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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Altar of Wishes: Weekly Faction Contest
Thread: Altar of Wishes: Weekly Faction Contest This thread is 24 pages long: 1 ... 9 10 11 12 13 ... 20 24 · «PREV / NEXT»
GenieLord
GenieLord


Honorable
Legendary Hero
posted June 06, 2007 09:38 PM

Quote:
When is this one ending again?

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




This round ends in the 30th of June.
Remember that the important details about every round are in the master post of the contest, including the date of termination.

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Erutan_Revol
Erutan_Revol


Hired Hero
who stays in a treehouse
posted June 07, 2007 04:24 PM

All this double factions made think of another faction too!

the name is The Nether,race of the Orochi

more things comin up soon ppl!

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted June 07, 2007 06:22 PM
Edited by Daystar at 16:19, 09 Jun 2007.

"...It is in the waters that G'Ravity has the least power.  It is in the water things are unhindered.  In the water, things grow great..."



Aka: The Sea-Snakes
City: Tower
Colors: Sea Green, Light Green, Dark Green,  Blue, Dark Blue, Teal
Worship: Shallassa, patron Goddess of the Nagas, ruler of the Oceans.  They also frequently find it necessary to pay tribute to Slyath, Lord of the Sky, rather like a guest giving gifts to a host.
Core Philosophy: "...We have slept for two thousand years.  And guess what world?  We woke up cranky!"
Country/Kingdom: Hashima
Capital: Nariya
Hero: Diyamo


Creatures

School of Fish
Considered by some to be the most surreal sight in Ashan, the school of fish is levitated gently a few feet from the ground.  They are not acutely fierce, but they are decidedly confusing.  The coordination of the school allows them to surround an opponent, disabling them.  Also, fish serve as excellent food, which rejuvenates them.
>School of Tuna
Tuna serve as excellent food, being fatter.  Also, they are larger, and thus they disable units much better.
>School of Flying Fish
Flying fish are famous for what their name suggests: Flying.  Their natural flying abilities give them a great boost in speed.


Kappa
Kappas are mischievous water spirits that frequent the shallows of South Eastern Ashan.  They are similar to turtles, but they walk upright and have hands.  Above all they enjoy illusory magic.  Their magics can form arrows raining down on their enemies.
>Kappa Lurker
Lurkers are especially adept at illusion. They can retreat out of visibility for brief moments, appearing again just past where they logically should be, before lashing out with their specially engraved quarterstaffs.  
>Kappa Trickster
Tricksters are just as adept as lurkers with illusory magiks, but in the other way.  They can create solid illusions of themselves, funneling magic from their patron hero.  The copies can take several hits of damage, but their originators will feel their share of their creation's pain.

Naga Samurai
Naga Samurai are the warrior class in the sea society.  They spend equal amounts of time meditating and training, and achieve an incredible speed of attack.  On some occasions, an enemy attack may be met with an attack first.
>Naga Shoki
Shoki are Nagan Demon hunters.  Their strength in battle has taught them never to show weakness in a fight, and as such they will retaliate against even the retaliations of their enemies.  When they can.
>Naga Ronin
Ronin were once the teachers of the Samurai, but later, as the tides of war began to lap, they exchanged their instructions for orders, and took up the sword once more.  

Feng
Feng are spirits in the form of water birds, born of the lilies that grow in the pools tended so well by the Naga around the base of their towers.  Their long beaks let them hunt for fish in water, wherever it is found, even in the pitch of battle.
>Feng Strider
Feng Striders have longest, skinniest legs, which, despite looking rather silly, give them a great speed boost in combat.  
>Fenghuang
Some of the Feng who survive longest, living in the peace of the lilies will gain an affinity for the flower unmatched by any of their kind.  When they die, they will fall as lilies, which will resurrect them if they fall into the water.  

Kirin
Kirin are spirits that, to the casual observer, look like a cross between a Dragon and an Otter.  Their long, twisting forms are graceful to behold under the water, as its weightless quality makes their whiskers float gently, forming twisting shapes in the depths.
>Kirin of the Chasms
Some of the larger Kirin hunt the creatures that inhabit the darkness of the deeper reaches of the Jade Sea.  Eventually their hides loose their usual coloration, becoming paler.  The speed and precision required to catch the fish of the deep sea is carried into battle.  
>Kirin of the Reef
Reef Kirin are the opposites of their paler cousins.  The fish they hunt live in the colorful reefs, and their pelts adapt to have colorful hides with bright oranges, subtle greens, and lacings of pink and teal.  The beauty of their hides makes enemies less keen to hurt them, and they may feel bad about it afterwards.  


Naga Floater
Naga were the first to unlock the power of magical levitation, which they wield in combat in interesting ways.  Apart from other spells they can cast, Floaters and their like can cast the unique spell, “Levitate,” which gives their fellow warriors the power of flight.  
>Naga Restrainer
Naga Restrainers know about countering magics just as well as calling on them. They can disable a creature from flight, and cause ropes to spring from the ground to restrain those that cannot take to the sky.
>Naga Ascender
The magic power needed a creature to fly is enormous, and creates a great strain on the Naga casting her spell.  Naga Ascenders are the best in conquering this, and consequently their spells last longer.

Sea Dragon
Sea Dragons are the Children of Shalassa.  They are long, with pearly eyes and undulating antennae, and they have their own magic that allows them to float through the sky.  They can call up a flood from the depths of Ashan, calling upon the water that permeate the air bubbles in the rock.  The connection to the waters they adore gives all creatures of the Towers an incredible rush of joy.  
>Leafy Sea Dragon
Leafy Sea Dragons are creatures of the kelp forests, and the leafy growth on their feet that gives them their name is a testament to this.  They can sow the seeds of their homes on the flooded battlefield, causing a deterrence to their opponents that have no understanding of how to navigate the forest.  
>Azure Dragon
Azure Dragons are the largest creatures in the sea, easily dwarfing the largest Kirin.  Their connection to the environment gives them the power to summon manifestations of their mother’s environment.   They can also use their huge tails to churn the waters, stunning opponents.

More coming: Pictures, Poetry, History
____________
How exactly is luck a skill?

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Golemcrafter
Golemcrafter


Promising
Famous Hero
Unlimited Fantasy Master
posted June 07, 2007 07:28 PM
Edited by Golemcrafter at 18:24, 18 Jun 2007.

For this time I’ll try my luck, too.


THE PAGODA:


Kah'Bilah closes the Green Dragon to the Sceptre of Oneness.

Aka: The Warriors,
Capital City: Kiron Baton
Colors: Green, Light Blue, Black
Worship: They served at first Kibn Seog, the emperor of Kiron Baton. Now his son, Thuan Seog. Their ethernal God is the Green Dragon.
Symbol: Head of the Green Dragon

Core Philosophy: "If they will attack you, defend youself. If they are defending themselves, attack them. This is the only way, staying alive."
Country: The Far-East (unknow for strangers)


History:

The years of scarcity:
Many years were gone and the wars between the seven kingdoms still didn’t come to an end. Every single land was rubbed and dot ruined. Every kingdom has lost the bigger part of his troops and dwellers. Even Necropolis and Inferno, the two great enemy had to realize, that long wars don’t bring anything good for the capitol. Moreover, both side had problems with the „supplies” because by the demons, the Gating gates become overloaded and it had to be closed and Necropolis has lost its best necromancers who could have raised quickly the dead. After a couple of days (after compromise between the kingdoms about the armistice) the demons and the necromancers have sent spies –without each others knowledge- to undiscovered lands. During this action the other five kingdoms had to renew everything they had lost and destroyed. But the Gods and the natur punished them: great famines and epidemics were everywhere. The years of scarcity has began.

Road to the Unknow:
Going through forsts and sailing through oceans was a terrible for the demons as well as for the necromancers, both sides have lost many creatures. Sometimes there were attepts to overcome the capitans but thease attepts were took down. For everbody was clear: there is no other choice, but going forwards…

Behind the hirozon:
Finally after some years the necromancers have reached a strange land far away their own land and kingdom. What they saw there was very impressive: huge ricelands where were many worker and peasant. Huge mountains and clear water was the present of the nature. Far away they saw huge buildings and statutes some built up with jewels. The necromancers have reached an unknow land: Kiron Baton, the main city of the Far East.

Battles together with the demons:
The necromancers started a huge massacre one day after the arrival. They’ve slaughtered almost all the peasants but some of them could escape. Through the corpses, mighty necromancers have made zombies, skeletons and other evil creatures. When the number of the undead have rised to the air, the demons arrive, too but four days later. The two powerful hero Kah’Bilah and Teversou, the necromancer have made a compromise: they’ll capture Kiron Baton and after that they’ll seperate the whole land between them. The grat war was near already.

The Green Dragon:
Kibn Seog, emperor of Kiron Baton was afraid, thet the necromancers will ruin together with the demons the whole country. At least he called the eleven Imepial Priest together to discuss, what thwe city should do. The decission was to break the huge Green Dragon with the Sceptre of Oneness which belinged to Kibn Seog. The city had a very high number of warriors, too.

The battle:
The battle has started. The Green Dragon flew always in the sky to protect and give power and hope to the warriors of Kiran Baton and to defeat the demons and the undeads. The undead were totally destroyed even the necromancer, Teversou. But the warriors coiuldn’t reach their glory: Kah’Bilah has flown to one of Kilan Baton’s tower where Kibn Seog was. No warrior even the Green Dragon has not seen him. Kah’Bilah and Kibn Seog have fought against each other, until the demon has killed Kibn Seog. After that, he took the Sceptre of Oneness and closed the Green Dragon in it. After that Kah’Bilah flew away. The warriors won but they’ve lost their emperor and their God, too.

Cratures:

Level 1: Ploughman / Landlord

Attack: 1 / 2
Defense: 1 / 1
HP: 4 / 6
Damage: 1-1/ 1-2
Speed: 6 / 6
Initiative: 8 / 9
Mana: 0 / 0
Shots: 0 / 0
Abilites: Taxpayer (only by Ploughman), Tax-collector(!)

Appearance: The Ploughmen's work is to kepp the ricefield in good condition. They will fight if they are forced to by the emperor. Without thease thease hard-working peoples, the civilians would die in hunger. Moreover they pay taxes to the emperor. The way is hard until the a Ploughman becomes a Landlord. They are are bit stronger but they ae much stricter. In battles, they are not quite experienced but they can collect taxes from everywhere...even which does not belong to their land.

Alternative upgrade: Grower  

Attack: 1
Defense: 2
HP: 6
Damage: 1-1
Speed: 7
Initiative: 9
Mana: 0
Shots: 0
Abilities: Taxpayer, Increaseing Population(!)

Appearence: If Growers keep up the good work, the emperor and the whole city will recive double goodnesses: like Ploughmans they pay taxes, too and they most important work is, to produce huge amounts of food that will increase the population of Kiron Baton. In battles they are weak but of course, they serve the emperor until they die.

Level 2: Chemist / Intriguer

Attack: 2 / 2
Defense: 1 / 2
HP: 12 / 17
Damage: 2-3 / 2-3
Speed: 5 / 5
Initiative: 8 / 9
Mana: 0 / 0
Shots: 0 / 0
Abilities: Immune to Dark Magic, Smoke Cloud(!), Poisoning Weapons(!)  

Appearance: Chemists learn in different schools, how to use special plants to suprise the enemies during battles. To not to give the secrets further, they have a strong defense around their brains so the enemy could not affect them with dark spells. The self-made smoke "bombs" are great against enemy shooters because they can't see the allies anymore clear enough. Intriguers bring very strong poisons with them to make the friendly units' weapon more effective.

Alternative upgrade: Venom Master

Attack: 2
Defense: 2
HP: 15
Damage: 2-2
Speed: 6
Initiative: 9
Mana: 0
Shots: 0
Abilities: Immune to Dark Magic, Smoke Cloud, Random Venom(!)

Appearance: Vanom Masters need a lot of magical plants to invent new arts of venoms. This work need a lot of patience. Thease poisins will be used during combat as Vanom Masters throw the small phials to the enemy units. The venoms cause different types of suffering.

Level 3: Knife Thrower / Shuriken Thrower

Attack: 4 / 5
Defense: 4 / 4
HP: 18 / 18
Damage: 2-4 / 3-4
Speed: 5 / 5
Initiative: 10 / 11
Mana: 0 / 0
Shots: 5 / 10
Abilites: Shooter, No Meele Penalty, Shifting Shot(!)

Appearance: Learning, how to use and throw a knife is very hard. Thoose who have choosen this path for increasing the power is alredy known. The Knife Throwers practise from day to midnight to reach the top of handling knives well. Distance is no penalty for them, even at night the can aim perfect. For Shuriken throwers is that a bit more difficult. But they can reach higher levels as the Knife Throwers: they can throw more shurikens to inflict damages from not only one target but from two other.

Alternative upgrade: Axe Thrower

Attack: 4
Defense: 5
HP: 20
Damage: 4-5
Speed: 5
Initiative: 10
Mana: 0
Shots: 6
Abilities: Shooter, Heavy Weapon(!), Steel Edge(!)

Appearance: Not a lot of students in Kiron Baton want to learn how to inflict more damage with heavier weapon beause they think that using light "arrows" is better. Well, that's not quite true. Although Axe Throwers are rare they can kill huge numbers of enemies, however if the target stays far, they are not very effective. As if they hit a target but he won't killed, he will suffer until he's dead becuase noone is able to lug out the stcked axe.

Level 4:  Samurai Rider / Shogun Rider

Attack: 12 / 12
Defense: 9 / 9
HP: 31 / 40
Damage: 7-11 / 9-11
Speed: 7 / 7
Initiative: 8 / 9
Mana: 0 / 0
Shots: 0 / 0
Abilities: Large Crature, Enraged, Razor Blade(!), Armoured
Appearance: Samurais are the main units of every battle. Only samurais with red girdles are allowed to fight in combats. The main wapons of them is the katana, a very sharp blade that goes through any armour. Shoguns are powerful riders with a durable armour which gives them protection from defense-decreasing spells. It's a secreat who thease weapons and armoures for thease warriors make.

Alternative upgrade: Blue Shogun

Attack: 12
Defense: 10
HP: 40
Damage: 10-12
Speed: 7
Initiative: 8
Speed: 7
Mana: 0
Shots: 0
Abilities: Large Creature, Enraged, Armoured, Long Weapon(!)

Appearence: Blue Shoguns don't fight during the whole fight with razor-bladed swords, however, in close combats, they still use it. What they have is a large lance, that has become their main weapon. Thanks to that, they are able to strike any enemy unit without reciving a damage. Blue Shoguns can beat up the enemy creature "walls" to make a free way for their allies to reach the heart of the enemy troops.

Level 5: Shaolin Warrior / Shaolin Healer

Attack: 14 / 14
Defense: 12 / 15
HP: 60 / 75
Damage: 10-13 / 10-11
Speed: 7 / 7
Initiative: 9 / 11
Mana: 0 / 20
Shots 0 / 0
Ablities: No Enemy Relitation, Focus Energy(!)(only by Shaolin Warrior), Caster, Spellbook (Cleansing, Endurance, Righteous Might) Mass Healing(!)

Appearance: Shaolin Warriors are swift, well-prepared units who are able to attack the enemy suprisingly. With their large razor blades, they can hit every enemy unit without reciving a hit. During combats they are able to meditate to increase their defense for a long time. Elder warriors become later great Healers who are very necessary during the combat because they can heal -not all but- the heavier wounds of all friendly unit.

Ultimate upgrade: Shaolin Medium

Attack: 13
Defense: 15
HP: 65
Damage: 10-12
Speed: 8
Initiative:10
Mana: 20
Shots: 0
Abilities:No Enemy Relitation, Caster, Spellbook (Mass Endurance or Righteous Might or Cleansing), Psychic Attack(!)

Appearance: The best shaolins are able to learn stronger powers and of course they can use it during every battles, too. The Shaolin Mediums are the masters of using Psychic Attack. An attack that makes the soul of the enemy unit weaker...and much more vulnerable. Moreover they can use once per battle a mass spell that makes the friendly units more offensive, more defensive or even cure all of them from curses.  


Level 6: Bronze Lion / Gravekeeper

Attack: 22 / 22
Defense: 26 / 28
HP: 110 / 125
Damage: 17-25 / 17-25
Speed: 5 / 6
Initiative: 9 / 9
Mana: 0 / 0
Shots: 0 / 0
Abilites: Large Crature, Immune to Lightning, Ethernal Peace(!)

Appearance: Bronze Lions are one of the most offensive units of Kiron Baton. Although they were at first simple statutes, the priests were forced to make them living against the undeads and the demons. The thick skin protect them from arrows and weapons. They are completly immune to any kind of lightning. The Gravekeepers history is the same as by the Bronze Lions but their ability is more powerful. They were great fighting units because the necromancers couldn't use Raise Dead. Of course it has got the previous abilities, too.

Alternative upgrade: Protector

Attack: 22
Defense: 28
HP: 140
Damage: 15-23
Speed: 4
Initiative: 10
Mana: 0
Shots: 0
Abilities: Large Crature, Immune to Lightning, Great Protection(!)

Appearance: "Stones haven't got a heart"-as many may say this. This is not true for the great Protectors who save the life of Kiron Baton's warriors and citizens in any cost. They actually split their life with peoples in danger. poorley they are not really for fighting because of the small speed and damage.

Level 7: Azure Dragon / Sun Dragon

Attack: 29 / 32
Defense: 30 / 30
HP: 210 / 230
Damage: 50-65 / 55-65
Speed: 10 / 10
Initiative: 10 / 10
Mana: 0 / 0
Shots: 4 / 4
Abilities: Flyer, Large Crature, Fire Breath, Fireball Caster(!), Immunity to Earth, Immunity to Fire

Appearance: The orginal chinese dragon on the one side with its deep blue coulored body and with its great scarlet eyes. The upgrade is almost the same except the colour: this time it is red-yellow. They've got many dragon-abilities and the speciality of them is the casting and attacking with fireballs as they would be shooters, however, the shots aren't quite much, because the monstrums have to give up a lot of power to cast such a blazing ball. The extra ability of the Sun Dragon is the immunity of fire.

Ultimate upgrade: Gold Dragon

Attack: 30
Defense: 35
HP: 230
Damage: 55-55
Speed: 11
Initiative: 11
Mana: 0
Shots: 0
Abilities: Large Crature, Flyer, Large Fire Breath(!), 70% of Magic Resistance

Appearance: The ultimate Gold Dragon speeks for himself: thanks to it's thick golden scales, he is almost totally immune to any kind of magic. Loosing the Fireball Caster ability does not mean he has become weaker: the Gold Dragons large fire breath can hit three enemy units or even two creatures that are large. His power should still not to be dismissed lightly.

New abilities:

Tax-collector: The hero will gain 100 gold by visiting any buildings that are on the map but only once.
Increasing Population: The weekly population will increase which height depends on the number of the creatures. (one Grower = 0.1% growth)
Smoke Cloud: The creature will automatically cast a 5x5 squares big smoke cloud in every 3 turn for one turn long. The defense of the creatures standing in the cloud will be unaffected by enemy shooters.
Poisining Weapons: When this ability is used, the creature can select one friendly unit that will get the "Poisonous Attack" ability for one turn. This ability can bu used only on three different creature.
Random Venom: The creature will throw a small phial on the battlefield (3x3). Every creature (including friendly ones) will suffer a negative effect during the end of the combat. (effects: -20% attack, -20% defense, -20% speed, -20% initiative, -20% damage)
The number of the phials is 5.
Shifting Shot: When this ability is used, the creature will be able to attack three enemy units at all, if the are standing not farer than one square from each other. (The creature will lose after that three shots!)
Heavy Weapon: The damage that could be inflicted depends on the distance between the shooter and his target. The more closer is the target to the shooter al the more will be the the damage he suffers. (one square distance = max damage; two squares distamce = 10% less damage; three squares distance = 20% less damage; ...)
Steel Edge: There is a chance that the shot will stack into the body of the enemy unit and he will recive extra damages till 3 rounds. The success of the ability depends on the distance between the shooter and his target.
Razor Blade: The crature will attack the enemy unit with maximal damage, it doesn't matter if the enemy unit has more defense points as the basic.
Long Weapon: Allows the creature to attack enemies that are at short distance out of reach of normal normal meele attacks. (HOMM 4)
Focus Energy: By every run-up this crature has a chance to attack the enemy unit twice in one turn: one attack with feet and one with the swords. The chance will increase 10% for every crossed square on the battlefield.
Psychic Attack: The enemy unit will be under the spell "Confusion". The chance for putting this spell on the creature is 40%.
Mass Healing: All of the friendly creatures will regain 30% of the last suffered damage.
Ethernal Peace: When this ability is used the heroes will be unable to use spells, that resurrect dead units or summon creatures.
Great Protection: Whenever an enemy creature hits a friendly unit that stays near the Protector, he will suffer all of the damages instead of the attacked unit.
Fireball Caster: This crature uses fireballs as they would be an "arrow". The fireball is 3x3 squares big.
Large Fire Breath: The crature can hit three small or two large creatures that are standing near or diagonal to each other.


Racial Skill:

History of the Racial Skill:

After the great battle against the undeads and the demons, when the city has lost it's mighty god and emperor, all citizens of Kiron Baton had give up the thoughts, that they every could rebuild the destroyed capital and renew their life. Mass emigrations had been started: the citizens lost their hope and wanted to start a new life somewhere else. But one person has stopped them: that person was Thuan Seog, the only son and the heir of the crown of Kibn Seog, the former emperor of Kiron Baton. It was a very hard work to open the eyes of the citizens: they must work together, if they want to reach something in life. Next to the reighn, he had to prepare the citizens: to tech them several fighting types, how to ride on a horse and how to use heavy and dangerous weapons. During this time Thuan Seog has teached his -now- warriors, how to use special and very effective battle artistc moves, knocks and kicks. It was a very troublesome work to learn thease moves but thanks to Thuan's patience, they were succeesful. Thuan Seog has awaken the Hidden Power in their souls.

Hidden Power:
Basic: The creature is able to use two battle artistic moves during a battle and only by meele attacks. Thease moves will be used randomly and the hero has to cast the "Hidden Power" spell on the creture. But whenever the creture uses this ability it'll lose one initiative point.
Advenced: The creature is able to use four battle artistic moves during a battle and only by meele attacks. Thease moves will be used randomly and the hero has to cast the "Hidden Power" spell on the creature. But whenever the creture uses this ability it'll lose one initiative point.
Expert: The creature is able to use six battle artistic moves during a battle and only by meele attacks. Thease moves will be used randomly and the hero has to cast the "Hidden Power" spell on the creature.. But whenever the creture uses this ability it'll lose one initiative point.

Susceptibility: The hero will be able to use the "Hidden Power" on two creatures in one turn.
Accuracy: Every knock, kick and move, that has a percentual value, will increase by 5%.
Power Relations: If the "Hidden Power" is on the creature, it will be immune to all enemy units special abilities, for example Harm Touch, Vorpal Sword, Shield Bash,...etc.) They will recive damages but no special abilitiy causes.


The moves; Knocks:
Head hit: The enemy unit will be stunned for one turn.
Temple hit: The enemy unit will lose one initiative point.
Throat hit: Till three turns, a damage will be recived by the enemy unit.
Heart Hit: The HP of the enemy creature will be decreased by 15%.

Kicks:
Stomach hit: The enemy unit falls back one square.
Rib hit: Enemy shooter will be unable to shoot till two rounds.
Collar-bone hit: The enemy unit will lose three attack points. (cannot be decreased to zero!)
Leg hit: The enemy unit will lose 20% of his speed.

Moves:
Quick reflex: The friendly unit won't be affected by the first enemy hit after using this ability.
Quick movement: The friendly unit will recive 15% more speed.
Quick strike: When a friendly unit is beeing attacked, he will be the first, who hits his oppnent.
Quick counter stroke: When a close combat between two units has finished, the friendly unit will come in the turn exactley after his opponent, that attacked him.


Super skill: Forbidden move(need Dark Relevation, Rising Sun, Unusable Utility and Wonder Tent)  

The creature is able to use two battle artistic moves during a battle and only by meele attacks. Thease moves won't be used randomly anymore but the hero still has to cast the "Hidden Power" spell on the creture. Whenever the creture uses this ability, it won't lose one initiative point anymore.



Skills:

Attack: Power of Speed (need Tactics), Power of Measure(!)(need Power of Speed and Power Realtions)
Dark Magic: Dark Renewal (need Master of Curses), Spell Stealing(!)(need Dark Reneval and Spell Ward)
Defense: Stand Your Ground (need Protection), Spell Ward(!)(need Stand Your Ground)
Destructive Magic: Temporal Warning(!)
Enlightenment: Open Studying(!) (need Intelligence), Dark Revelation (need Open Studying)
Leadership: Unknow Supporter(!) (need Estates)
Light Magic: Rising Sun(!)(need Susceptibility)
Logistics: Silent Stalker (need Scouting), Quick Caravan(!)(need Silent Stalker)
Luck: Spoils of War (need Resourcefulness), Fateful Luck(!)(need Spoils of War and Unusable Utility)
Sorcery: Counterspell (need Arcane Training), Unusable Utility(!)(need Counterspell and Accuracy)
Summoning Magic: Trap Summoner(!) (need Master of Eartblood), Concentrated Smoke(!) (need Trap Summoner)
War Machines: Tremors (need Catapult), Wonder Tent(!)(need Tremors)

Meanings:

Power of Measure: Every large creature will recive +2 to their attack and +2 to their maximal damage.
Spell Stealing: The hero will steal a random spell from the enemy hero's speelbook. Spells that the hero can't use because of missing the requirements couldn't be stoolen.
Spell Ward: Every friendly creature under hero's control won't be affected with first spell used during a combat.
Temporal Warning: If a territoraial spell is used on friendly units, one creature will always "flee" from the spell. (Such spells will always affekt single standing creatures!)
Open Studying: The hero will recive +1 to his knowledge in every fifth level.
Unknow Supporter: Every mine will produce 50% more resources (and gold) if there will placed more than 20 Ploughmen or Landovners. (no Grower is allowed to use here!)
Rising Sun: Every Far East creature will recive +1 morale during combats and every creature will be immune to all morale-reducer spells or even skills.
Quick Caravan: Caravans will make their way to a friendly city twice more quicker. The skill is invalid if an enemy hero stays on the way of the caravan.
Fateful Luck: If friendly creatures attack an enemy unit with luck they will insantly kill an additional enemy creature. (Especially good against higher-level cretures.)
Unusable Utility: If any spell, that has been casted from an enemy spellcaster or hero, that misses the target, it will affect an enemy unit randomly. (This skill is valid for mass spells, too.)
Trap Summoner: At the beginning of all combats the hero will cast fire traps on the battlefield. The damage of the fire traps depends on the hero's level.
Concentrated Smoke: From now on the Smoke Cloud won't just increase friendly unit's defense but poison every enemy unit that walks into it. (Not valid for friendly units.)
Wonder Tent: Next to healing a friendly unit, the Wonder Tent will cure the creature from every spell, including positive ones.

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Fofa
Fofa


Famous Hero
Famous? Me?!
posted June 08, 2007 12:13 AM

Quote:
Some sort of Sylph / Faerie faction perhaps? :girly:


Thinking of my Guild faction, were you?
____________
Creator of the Guild and Prison towns for ICTC.

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Pivapivabeer
Pivapivabeer


Adventuring Hero
Dont waste ur time readin this
posted June 09, 2007 03:48 AM

My far east faction: (i don't do this to get points its just fun)


Lvl1: Ninja (Preety much looks like an assassin, high iniative and speesd ok stats) (melee))
Lvl1 Upg.: Ambusher (same thing but better and similar special like the imprial griffin) ((melee))

Lvl2: Rouge (looks like scout not an elf and twim daggers. This time, has high atk.) ((melee))
Lvl2 Upg.: Duelist ( no change in speed but more hp and def)((melee))

Lvl3: Nomad Explorer (person with scimitar riding a horse, great speed and balaanced stats) ((melee))
Lvl3 Upg.: Nomad Militia (horrible speed better initiative and ranged attack. ((shooter))

Lvl4: Pirate ( balanced stats but good initiative no melee penalty) ((melee))
Lvl4 Upg.:Caribbean Pirate (now a mage/ warrior with better initiave no melee penalty .) ((caster/ melee))

Lvl5: Mummy (good def ok other stats) ((caster,shooter))
Lvl5 Upg.: Greater Mummy (better initiative and better spellbook.) ((caster,shooter))

Lvl6: Genie (good casting specials and ok melee.) ((caster,melee))
Lvl6 Upg: Genie Lord (better atk and spellcasting) ((caster, melee))

Lvl7: Naga (basically same thing as heroes 3 one but more powerful.) ((melee))
Lvl7: Naga (basically same thing as heroes 3 one and more powerful than naga and a ressurect spell that doesn't use mana. Can't use it twice in a row or every other time) ((caster, melee.)

I hope you like the idea. I will add more info later. CYA!

P.S. Please don't critize.
____________
Spider pig, spider pig, does whatever a spider pig does.

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted June 09, 2007 06:22 AM

@Golem Crafter: good history so far.

@Pivapivabeer: You have interesting units, but I'm not sure how they all fit into a Far East faction.  However, with a good history and such you should be fine.  Good luck.

@everyone else:  Is anyone gonna comment on my faction?
____________
How exactly is luck a skill?

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted June 09, 2007 08:15 AM

Quote:

@everyone else:  Is anyone gonna comment on my faction?


yep, and it rocks!

a few problems. on problem is that you haven't got many naga units, and you have placed samurai low down. also, the upgrades of the samurai are too important.

shoguns owned land, much like the knights, and governed as town governers. they would only fight if they needed to personally and someone insulted their honour.

Daimyos were fuedal lords, owning land, wealth, with control over shoguns, acting like MP's or Governors to a county or state. they would almost never fight, unless they're personal residence were being invaded and there was no-one else to combat the invaders.

a good alternative for samurais would be ronins, faster, more agile, better at sword play. you could have Shoki as an upgrade, who are demon-hunters and use swordplay as well as samurai.

but otherwise good!
____________
Love, Laugh, Learn, Live.

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GenieLord
GenieLord


Honorable
Legendary Hero
posted June 09, 2007 12:03 PM

@Golemcrafter: Great history! This faction sounds promising.
Carry on with the good work.

@Daystar: I like tge theme of your faction. Ofcourse, your graphical works add a lot.
There are some weird creatures, like School of Fish, which I don't get at all.
However, the creatures' descriptions are very good.

@Pivapivabeer:
Quote:
P.S. Please don't critize.
as you wish.

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Lesij
Lesij


Famous Hero
posted June 09, 2007 02:24 PM

Daystar, your faction is great indeed!!!
I'm sure first prize will be yours this time...
I do take my hat off to you dud!!!

This round is owned

But I'll fight to da end
____________

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GenieLord
GenieLord


Honorable
Legendary Hero
posted June 09, 2007 04:35 PM
Edited by GenieLord at 16:36, 09 Jun 2007.

Quote:
Daystar, your faction is great indeed!!!
I'm sure first prize will be yours this time...
I do take my hat off to you dud!!!

This round is owned

But I'll fight to da end


Don't be so sure.
We look at the entire faction, not only the impressive graphical work, although they add something...

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EliteKill
EliteKill

Promising

The Starless
posted June 09, 2007 04:43 PM

Nice faction, Daystar!

Only one suggestion: About the School of Fish (and its upgrades), I think it's stupid to have a fish levitating out of water. What I would suggest is have a large levitating waterball with fish inside it

Also, any comments on my faction?

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GenieLord
GenieLord


Honorable
Legendary Hero
posted June 09, 2007 05:10 PM

Quote:
Also, any comments on my faction?

Yes, finish it. It sounds good.

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted June 09, 2007 06:21 PM

any comments about mine?

... anyone?
____________
Love, Laugh, Learn, Live.

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted June 10, 2007 02:17 PM

Wow Bixie, yours is really good!  Sorry for stealing the Kirin, I honestly did not mean too.
____________
How exactly is luck a skill?

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GenieLord
GenieLord


Honorable
Legendary Hero
posted June 10, 2007 02:33 PM

Quote:
Wow Bixie, yours is really good!
I agree. Your best one, so far, bixie.

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted June 10, 2007 03:25 PM

EEP!  Must work...
____________
How exactly is luck a skill?

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted June 10, 2007 05:07 PM
Edited by bixie at 19:26, 10 Jun 2007.

EEK! must foil daystar's evil plans to dazzle GL with CG models!

btw, those fish look really docile!

"oh look, an enemy"
"maybe we should go and attack it"
"maybe, or we could just swim around for a bit"
"what are we talking about?"
"beats me"
"what we're you guys on about?"
"oh look, an enemy"
____________
Love, Laugh, Learn, Live.

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted June 10, 2007 05:11 PM

I'm waiting to see someone else try it, I've been wanting to use the line:

"I'm an Animator.  You're playing on my turf."
____________
How exactly is luck a skill?

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Golemcrafter
Golemcrafter


Promising
Famous Hero
Unlimited Fantasy Master
posted June 10, 2007 07:11 PM

Hopefully you will get a little herat attack when you'll sewe my creature...!
I like every single fraction this time, which has got much work behind it (bixie, Daystar, EliteKill)

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