12
De: 13
Da: 16-20
I: 9
S: 7
H: 40
Shots: 0
Mana: 25
Cost: 650 gold
Dwelling: Fanatic Nest
Cost: 3750 gold 5 wood 4 sulfur 3 gem
Requirements: Magic Guild level 1, Anaconda Nest
Descrition: A sort of a Swamp Psychopath pic:
Has a mace and a spiky tail. Red, Black and Green.
Weekly population: 3
Breeding cap: 6
Level 6: Medusa
Medusas served the Warlocks in the beginning of time, but now they have found their people, the snake-men. With their guidance, they no longer need their bows, but have improved their psychic powers.
Enraged
Ranged
Large
A: 24
De: 25
Da: 18-24
I: 10
S: 6
H: 122
Shots: 4
Mana: 0
Cost: 1300 gold
Dwelling: Medusa Chapel
Cost: 4000 gold 5 wood 4 gem
Requirements: Magic Guild level 1
Description: Medusa pic:
No bow, but a green dot in the forehead. Brown.
Upgrade: Psychic Medusa
The mightiest of Medusas are allowed to join the magic school of the lizardmen. There they can learn some magic powers.
Enraged
Ranged
Caster: Suffering and Firewall
A: 25
De: 25
Da: 20-25
I: 10
S: 7
H: 130
Shots: 6
Mana: 30
Cost: 1600 gold
Dwelling: Psychic Chapel
Cost: 6500 gold 10 wood 5 mercury 5 sulfur
Requirements: Medusa Chapel
Description: Like Medusa, but a larger green dot in the forehead. Very dark green.
Weekly population: 2
Breeding cap: 4
Level 7: Wywern
Wywerns are ancient creatures which the beast-men have found and tamed. They are horrifying creatures and can affect the enemy morale.
Large
Acid Breath: (same as green dragon)
Terror: The enemy morale can never be higher than 1.
A: 26
De: 28
Da: 34-54
I: 12
S: 7
H: 185
Shots: 0
Mana: 0
Cost: 3750 gold 1 sulfur
Dwelling: Wywern Lair
Cost: 9500 gold 10 ore 5 wood 5 sulfur
Requirements: Anaconda Nest
Description: Wywern pic:
Dark Green.
Upgrade: Poison Wywern
Poison Wywerns are the largest and the deadliest of the beast army. They are, of course, poisonous.
Large
Acid Breath
Terror: The enemy morale can never be higher than 1.
Poison
A: 28
De: 29
Da: 35-57
I: 12
S: 8
H: 200
Shots: 0
Mana: 0
Cost: 4250 gold 2 sulfur
Dwelling: Poisoned Lair
Cost: 11000 gold 5 ore 5 wood 10 sulfur
Requirements: Wywern Lair
Description: Like Wywern, but has some spikes in it's back and larger teeth. Dark Green and Acid Green.
Weekly population: 1
Breeding cap: 3
Hero: Beastmaster
A giant lizardman riding on a big snake. Ranged Attack with a big whip.
Heroes: Ran-Haar-Bogg (male)
Speciality: The master of the Flame: All Salamanders and Blazing Salamanders get +1 Attack and +1 Defense every two levels of the hero, starting on first level.
Skills: Basic Breeding
Basic Destructive magic
Master of fire
Spellbook: Fireball
Campaign hero: Kop-Gorond-Ku (male)
Speciality: Swamp King: All Lizardman and Snakeman creatures (Lizard Soldiers and Pikemen, Lizard Archers and Rangers, Swamp and Shannak Fanatics and Medusas and Psychic Medusas) get +3 morale every 2 levels of the hero, starting on first level.
Skills: Basic Breeding
Advanced Leadership
Starts with an Ammo cart.
Kop-Leehir-Fen (female)
Speciality: Light mind: All first level light magic spells do extra damage.
Skills: Basic Breeding
Basic Light magic
Master of Blessings
Spellbook: Divine Strenght
Ran-Beedir-Bogg (female)
Speciality: Shaman Princess: The entrangling attack of the Swamp Fanatic and the Shannak Fanatic has a 50% precent chance to cast Curse on enemy.
Skills: Basic Breeding
Basic Dark Magic
Master of Curses
Spellbook: Curse
Kop-Fer-I (male)
Speciality: Mechanic Hero: Every two levels the hero gets, the war machines get +1 Attack and Initiative.
Skills: Basic Breeding
Basic War Machines
Starts with Ballista and First aid tent.
Ran-Saan-Swamp (female)
Speciality: Keen Breeder: All breeded creatures get +1 luck every 2 levels of the hero, starting on first level.
Skills: Advanced Breeding
Basic Luck
Starts with a first aid tent
Kop-Zad-I (male)
Speciality: Keeper of the Pit: All Basilisks and Basilisk Warriors get +1 Attack and +1 Defense every 2 levels the Hero gets.
Skills: Basic Breeding
Basic Attack
Tactics
Racial ability: Breeding: The beastmaster can use some of his/her experience points to raise their troops weekly population.
Basic Breeding: Allows raising Lizard Soldier and Lizard Archer populations (1000 Ep's)
Advanced Breeding: allows raising Salamander and Basilisk populations (1500 Ep's)
Expert Breeding: Allows raising Swamp Fanatic and Medusa populations (2000 Ep's)
Ultimate Breeding: Allows raising Wywern population (3000 Ep's)
Ultimate Ability: Shannak's Breeding: Reduces Breeding cost by 2/3's
BB: 333
AB: 500
EB: 666
UB: 1000
Tear of asha building: The Hollow Pit (an endless pit that goes deep to the core of earth)
Special buildings:
The Lizard gate: If the visiting hero has Lizard soldiers, pikemen, archers or rangers in his/her army, they get +1 morale.
Arrow Blacksmith: Increases Lizard Archer, Ranger, Soldier and Pikeman populations by 4.
Breeding Grounds: Allows using breeding racial ability.
So what do you think?
Thanks: Bixie, for ideas and supporting.
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted January 11, 2007 06:30 PM |
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it isn't a good one, unfortunately.
try using gnolls, and a better racial skill. gnolls fit perfectally in, and resourcing as a racial skill doesn't sound good.
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Love, Laugh, Learn, Live.
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted January 14, 2007 12:38 AM |
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also, the shamans are a bit... over powered.
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How exactly is luck a skill?
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kookastar
Honorable
Legendary Hero
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posted January 14, 2007 01:38 AM |
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I really like this concept - a beast alliance with Necro/Inferno.
The troops don't really match this concept though.
The ghouls are a great start - although not convinced on the weaponry.
This town has great potential - don't give up
My advice and take it or leave it:
Think about how you want your faction to fit into the history of Ashan. You probably need to read the history of Ashan {there are links... you can HCM me if you can't find it}
Or at least think about how your faction came to be.
You could even research some other mythical creatures that would fit into this inferno/necro beast faction. Rather than using cyclopses, and definately the centaurs {sorry}. These just don't seem to fit {at least you haven't explained it yet}...
Maybe you could have a centaur-like creature made with a Nightmare {horse}, and write some kind of {brief} myth on how they came to be.
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uhuh
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted January 14, 2007 09:44 AM |
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Edited by bixie at 15:08, 18 Jan 2007.
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don't get me wrong, its a good idea, but if you are going to create a beast faction, you might want to look atOakwarriors beast allaince for inspiration. or the many other beastmen factions.
a alternative racial skill could be mobile towns! this is an idea that i have been going on about alot, but it is one that i think would suit a barbarian faction, or beastial for that matter, really well. if they live in the wild and barbaric south, it must be too dangerous to stay in one place for too long, so they must move around to survive. its name could be changed to "migrate", or a similar name.
graphically, the buildings town would be moving over the same lanscape, all begin pulled by big horses or similar creatures and all on wheels. when you have a building begin built, it joines onto the town from somewhere else.
gameplay. the racial skill allows the town to move for a small amount of movement when the hero is inside the town. it would be interesting to have a knight, preparing to storm the town, and it moves away, just out of reach. or alternatively, comes smashing down on his head. the town basically acts like a town in normal combat, but in the actual gameplay, sheilds the hero from the worst of the attacks. but only one hero can be in the town and make it move!
if alc comes up and says "this is familiar" or "deja vu", then i have mentioned this idea before!
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Love, Laugh, Learn, Live.
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Aculias
Responsible
Undefeatable Hero
Pretty Boy Angel Sacraficer
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posted January 18, 2007 03:58 PM |
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Say it like you mean it.
Only like 2 of the creatures can be considered beasts.
I think you may want to pick a new name.
Possibly new creatures.
I never cared for copycats in copyright heroes games.
A reason I gave many low scores in the first season on originality.
The racial ability unfortunately is not that great either.
You can easily gain resources from battles or windmills & silos.
It wont help you that much & I prefer a skill that makes your town dif.
I am a very strict judge as well so it's just me.
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Dreaming of a Better World
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GenieLord
Honorable
Legendary Hero
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posted January 25, 2007 04:34 PM |
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You don't have a town name. You will lose points unless you do that.
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Ted
Promising
Supreme Hero
Peanut Exterminator
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posted January 25, 2007 08:53 PM |
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shouldnt have told him that, , but he's half way their, hes already got country (i think), perhaps GL you could make an "official" guess' on who is going to win, so far, its Alc and Kookastar, tying Fofa
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Card_Ximinez
Famous Hero
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posted January 26, 2007 05:27 PM |
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I have edited the idea a little. I have changed the first level creature name and the 2nd level creature completely. The 4th and 7th levels are also changed. The racial skill has been improved and also some other minor changes have been made.
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Card_Ximinez
Famous Hero
no
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posted January 26, 2007 05:37 PM |
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Quote: don't get me wrong, its a good idea, but if you are going to create a beast faction, you might want to look atOakwarriors beast allaince for inspiration. or the many other beastmen factions.
a alternative racial skill could be mobile towns! this is an idea that i have been going on about alot, but it is one that i think would suit a barbarian faction, or beastial for that matter, really well. if they live in the wild and barbaric south, it must be too dangerous to stay in one place for too long, so they must move around to survive. its name could be changed to "migrate", or a similar name.
graphically, the buildings town would be moving over the same lanscape, all begin pulled by big horses or similar creatures and all on wheels. when you have a building begin built, it joines onto the town from somewhere else.
gameplay. the racial skill allows the town to move for a small amount of movement when the hero is inside the town. it would be interesting to have a knight, preparing to storm the town, and it moves away, just out of reach. or alternatively, comes smashing down on his head. the town basically acts like a town in normal combat, but in the actual gameplay, sheilds the hero from the worst of the attacks. but only one hero can be in the town and make it move!
if alc comes up and says "this is familiar" or "deja vu", then i have mentioned this idea before!
Interesting idea, but I have already changed the racial skill. Please give your opinion on it. I may even use your idea (If it's alright for you) if most of the people think that it's better.
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted January 26, 2007 05:58 PM |
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i don't really think that "resourcing" fits in with a "beast" town. its not logical. beast are all moving and migrating. your breeding idea is an improvement, but i still don't think that it would go. a building called a "breeding grounds" might work, but not for a whole racial ability!
another thing that i'm not sure on is your lack of a central race. gnolls are a good central race, as are lizardmen. but you've put one units of each it, and that doesn't really suit Heroes5, where its all an individual race incharge of the faction. thats my advice, stick to central race.
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Love, Laugh, Learn, Live.
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Card_Ximinez
Famous Hero
no
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posted January 26, 2007 09:08 PM |
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted January 28, 2007 04:48 PM |
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Card!!!!
new racial possiblity!!!!
"bestial retailation!"
basically, creatures are allowed to retailate to a second attack! works brillant if you have only a few creatures against a horde!
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Love, Laugh, Learn, Live.
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Card_Ximinez
Famous Hero
no
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posted January 30, 2007 11:10 AM |
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Quote:
Card!!!!
new racial possiblity!!!!
"bestial retailation!"
basically, creatures are allowed to retailate to a second attack! works brillant if you have only a few creatures against a horde!
I don't understand you completely.
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted January 30, 2007 06:15 PM |
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sorry, stick with moving towns!
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Love, Laugh, Learn, Live.
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Card_Ximinez
Famous Hero
no
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posted February 03, 2007 10:07 AM |
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Racial skill edited. Hey bixie, you have any ideas for the ultimate ability?
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Ted
Promising
Supreme Hero
Peanut Exterminator
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posted February 03, 2007 11:08 AM |
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Quote: Racial skill edited. Hey bixie, you have any ideas for the ultimate ability?
i cant find it what is it? and if its something to do with cards, decrese the cost by 1/2
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted February 03, 2007 11:24 AM |
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hmmm...
something along the lines of "independent migration", where the player gets to move the beast town, even if the beast master is not inside, but it can only be one town!
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Love, Laugh, Learn, Live.
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Card_Ximinez
Famous Hero
no
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posted February 03, 2007 05:04 PM |
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Quote: People you are mean!
He's not finished yet!
Thanks.
EDIT: And for cyclop wywern thing, please note that they are slaves! They're not there from their own free will! They have been slaved by the lizardmen!
Quote: hmmm...
something along the lines of "independent migration", where the player gets to move the beast town, even if the beast master is not inside, but it can only be one town!
You mean one town per turn, or you get to choose which town you will move and that's it, no other "independent migrations" in the same match?
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted February 03, 2007 05:35 PM |
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you get to choose which town you move, however, the limiting factor is that it has to be another Beast town and i cannot be done whilst the hero is inside a town.
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Love, Laugh, Learn, Live.
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