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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 10 ... 17 18 19 20 21 ... 24 · «PREV / NEXT»
TDL
TDL


Honorable
Supreme Hero
The weak suffer. I endure.
posted July 11, 2007 09:33 PM
Edited by TDL at 17:49, 18 Jul 2007.

The Abyss - My Entry

Troglodyte
Level 1 Abyssal Creature

Troglodytes are reptilian cave-dwellers that constantly roam the subterranean shafts below the dwarven fortresses. Troglodytes have a humane constitution, with muscular clawed arms, short squat legs and a slender tail. Being completely blind due to atrophied vision, Troglodytes develop a reptilian sense to feel the changes in their environment, exchanging the absence of sight with the confined attunement to the darkness to obtain the possibility to evade any harm from visual attacks, while still being susceptible to physical and magical attacks.

 2
 1
 1 - 2
 9
 5
 7
 -
 -

 22
 19


Abilities: Perpetual Blindness.

Perpetual Blindness
Due to innate blindness, the creature cannot be harmed by attacks and spells that affect vision. Skill perks are also ineffective.


Burrower
Level 1 Abyssal Creature Upgrade

Burrowers are primitive cave-dwellers that burrow into the rocky ridges of the depths below. Bearing resemblance to the Troglodytes, Burrowers are slightly different in terms of origin, having been derived from the primal reptiles. Burrowers have a reptilian body, enveloped in a scaly lizard skin, with only their brawny clawed torso resembling humans. While still enchained in perpetual blindness, Burrowers have a better sense of their environment, therefore, when the danger is lurking nearby, Burrowers swiftly scurry away and cave into the ground.

 2
 3
 1 - 2
 9
 5
 8
 -
 -

 32
 19


Abilities: Perpetual Blindness. Burrowing.

Perpetual Blindness
Due to innate blindness, the creature cannot be harmed by attacks and spells that affect vision. Skill perks are also ineffective.

Burrowing
The creature can burrow into the ground, entrenching itself. The creature loses its ability to move, but instead creates a burrow around itself, making it impossible for large creatures to reach it by normal means. The creature also receives a +2 bonus to defence for every turn spent within the burrow and suffers less damage from ranged attacks. (Activated ability. Activation and deactivation process consumes only half of the creature's initiative. Ranged damage reduction equals to 20%.)


Scraper
Level 1 Abyssal Creature Alternate Upgrade

Scrapers are reptilian cave-dwelling humanoids, raising settlements below the ore and gold veins. Scrapers, slightly deprived of their reptilian legacy due to their advanced humane mind, have a hardy humane constitution, while still bearing lizardlike attributes. Having advanced in smelting of primitive ferrous instruments, Scrapers use spade pokers to scrape cavern walls, seeking for objects unreachable by normal means. Adapting their serpentine sense to the absence of vision, Scrapers feel threat before it is real, striking quickly and briskly with their long-handled weapons before they are reached.

 4
 1
 2 - 2
 10
 5
 7
 -
 -

 38
 19


Abilities: Perpetual Blindness. Prolonged Weapon.

Perpetual Blindness
Due to innate blindness, the creature cannot be harmed by attacks and spells that affect vision. Skill perks are also ineffective.

Prolonged Weapon
This creature can attack hostile targets standing one tile away. (Creature suffers no retaliation from units. Retaliation strikes only apply when countering another creature with this ability or attacking while adjacent.)


Acolyte
Level 2 Abyssal Creature

Acolytes are minuscule dastardly creatures, strongly resemblant to a fiendish mixture of imps and goblinoids, while completely different in terms of origin. Derived from a primal tribe of reptilian and simian spawns of the abyss, Acolytes earn their name due to the fragile, yet solid magical powers the monstrosities develop, contradicting the common belief that "deities had thar kin boast with magic", as well as their rogue habits to involuntarily invoke sparks and magic bursts, providing the shade with occasional flashes of light, and lust to cause mischief and wreak havoc among the renegade spawns of darkness whilst summoning stony defensive auras and throwing sharp objects.

 3
 3
 2 - 4
 9
 5
 12
 8
 5

 60
 11


Abilities: Shooter. Caster.

Shooter
This creature can inflict damage remotely. When distance to target is longer than half the arena, the target suffers only half the normal damage. Shooter cannot use ranged attack when blocked by enemy creature. If there's no Ammo Cart in the army, the number of shots is limited by available ammo.

Caster
This creature can use a set of magical spells similar to those cast by heroes. Mana reserve is limited but always set to maximum at the beginning of combat. Spellpower depends on the number of creatures. (Activated ability.)

SpellBook

 Endurance (6 Mana)
Increases the selected friendly unit's defense strength.


Neophyte
Level 2 Abyssal Creature Upgrade

Mindlessly erecting shrines and temples for non-existent deities deep beneath the surface, Acolytes renounced their reptilian heritage, selecting a more favorable option to become a mixture of simians and humanoids, called the Neophytes. Duplicating and twisting a neophytic version of magician lifestyle, these brazen creatures enforced their apt affinity to magical druidic bonds of the nature, allowing themselves to enhance their primal weaponry, decapitating their foes with enchanted shots of torrid thermal energy, comprised of concentrated mana, as well as to entrench themselves within electrifying explosive force fields that protect them even after death.

 3
 4
 4 - 4
 9
 4
 12
 12
 5

 85
 11


Abilities: Shooter. Force Field Blast. Caster.

Shooter
This creature can inflict damage remotely. When distance to target is longer than half the arena, the target suffers only half the normal damage. Shooter cannot use ranged attack when blocked by enemy creature. If there's no Ammo Cart in the army, the number of shots is limited by available ammo.

Force Field Blast
This creature is surrounded by an invisible magical force field. When the last creature in the stack dies, the force field explodes in a whirling formation, damaging all creatures on its way. While the creature is alive, it provides it with a 10% magic resistance. (Damage dealt is equal to 1.5 times the original amount of creatures in the stack. Maximum area of effect is 4 tiles (1+3 in front of the creature). Magic resistance is luck-based.)

Caster
This creature can use a set of magical spells similar to those cast by heroes. Mana reserve is limited but always set to maximum at the beginning of combat. Spellpower depends on the number of creatures. (Activated ability.)

SpellBook

 Endurance (6 Mana)
Increases the selected friendly unit's defense strength.

 Vulnerability (5 Mana)
Destroys armor of target enemy stack, reducing its defense. Can be cast several times on a single stack, but defense will not go lower than zero.


Phrenetic
Level 2 Abyssal Creature Alternate Upgrade

Being apathetic about spellcasting, Phrenetics delve into the lore of martial arts, focusing on education of spirit and honing skills of ranged combat rather than arcane arts of witchcraft, thereby abdicating their ancestral heritage. Instead of stimulating the magical energy flows, Phrenetics force the glints and sparks into orbicular spheroids to bolster their armaments, unleashing the contained pith to fuse substance with spirit and eradicate possible threats. Despite their zealous martial approach and sharp reaction, Phrenetics have severe difficulties solidifying the force, sparks and involuntary bursts constantly bouncing and ricocheting off the bolts, coindicentally rebuking foes by  harming adjacent targets.

 5
 3
 2 - 5
 10
 5
 15
 -
 12

 95
 11


Abilities: Shooter. Ricochet. Ranged Retaliation.

Shooter
This creature can inflict damage remotely. When distance to target is longer than half the arena, the target suffers only half the normal damage. Shooter cannot use ranged attack when blocked by enemy creature. If there's no Ammo Cart in the army, the number of shots is limited by available ammo.

Ricochet
Every successful creature's attack ricochets at the nearest enemy target, dealing half the damage done to the attacked unit, provided it is in the vicinity.  (The ricochet occurs only to creatures no farther than two tiles from the attacked unit. Defense modifiers and spell effects are taken into account.)

Ranged Retalation
Creature retaliates after enemy ranged attack with its own ranged attack, provided it is not blocked by enemy and has not used up all its retaliation attacks.


Sprawler
Level 3 Abyssal Creature

Referred to as indomitable, the abyssal underground lakes below the illithid cells contradict the widespread opinion for there the Sprawlers seek refuge. Detested by the subterranean races due to unendurable stench of the rotten meat the Sprawlers devour, the overgrown beasts were forced to flee to the lower subterrane. Creeping in the dark and ghoulishly feeding on the unsuspecting victims they eviscerate with their claws, Sprawlers fill their bulging bodies with excessive quantities of adiposity, preserving material to sustain and swiftly recover after grave injuries and negative magical exposure.

 4
 6
 3 - 4
 8
 5
 28
 -
 -

 110
 9


Abilities: Rejuvenate. Sprawl.

Rejuvenate
Creature restores its health up to maximum and has negative minor (level 1-3) spell effects dispelled each turn.

[j]Sprawl
While on Adventure Map as a neutral, this creature has an extended threat range and can randomly choose to attack a bypassing hero.


Lurker
Level 3 Abyssal Creature Upgrade

Belonging to the same origin, sturdy Lurkers prefer contageous swampy puddles of mud to the abyssal crystal-clear-water underground lakes the Sprawlers inhabit. While the innate counterpart abilities fuse with their affinity to lurk in the shade and stalk the unsuspecting, the Lurkers immediately adapt new provided with by their environment. Mercilessly butchering the fodder in the hollow, Lurkers have their level of alertness considerably downgraded, becoming inapt to eliminate hostile creepers as suddenly, nevertheless, capable of annihilating foes as soon as in the vicinity. In effect, the hollow depths encumber the Lurkers with a fatiguing venom which they pass on to the encountered.

 4
 7
 3 - 6
 8
 5
 31
 -
 -

 135
 9


Abilities: Rejuvenate. Lurk. Fatiguing Attack.

Rejuvenate
Creature restores its health up to maximum and has negative minor (level 1-3) spell effects dispelled each turn.

Lurk
While in Lurk mode, this creature skips his turn but attacks any hostile creature performing its action on neighboring tiles during its turn, provided it has lower total defence. (Activated ability. All additional defence attributes are accumulated.)

Fatiguing Attack
Every successful creature's attack reduces speed of the enemy target by -1.


Displacer
Level 3 Abyssal Creature Alternate Upgrade

Ravaging Displacers, while identical to their sturdy kindred, the Lurkers, in terms of habitude and preferences, prefer a slightly more aggressive lifestyle. Hiding in the damp hollow darkness, walloping Displacers satisfy their abominable fervor by continuously feeding upon the insensible, whilst additionally exploiting the generous quantum of sebum Displacers accumulate, they not only dramatically bolster the pace of rejuvenation, but are capable of furthermore concentrating their slumbering energy into powerful startling blows that dislodge their victims, knocking them back unconscious.

 4
 9
 4 - 5
 8
 5
 35
 -
 -

 145
 9


Abilities: Rejuvenate. Sprawl. Displace.

Rejuvenate
Creature restores its health up to maximum and has negative minor (level 1-3) spell effects dispelled each turn.

[j]Sprawl
While on Adventure Map and neutral, this creature has an extended threat range and can attack a hero while in it.

Displace
Every successful creature's attack displaces enemy target, knocking it back a few tiles, provided it can be pushed aside. (Large creatures cannot be pushed aside. Small creatures are pushed one tile away. While creatures are pushed away, Displacers suffer no retaliation.)


Beholder
Level 4 Abyssal Creature

The abyssal lairs are the sanctuary to the Beholders as to all creatures of the unreachable depths. These mysterious colorless spheroids are comprised of an impermeable brain-like embodiment, imbued with magical powers that enable the Beholders to levitate above the ground. An immense fanged mouth is located in the front of the body as well as a gigantic eye that projects an anti-magical cone, disempowering the effects of most hostile spells. While the atrocious fangs serve as a perfect weapon, the Beholders prefer to smite their foes with thin electric tentacles that grow directly from their bodies.

 11
 8
 4 - 6
 11
 5
 28
 -
 -

 240
 5


Abilities: Flyer. Magic-proof 50%.

Flyer
This creature can move on to any free tile on the battlefield during its turn, regardless of the obstacles in the way.

Magic-proof 50%
Attacking spells inflict 50% less damage to this creature.


Aberrant Beholder
Level 4 Abyssal Creature Upgrade

The unfathomable crags are the realm of the Aberrant Beholders, preferring dank caves over spacious vaults. The colorless spheroid bodies, although comprised of the same impermeable brain-like material, mutate, the flesh twists. Despite the absence of light, the dark void the Aberrant Beholders inhabit is not an obstacle for their supernal vision. Aside from the massive fanged gorge in the front of the body and the gigantic magic-proof eye, a heap of minuscule eyes atop the mutated tentacular eyestalks adorn the bestial creature, cursing the opponents with a distinct malediction upon every glance.

 12
 9
 5 - 8
 11
 6
 35
 -
 -

 320
 5


Abilities: Flyer. Magic-proof 50%. Execrating Gaze.

Flyer
This creature can move on to any free tile on the battlefield during its turn, regardless of the obstacles in the way.

Magic-proof 50%
Attacking spells inflict 50% less damage to this creature.

Execrating Gaze
Every successful creature's attack casts a random Dark Magic spell (level 1-3) on the affected target. All effects are equal to those of Advanced-level spells. (Decay damage is calculated: 32 + 8 * Aberrant Beholders (unless the spell damage calculation system is changed). Every level has a fixed chance of popping up, the chance divided equally among the spells of the corresponding level: 1st level - 30%, 2nd level - 40%, 3rd level - 30%.)


Overseer
Level 4 Abyssal Creature Alternate Upgrade

The homely darkness are the principal living and training grounds available to a common Overseer. The dense viscid fog in the damp corridors condenses into a smooth layer of slime upon the spheroid embodiments, resulting in a pale green shade and extended circuit of the electric current upon its skin. Retaining the magical powers that enable their younger counterparts, Beholders, to levitate above the ground and receive reduced damage from incoming magical attacks, the main eye of the Overseer can focus the electricity into a beam of energy, discharging an electric thermal blast to hostile targets over distance in their line of sight, temporarily harming their eyesight and incapacitating them.

 10
 8
 6 - 9  
 10
 5
 30
 -
 8

 340
 5


Abilities: Flyer. Magic-proof 50%. Shooter. Beam Attack. Dazzling Flare.

Flyer
This creature can move on to any free tile on the battlefield during its turn, regardless of the obstacles in the way.

Magic-proof 50%
Attacking spells inflict 50% less damage to this creature.

Shooter
This creature can inflict damage remotely. When distance to target is longer than half the arena, the target suffers only half the normal damage. Shooter cannot use ranged attack when blocked by enemy creature. If there's no Ammo Cart in the army, the number of shots is limited by available ammo.

Beam Attack
The creature performs his ranged attack shooting in a straight line due to which the creature can only perform its ranged attack on a target within his line of sight. If the path towards a certain target is blocked by another stack, the creature cannot perform its attack.

Dazzling Flare
The creature's ranged attack dazzles the opponent. Creatures affected by the ability lose their ability to attack/shoot for the following turn. Ranged units have their shooting range reduced. (The affected creature can still move and cast spells. Ranged units with no range penalty have it reduced to 1/2, normal ranged units are reduced to 1/4, those with range penalty lose the ability to shoot. The reduction effect lasts for 2 turns. Precise shot is ineffective. Affects only living, non-elemental, non-mechanical creatures.)


Basilisk
Level 5 Abyssal Creature

The legendary bestial reptiles reputed to be the lords of the reptilian and serpentine realms attain the entitlement of Basilisks. Basilisks are gargantuan lizards of enormous size, their bodies comprised of several pairs of legs serving as an abutment and a vigorous tail as a sensor. Humid weather and fungal vegetation of the abyssal underground corridors collide, forming a solid defensive arboreal layer of scales on the viscous Basilisk calf. While their kin can endure attacks, their principal weapon is their glance, said to have the power of transmogrifying any material into stone.

 14
 12
 9 - 16
 11
 5
 50
 -
 -

 540
 3 + 1


Abilities: Large Creature. Petrifying Stare. Arboreal Skin.

Large Creature
This creature takes 2x2 squares on the battlefield.

Petrifying Stare
Upon a successful attack, the creature has a chance of turning its opponent into stone. (The target loses all initiative accumulated and remains still for the two following rounds. Stoned unit takes 50% less damage from physical non-magical attacks. The chance of triggering is equal to 20%.)

Arboreal Skin
Creature has increased defence against physical non-magical attacks. Creature is also immune to poison. (Creature gains +4 defence against physical non-magical attacks.)


Monarchic Basilisk
Level 5 Abyssal Creature Upgrade

Monarchic Basilisks are entitled as reptilian behemoths not only for their renowned intimidating control over the reptilian and serpentine realms, but their royal appearance. Adorned with the encrusted crown-shaped crests on their heads and ivory bone spikes, the Monarchic Basilisks inspire awe as well as dread. The enormous gargantuan lizard bodies, while resistant to simplest physical attacks, mutate, the predaceous petrifying eyesight evolving, searing destruction while capable of obliterating body tissues. Therefore, delving into the arts of effective usage of their ancestral heritage, Monarchic Basilisks boost their superiority, becoming capable of inducing death to any living creature when approached.

 17
 13
 12 - 16
 11
 6
 62
 -
 -

 800
 3 + 1


Abilities: Large Creature. Lethal Stare. Arboreal Skin.

Large Creature
This creature takes 2x2 squares on the battlefield.

Lethal Stare
This creature has a certain chance of killing an additional creature in the enemy stack per a certain amount of it in its own stack. (The chance of triggering is equal to 10% per every 10 in the stack. A single unit in a separate stack has the same chance of triggering as 10. Undead creatures not affected.)

Arboreal Skin
Creature has increased defence against physical non-magical attacks. Creature is also immune to poison. (Creature gains +4 defence against physical non-magical attacks.)


Chthonic Basilisk
Level 5 Abyssal Creature Alternate Upgrade

While Monarchic Basilisks righteously rule over the reptilian realm, Chthonic Basilisks heed their serpentine heritage, turning into vile abominable predators, urging to protect their homesteads. The monstrosities, comprised of ancestral rage and serpentine cold-blooded vessels, are filled with ghastly serpentine venom, while the dank dust of dolomite halls petrifies their scales, solidifying their skin. Combined with their irresistible stoning gaze, Chthonic Basilisks singe the attackers with razorsharp fangs, intoxicating their targets, injecting poison that slowly drains their diminishing endurance.

 15
 15
 9 - 18
 12
 5
 60
 -
 -

 820
 3 + 1


Abilities: Large Creature. Petrifying Stare. Stone Skin. Intoxicate.

Large Creature
This creature takes 2x2 squares on the battlefield.

Petrifying Stare
Upon every successful attack, the creature has a chance of turning its opponent into stone. (The target loses all initiative accumulated and remains still for the two following rounds. Stoned unit takes 50% less damage from physical non-magical attacks. The chance of triggering is equal to 20%.)

Stone Skin
Creature has increased defence against physical non-magical attacks. Creature is also immune to poison and petrification. (Creature gains +6 defence against physical non-magical attacks.)

Intoxicate
The creature has the ability to intoxicate his target. The intoxicated target loses hit points from the total hit point pool at the start of its turn. (Activated ability. Only when the targeted creature is within reach. Once per battle. Affects living creatures only. The effectivity percentage is calculated: 5% + amount of Chthonic Basilisks / level of the enemy creature. The effect lasts for 3 turns.)


Mind Flayer
Level 6 Abyssal Creature

The vicious Mind Flayers, Illithids by their original name, although more researchers than battle-hardened warriors, serve more than meets the eye in the battlefield. The monstrous octopus-resemblant humanoid abominations, empowered with telepathic psionic powers, reign the Abyss from their moist caverned palaces, watching over the looming everpresent abyssal darkness. Although untrained in the arts of fighting, Mind Flayers delve into the art of mind control and destruction, learning to protect their minds from hostile interference by invoking psionic shields as well as tricking enemies' minds with non-existant phantom images.

 17
 17
 20 - 26
 10
 6
 95
 -
 -

 1370
 2


Abilities: Large Creature. Immunity to Mind Control. Illusionary Image.

Large Creature
This creature takes 2x2 squares on the battlefield.

Immunity to Mind Control
This creature is immune to mind-affecting spells.

Illusionary Image
This creature can create a duplicate clone of itself on any free space on the map. The duplicate has the same amount of creatures in the stack, but it cannot perform any action (other than move) and disappears the moment it receives damage. (Activated ability. The duplicate has the Incorporeal ability which gives the copy a 50% chance to avoid any damage. Only one duplicate can be present at a time.)


Soul Flayer
Level 6 Abyssal Creature Upgrade

Soul Flayers, known as the Ulitharids within the community, are superior to any Mind Flayer, reign as the elders and chiefs of the realm. Soul Flayers, even though evolving in an Illithid manner, are spawned on a rare occasion, therefore blessed with extraterrestrial affinity to psionic powers, even their squid face mutating, broad tentacles growing in numbers as well as length. Feared for their capabilities to invoke and launch floundering psionic shockwaves with their minds, incapacitating and obliterating their foes with crippling mind blasts, the abominable Soul Flayers further on strengthen their defensive barriers, physical as well as mental.

 17
 21
 22 - 28
 10
 6
 115
 -
 -

 1650
 2


Abilities: Large Creature. Immunity to Mind Control. Illusionary Image. Mind Blast.

Large Creature
This creature takes 2x2 squares on the battlefield.

Immunity to Mind Control
This creature is immune to mind-affecting spells.

Illusionary Image
This creature can create a duplicate clone of itself on any free space on the map. The duplicate has the same amount of creatures in the stack, but it cannot perform any action (other than move) and disappears the moment it receives damage. (Activated ability. The duplicate has the Incorporeal ability which gives the copy a 50% chance to avoid any damage. Only one duplicate can be present at a time.)

Mind Blast
Creature can emit a telepathic shockwave on the selected enemy target, stunning the enemy, damaging it and making it lose initiative. (Activated abiliity. Affects living creatures only. The blast's force is equal to: 25 * amount of Soul Flayers. When stunned, the target's ATB value is reset to 0. Cannot be performed on the same target more than once.)


Soul Devourer
Level 6 Abyssal Creature Alternate Upgrade

Soul Devourers, despised and cast out by their own kin, as referred to as the Vampires or Vampiric Illithids, roam the borders of the Abyssal realm, serving as ruthless sentinels and death messengers. Mutated due to accidental transmofrigication during scientific experiments with incapacitated vampires, Soul Devourers seek to ease the pain in the gloomy shade, reducing the possibility of imminent danger to other Illithids when in vicinity. Although resisting the curse of living death, the psionic powers are severely weakened, unable to protect the Soul Devourers' mind from feral vampiric instincts and irresistible obsessive bloodlust.

 20
 20
 20-26
 10
 6
 105
 -
 -

 1650
 2


Abilities: Large Creature. Immunity to Mind Control. Illusionary Image. Life Drain.

Large Creature
This creature takes 2x2 squares on the battlefield.

Immunity to Mind Control
This creature is immune to mind-affecting spells.

Illusionary Image
This creature can create a duplicate clone of itself on any free space on the map. The duplicate has the same amount of creatures in the stack, but it cannot perform any action (other than move) and disappears the moment it receives damage. (Activated ability. The duplicate has the Incorporeal ability which gives the copy a 50% chance to avoid any damage. Only one duplicate can be present at a time.)

Life Drain
When attacking enemy units, this creature can drain their health and use it to restore its own, or even to resurrect some killed creatures. (Life drained is half the damage inflicted.)

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Fofa
Fofa


Famous Hero
Famous? Me?!
posted July 11, 2007 11:15 PM

Quote:
For the next round:
Well, we will have overall 7 round. As you probably undertstand, this is the last round before the final round.


Eh? I thought the weekly contest would keep going until we ran out of races. . . Oh well.
____________
Creator of the Guild and Prison towns for ICTC.

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GenieLord
GenieLord


Honorable
Legendary Hero
posted July 11, 2007 11:26 PM

Quote:
Quote:
For the next round:
Well, we will have overall 7 round. As you probably undertstand, this is the last round before the final round.


Eh? I thought the weekly contest would keep going until we ran out of races. . . Oh well.

We don't have to push it too far.
I want the contest to be exiting, not banal.

I can't wait to see another faction by TDL.
____________

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Xerox
Xerox


Promising
Undefeatable Hero
posted July 12, 2007 12:00 AM
Edited by Xerox at 21:00, 30 Jul 2007.

Hi. Im new here and going to post my first dungeon faction called the Refuge.
Note that im only 12 years old and from sweden som my english isnt the best, yet.


The Refuge Faction
History
When the Dark Elves came to Ashas deepths, many creatures of the dark underworld were killed. Before there arrival the Dungeon (their cities/towns/camps will later be known as the Refuge) faction had a huge kingdom called, Groc'karyz.
They hade the whole underground ,or the Dark World as they called it,for themself.
The Dungeon faction was created by Malassa and Sylvanna. They once worked together and tried to make their own, ultimate race.
They created a lot of diffrent dungeon creatures in the deepths of Ashan.
There the kingdom of Groc'karyz would grow in secret and peace. Without being able to hear the drums of war or the screams of ones death.
Groc'karyz was namned much later when the dungeon had got an leader. Orginlay it was called Masyll, namned after Malassa and Sylvannas teamwork. But in time everything would be changed. The two godess splitted and without the Godess power and knowledge the Dungeon was on their own. The leaders of the faction were the high priests and priestess. They were the main race of the Dark World,          called the Kválnogg.
The Highpriests were the keepers of lore and secrets. They were the ones who guarded magic and knowledge, they were the ones with power.
But soon the Highpriests wanted to use their magic and knowledge as a weapon.
They wanted to conquer more lands. After all there were many regions that were not controlled by the Highpriests.
All creatures of the Dark World were united once but when the godess left them only a few races remained under the lead of the Kválnogg.
The Highpriests started a war against many other creatures of the Dark World like medussas, harpies and beholders.
The Highpriests soon exterminated many creatures of the Dark World.
After this war known as the "War of Shadows" (more about the name later) it was known for the other, normal Kválnogg that the Highpriests had become corrupt and hungered for power.
It was true. The Highpriest begun to attack their own people and the war started again. This were also known as the "War of Shadows" because it begun just years after the last one.
None knows what happened then but the Hihgpriests and all the Kválnogg lost all there knowledge and magic. All their powers.
Some said that Malassa and Sylvanna had returned to punish their creations but one things was for sure...
The Kválnogg would never be the same.
Without the Godess magic, power and knowledge they were transformed and mutaded into the Faceless.
The Faceless hungered for magic and drained the remains of Malassas and Sylvannas magic in the Dark World.
They ventured to the Darkest and most well-guarded chambers but swore to never go to war again.
The War of Shadows has got its name for many reasons. One was becuase shadow priests started it (the Dark and the Shadow Priets are the same priests as the Highpriests).
And one because it was in darkness. One because many creatures were exterminated. And the main one was because the war would be forgotten in the shaodws of Ashan.
All things with weapons and war were left to die.
And once again the Dungeon faction were shattered.
But one day a Faceless saw a vision. A vision of that his people would become the masters of the underground and one day find their folorn masters. A vision of victory and a future of happines and hope.
His name was Zarygúl'zalyc'kalaha (also known as only Zarygúl) the Seeker. There is not one single beast or creature that knows how i managed to do this, but he united the remaining creatures of the Dark World. And so the underground kingdom of Groc'karyz was born. Meaning "The Seekers Land". After all they wanted to find their creators or makers. They seeked to find the truth about their race. The scrolls of the past was gone since the shattering of the Dungeon. They had been destroyed in small tribewars and the       War of Shadows.
It seemed that the kingdom of Groc'karyz would one day conquer the world and then maybe move on to other realms or planets.
But no. The Dark Elves came. The Faceless wanted them to join the their kingdom and gave them the upper kingdom, far away from the secret, underground, paradises.
But the Dark Elves power was growing faster and faster. They had strong magic and was prepared for war and battles.
The Kingdom of Groc'karyz had never been in a real, big war or in real big battles and were not prepared for it.
It was really only the Highpriests who joined the War of Shadows.
The Dark Elves also had strong magic which the underground kingdom had not...
Zarygúl had made a foolish and huge mistake. He had let dark strangers go in and conquer the Upper Kingdoms.
The Dark Elves begun to attack the Dungeon Faction and was forced to flee to the deepest places on the planet, The Terror Deepths. In these deeps they got more problems. Demons.
There were inprisoned demons. The Faceless had dig to deep. Now they were trapped.
Down the deeps were hungry and dread demons and in the upper parts hordes of Dark Elves.
It was here that Zarygúl was forced to war. He namned the cities, strongholds, fortress and towns to The Refuge.        
It was here that Groc-karyz gathered the darkest beasts and prepared them for war.
It was here that they developed armor and weapons once again  and it was here that the underground kingdom was about to fall or raise...

Short Info
Aka - Dungeon, Seekers of the Dark World
Colors - Purple, brown, black, green
Core Philosophy - Never forgett who created you. Without faith an civilization is nothing.
Country/Kingdom - Groc'karyz, the black kingdom.
Capital - Karyz'ông'garáz
Key Symbols - The Cave, The Twingoddess
Race Despriction - United Creatures of Malassa and Sylvanna.
Warships - Malassa and Sylvana but also many minor gods.

Units
Lv1 Walker. Trogdolyte
The Trogdolytes has not always got the green, slimy, reptilian look. They were once Deep Dwarfs. The Deep Dwarfs were the new, improved dwarfs. But when the War of Shadows begun they were transformed by the Highpriests which enslaved them later. The Trogdolyte has now join the Refuge to surive. They are very weak but can outnumber enemies quickly. They farm mushrooms in underground swamps.
Attack - 1
HP - 3
Damage- 1-2  
Defense - 2
Speed - 4
Mana- 0
Shoots - 0  
Growth - 28  
Cost - 18g
Abilties - Blind Creature

Blind Creature: Immunity to Blind

                                                                                                               
Trogdolyte Upgrade. Tunneler
The Trogdolyte Tunneler serve as tunneldiggers for the Refuge. They run very fast.
They love to dig and also serve as the masterminers of the Refuge.
Attack - 2                                                                                      
HP - 5
Damage - 1-3
Defense - 2
Speed - 6
Mana - 0
Shoots - 0
Growth - 32
Cost - 25g    
Abilities - Diging, Blind Creature, Miner



Miner: If you have atleast 70 Tunnelers you will recive 1 ore, wood, gem etc in the begining of each week. You also recive 1500 Gold. If you have 140 it doubles and so on.

Diging: 10% more chance that you will find the grail when digging close to it.

Trogdolyte Alternate Upgrade. Sustainer
When times of war is hard the Trogdolyte Sustainers are trained. They wear mail armor and long "pickaxe-like-spears" and shields.
The Sustainers are really good against charging cavalry.
Attack - 3
HP - 6
Damage - 2-4
Defense - 3
Speed - 5
Mana - 0
Shoots - 0
Growth - 32
Cost - 25g
Abilities - Blind Creature, Spearwall

Spearwall: The Trogdolyte changes to a kind of defensive stance. If a unit attacks him he will be damaged by the spear. Also reduces charging cavalrys damage by 75%. The Trogdolyte cannot  
move

                     
                                                                                                                                                                                                             
Lv2 Flyer. Shadowhorror                                                  
The Shadowhorrors were once Facless that was mutaded by the Highpriests.
They fly over the battlefield while they scream for blood and sets terror into enemies.  
They often live in wet, dark chambers full of symbols made of blood.
Attack -3                                                                                  
HP -  9
Damage - 2-4
Defense - 3
Speed - 5
Mana - 0
Shoots - 0
Growth - 15
Cost - 42g                                                                                                                                                                                         Abilities - Scream of Terror ), Flyer

Scream of Terror:All enemys around the Shadowhorror gets 2- moral and has a chance to be feared

Faceless Shadowhorror Upgrade. Darkhorror Elite        
The Darkhorrors are Elite Units of the Refuge Armies.
They are always succesful to bring fear into the enemy.                                                                    
Attack - 4                                                                                
HP - 15
Damage - 3-6
Defense - 3
Speed - 6
Mana - 0
Shoots - 0
Growth - 22
Cost - 60g                                                          

                                                 Abilities - Scream of Terror , Flyer, Immune to Dark Magic, Dark Aura.

Dark Aura: All enemies gets 2- moral in the battle  

Darkhorror Alternate Upgrade. Souless Doomterror
The Doomterrors has left there Faceless bodies and have created there own, unique race (Doomterrors themself).
These are armored and wear two long swords. They suck the blood out of there enemies in battle like the Vampires.
They are fast and deadly and it is said that all races and monsters of Ashan fear these bloodthirsty beasts.
Attack - 5
HP - 16
Damage - 4-5
Defense - 4
Speed - 5
Mana - 0
Shoots - 0
Growth - 22
Cost - 60g
Abilities - Improved Dark Aura , Life Drain

Improved Dark Aura: 3- for all enemies moral and 2- luck to them.

Life Drain:When attacking enemy units, this creature can drain their health and use it to restore its own, or even to resurrect some killed creatures.
Life drained is half the damage inflicted.


Lv3 Shooter. Poisonshooter
Some Faceless dont have real hands or even fingers, only a hole in the arm. From that hole they can shoot poisons. When an enemy comes near the Poisonshooter he will hit it with his tentacle from his left arm.
Attack - 6                                                                            
HP - 13  
Damage - 5-8
Defense - 4
Speed - 4
Mana - 0
Shoots - Unlimited
Growth - 15
Cost - 85g                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                     Abilities - Poison ,Shooter

Poison:2 damage per Poisonshooter. So if you have 10 Poisonshooters the extra damage on the enemy target will be 20 each turn

Faceless Poisonshooter Upgrade. Plaugeshooter Elite
The Elite Plaugeshooters gets an extremly dangerous poison. They are also well-armored.
They can send out one of their long tentacles to an enemy target and keep him there while the Plaugeshooter strangles him and releases his poison.
Attack - 7                                                                              
HP -  17
Damage - 6-9
Defense - 6
Speed - 4
Mana - 0
Shoots - Unlimited
Growth - 15
Cost - 105g                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    Abiltie -Improved Poison,Tentacle Dark Aura, Shooter

Improved Poison: The enemy target will loss -3 on all his/her stats. Also inflicts damage for ten turns. Six damage per Plaugeshooter.

Tentacle: ay send out an tentacle upon an enemy target. The target will lose some health every turn and the Plaugeshooter can still be active. Holds for three turns or untill the tentacle is destroyed or dispelled. Only once per battle.  


Plaueshooter Alternate Upgrade. Deathshooter Elite
The Deathshooter Elites can spread poisons among the enemy armies. When one of there units are affected, all will be affected.
They also got two extra tentacles if one should fail.
Attack - 7
HP - 17
Damage - 7-9
Defense - 5
Speed - 4
Mana - 0
Shoots - Unlimited
Growth - 15
Cost - 105g
Abilities - Poison, Tentacle , Dark Aura, Poisonspreader Shooter

Poisonspreader: 20% chance that the enemy that is affected with the poison will spread it to all allies around him. However the poison can be cured.

Lv4 Large Walker. Lurker                                                                                                                                                                                                                                                                                 In the hidden deephs of Ashan sleeps the Lurkers. Waiting for somebody to go in their trap. You see, Lurkers can bury themself under the ground. If a target steps on the place and an lurker is under they will kill it, fast.
Lurkers are belived to be guardiens of an unknown underground demigod created by Sylvanna and Malassa. With the help of Shadow and Darkpriests they have been tamed.
Attack - 9                                                                  
HP -  20
Damage - 8-12
Defense - 11
Speed - 6
Mana - 0
Shoots - 0
Growth - 4
Cost - 245g                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      
Abilities - Tunneler, Bury, Suprise Attack

Tunneler: Allows Hero to see farther in the underground and the Lurker also runs under the ground. This also means that they can go under walls

Bury: Buries himslef in the ground. If anyone steps on the lurker, the lurker will deal three times his damage on that enemy target.

Surpise Attack: When attacking from distance in the Undeground the Lurker does double damage and has a chance to stun the enemy target for two turns.

Lurker Upgrade. Deep Lurker                                                                                                                      
The Deep Lurkers spends 99% if their lifetime under the earth. When an enemy stepps on his hole he will be gone in about two seconds or less.
Attack -  11                                                                        
HP -  28
Damage - 13-17
Defense - 12
Speed - 8
Mana - 0
Shoots - 0
Growth - 6
Cost - 385g                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          
Abilities - Improved Tunneler , Improved Bury , Suprise Attack

Improved Tunneler: Same except that the Lurker has chance to stay underground when his turn is over

Improved Bury: If the target surives he will be drain down to the underground and be eaten by the Deep Lurker. Damage every turn. However the unit that is beign eaten will also to damage on the Lurker on his turn. When the Deep Lurker dies they will get out from the underground again. The Deep Lurker can release the target and move again

Improved Suprise Attack: Same except that it has 50% chance to stun the target for one turn.


Deep Lurker Alternate Upgrade. Elite Lurker
Lurkers are of course hard to hit when they are under the ground. But when not underground they are not that though. However The Armored Elite Lurker is both defensive in the underground and on the ground.
Attack - 13
HP - 34
Damage - 13-19
Defense - 14
Speed - 6
Mana - 0
Shoots - 0
Growth - 6
Cost - 400g
Abilities - Tunneler, Improved Bury, Large Creature,

Lv5 Large Walker. Giant Spider                                            
Giant Spiders are trained in the honor of Malassa. They are huge and poisones.
They mostly lives in huge nests with millions of both small and big spiders. The tamed ones however live in great temples or altars. Faceless Priests see these vile creatures as gifts from the gods.
Attack -  14                                                                            
HP -  34
Damage - 14-18
Defense - 13
Speed - 5
Mana - 20
Shoots - 0
Growth - 3
Cost - 580g                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                   Abilities - Webshoot Shoots , Poisonshoot , Cimber

Webshoot: Casts out a net over an enemy target. He will be stuck in it in three turns or untill it is broken. 8 mana

Poisonshoot: Shoots a poison to an enemy target. Same effect as the Plaugeshooters but 4- stats and 14 damage per spider. 5 Mana

Climber: May climb over cliffs and walls.

Giant Spider Upgrade Tank. Monstrous Elite Spiderider                                                                                
The Elite Spideriders are some of the Elite troops of the Refuge Faction. These are the titanic, Monstoures Titan Spiders. The Spiderriders wear enormous polerarms and big shields. The Spider itself is armoured.
Attack -  15                                                                            
HP -  52
Damage - 14-19
Defense - 18
Speed - 6
Mana - 20
Shoots - 0
Growth - 3
Cost - 800g                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                
Abilities - Improved Webshot, Climber, Improved Poisonshoot , Spearcast
Improved Webshoot: Same but Area of Effect.

Improved Poisonshoot: Double effect.

Spearcast:  The Spiderider castes his spear. All on enemys on the way to the target will also bli hit and poisoned. The Poison is same as the Plaugeshooters. Once every battle.


Elite Spiderider Alternate Upgrade. Bloodthirsty Tankrider
The Tankriders name fits very well. They are exellent tanks and can create walls of web.
Attack - 13
HP - 72
Damage - 11-16
Defense - 22
Speed - 5
Mana - 40
Shoots - 0
Growth - 3
Cost - 820g
Abilities - Webshot,Improved Poisonshoot, , Webwall

Webwall: 7 mana. Creates a small wall of web in an targeted area. Exellent to protect shooters or casters with. You can also make the wall stronger by target the same area and do the ability.


Lv6 Large Caster/Shooter.  Shadowpriest                                                                                
The only magical casters of the Refuge. They are masters of curses and hexes and casts shadowbolts over the enemy.
They have been blessed by some minor and darker Gods and have sacrifice to Malassa.
By doing these they have greatly grown in size and gained more knowledge in the Dark Arts.
Attack - 22                                                                          
HP - 88
Damage - 17-23
Defense - 18
Speed - 4
Mana - 50
Shoots - Unlimited
Growth - 2
Cost - 1200g                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                   Abilities - Spellbook
Spellbook.

Weakness: Causes the selected enemy unit to inflict less damage in combat, -1 attack per Shadowpriest, 8 mana.

Slow: Makes target enemy stack take fewer actions in combat., 5 Mana.

Sacrifice: Sacrifices an friendly unit. The systems works like this: 40 tier 1 units gives 2 mana. 30 tier 2, 20 tier 3 4 mana, 15 tier 5 8 mana. 10 tier 6, 16 mana. And 5 tier 7 32 mana.                            

Shadowblast: Blasts a ground unit (except undead and demon) by 150 damage, 7 mana.



Faceless Shadowpriest Upgrade. Dark Highpriest                                                                        
Are the most powerful spellcasters for Refuge. They can sacrifice mana for heallth and are masters of Darkness itself.
However the Highpriests are guarded by some of the Refuges overlords themself.
Attack -  24                                                                        
HP -  64
Damage - 24-31
Defense - 19
Speed - 4
Mana - 80
Shoots - Unlimited
Growth - 2
Cost - 1450g                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          
Abilities - Spellbook

Spellbook.

Improved Weakness: Double Mana, Double Effect.

Slow.

Mana Drain: Drains mana from an enemy target with mana at the cost of 1 dark highpriest.

Mana Sacrifice: Mana Sacrifice Sacficies friendly or you own mana to health.

Sacrifice.

Fear: Fears a target, making it run away from the priest, 8 Mana

Black Storm: A Black Storm invades the enemy tropps. Draining mana from them hand lower there stats. Area of Effect, 15 Mana

Mutate: Mutates an enemy unit. After one turn it will be a Mindless One that will fight for you untill its dead, cured or five turns has past. There is 55% on succes, 15 mana

Faceless Dark Highpriest Upgrade. Dark Avatar
The Dark Avatars is belived to have find Malassa and become a part of here eternal darkness. They are neither Faceless or Humanoid just darkness. They however not shooters but great spellcasters.
Attack - 25
HP - 75
Damage - 28-32
Defense - 13
Speed - 6
Mana - 100
Shoots - 0
Growth - 2
Cost - 1800g
Abilities - Spellbook,  Dark Aura, Incorporeal

Incroporeal: 30% that an enemy attack misses the Dark Avatar.

Spellbook.

Mass Weakness: Double Mana.

Mass Slow: Double Mana

Fear.

Shadowblast.

Mana Sacrifice.

Mana Drain.

Improved Black Storm: When flying over enemy shooters they will get a 40% chance to miss and 30% lower damage.

Lv7 Large Walker. Enormous Caveworm                                                                                              
The Caveworms are ancinets, huge, enourmous, mosterous beasts in the deepest pits. They are very rare because they are mostly underground were they build gigantic tunnelsystems. It took many years before the Priests of the Refuge could tame them.
Attack -  27                                                                          
HP -  150
Damage - 45-68
Defense - 25
Speed - 7
Mana - 0
Shoots - 0
Growth - 1
Cost - 2950g 1 Sulfur                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                     Abilities - Tunneler, Improved Bury, Suprise Attack, Immunity to Earth,

Poisones Bite:  Poisones Bite same as Monstrous Elite Spiderider poisonshoot but a bite and double effect, but its only 35% chance.

Enourmous Caveworm Upgrade. Gigantic Deepworm                                                                  
It is possible that the this titanic sized Deepworm is the rarest creature in ashan. But they are a very, very powerful allie. They can make eartquakes on enemy cities or castles. And they are immune to magic.
Attack -  29                                                                          
HP -  200
Damage - 50-75
Defense - 29
Speed - 10
Mana - 30
Shoots - 0
Growth - 1
Cost - 4150g 1 Sulfur 1 Ore                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             Abilities - Tunneler, Suprise Attack, Improved Bury, Immunity to Magic (even friendly magic), Expert Earthquake

Poisones Spit: Poisones Spit Same but attacks all enemies around the Deepworm. However this is an spell so it will always work, 10 Mana

Earthquake: Damage walls/towers heavly. 10 Mana

Gigantic Deepworm Alternate Upgrade. Gigantic Doomworm
The Doomworms are also well-namned. Because they are really doom itself. They make cities and castles to dust and enemy units to ashes. They even breath poisones, green fire.
Some say that they are a species of dragon and not are of the same species as other great worms
Attack - 31
HP - 200
Damage - 50-80
Defense - 25
Speed - 10
Mana - 50
Shoots - 0
Growth - 1
Cost - 5000g 1 Sulfur 2 Ore
Abilities - Tunneler, Suprise Attack, Improved Bury,             Ultimate Earthquake , Immunity to Earth, Dark and Destruction Magic

Ultimate Earthquake: Gives you 30% more chance to hit towers and the gate.

Town, The Refuge                                                                
The Refuge is in a gigantic cavern with a green waterfall and river and a swamp but also a lot of glowing mushrooms. In the center we have the Castle and the Town Hall. On the top of it lies an enormous arena.
However the Refuge is more an maze than an cave. It is full with greek style tunnels and hidden roomes.
Here the people of the Underground prepares for attacks from Dark Elves, Demons and other, unknown enemies.

Creature Buildings
Swamp
The Swamp allows you to recruit Trogdolytes.

Poisones Swamp
The Poisones Swamp allows you to recruit Tunnelers or Sustainers.

Dark Caverns
The Dark Caverns allows you to recruit Shadowhorrors.

Dark Chambers
The Dark Chambers allows you to recruit Darkhorror Elites or Doomterrors.

Dark Ruins
The Dark Ruins allows you to recruit Poisonshooters.

Infected Ruins
The Infected Ruins allows you to recruit Plaugeshooters or Deathshooters.

Hidden Holes
The Hidden Holes allows you to recruit Lurkers.

Darkened Burrows
The Darkened Burrows allows you to recruit Deep Lurkers or      Elite Lurkers.

Altar of Webs
The Altar of Webs allows you to recruit Giant Spiders.

Temple of the Mother Spider
Temple of the Mother Spider allows you to recruit            Monstrous Elite Spideriders or Bloodthirsy Tankriders

Altar of Shadows
The Altar of Shadows allows you to recruit Shadowpriests.

Portal of Darkness
The Portal of Darkness allows you to summon Dark Highpriests or  Dark Avatars.

Dark Pit
The Dark Pit allows you to recruit Enormous Caveworms.

Endless Pits
The Endless Pits allows you to recruit Gigatnic Deepworm or  Gigantic Doomworm.

Special Buidlings
Magic Guild 1-4 Dark/Destruction based.

Tunnel Watch
Supports the Tunneling ability. Each time an enemy takes over your town the tunnel to another town (if built by the ability) will be destroyed.

The Masters Cavern
Supports the Tunneling ability. Requirs the hero to have atleast Expert Tunneling. When comming out from the tunnel (insant) you will have your old movement points saved and be able to walk further.

Prison
Increases Darkhorror, Doomterror and Shadowhorrors growth by 6.

Crystal Wall.
The Crystal Wall allows an attacking enemy to not cast spells. However your owns spells will be 25% weaker and the mana cost will increase with 15%.
The Crystal Wall adds one new tower and makes the wall 20% stronger.

Gift of the Godesses
Builds an stuate featuring Malassa and Sylvanna in front of the castle. They are made of diffrent gems and crystals.
Need Tear of Asha to build this structure.

Heroes and Racial Skill                                      
The Refuge has the following Heroes: Cultlist and Seeker.                                                                    
Seeker starts with Basic Enlightment and Basic Logistic while The Cultlist starts with Basic Dark Magic and Basic Attack.
Racial Skill is the perfect skill for travel, Tunneling.

Basic Tunneling, allows the Hero to build an tunnel to between the towns. It takes one turn to go through the tunnel.

Advanced Tunneling, allows the Hero to build an tunnel between two areas. Takes one turn to pass through it.

Expert Tunneling, allows the Hero to create an tunnel anywere on the map (were you have traveled). It doesnt take any extra turn to pass through it but reduces movement speed to 0.

Ultimate Tunneling, allows the Hero to create an tunnel anywhere on the map, even unseen areas. There is however only a 20% chance that the tunnel will be succusful in the unseen area.
Also allows the hero to the destroy the tunnel afterwards so neither you or the enemies can use it again.

Future Story of The Faceless
Highseeker Zarygúl, leader of the Faceless sends out scouts to find an ancient portal. He knows that his race are doomed underground with both Dark Elves and Demons as an enemy.
They soon find the portal which leads to the elven lands of Irollan. They are not welcome there...
However soon their king, Findan arrives and sees that the faceless has much in common with the Wood Elves.
He agrees to help them defeat the demons and dark elves or atleast make them stop attack.
With the help of the Wood Elves the faceless borders are soon secured. When the great battles inside the Dark Elven borders was over an dark elven warlock namned Raeleg came out from the shadows.
He said that a new queen had rise and plans to desroy the faceless capital and kill there king.
Raelg has an big amout of dark elven followers.

After many battles, hunting the queen from the capital to the edge of the dark elven kingdom Raeleg captures her and sets her into a prison.
It is soon reveled that she is an egent of the demons and has corrupted the dark elven people.
With her demonic powers she flees to the demons in the heart of the planet.
Knowing that the Dark Elf only can be free when the queen is killed Raeleg takes his dark elven followers and moves to the demon lands under the ground, to their prison which has been opened when the faceless digged to deep.
But the corrupted Dark Elfs and Demons are already outside the captial gates so Raeleg has to help them first.

Zarygúl tries to defend his capital at all costs and is waitng for Findan and Raeleg too come.
But they will be late because the demons has closed ALL portals.
The capital is already turned to ashes when Findan and Raeleg arrives. And Zarygúl is no were to be found.
Perhaps he was captured or perhaps did he flee?
Findan and Raeleg slays all the remaining demon and dark elven forces. Then an messenger of Zarygúl arrives.
He says that Zarygúl is alive but fled to the Dead Pit.
Findan and Raeleg ventures to that place but its an trap. They are both captured by demons.
But its not the end. Zarygúls left hand (which lead the expedition to Irollan and guarded the borders to the demon lands) and one of Findans highest ranked leaders (he was the defender of the portal in Irollan and did not welcome the faceless) comes with allies.
Academy and Haven troops.
Together they manage to free Findan and Raeleg.
They heard rumors about Zarygúls imprisoned and totured in an enormous spire in the center of the demon lands.
But soon the dwarfs also comes to help.
With great sacrifices and Findans high ranked leader plus Zarygúls left hand dead they finally make it into the spire.
Zarygúl is on his way to give three artefacts to an succubus (the false dark elven queen who mindcontrolled almost all Dark Elfs).
Findan shots and arrow on the succubus.
She almost dies but her last words is that her sister, Biara will avenge her.
Zarygúl is free and says to the fortress, academy, haven troops to leave aswell as Findan and Raeleg if they dont wanna be stuck in hell forever.
Zarygúl tells them that the artefacts are the Onyx of Malassa, Emerald of Sylvanna and the Nexus of the Twingodesses.
Zarygúl said that he was an Highpriest long, long ago.
He wanted to use the artefacts to destroy the corruption of the Highpriests and to raise the old kvalnogg to the surface, to the sun with the other creatures of the underground.                       But when he finally used them it transformed the Kvalnogg into the Faceless. The artefacts gave him the power to ´see into the future which is the reason why he became the leader of the Faceless so fast.
He also says that the demons cannot be destroyed with the artefacts but he can use them to seal the gates of out of hell and imprisonen them.
He teleports all the troops and Findan and raeleg and uses the artefacts.
They summon the Avatar of Malassa and Sylvanna. But the power is too storng for Zarygúl and he dies of it.

But the spell was succesful. The demons were imprisoned once again and whne Zarygúl died the faceless became the Kvalnogg again...
From this moment the Kvalnogg left the Dark World and the Black Kingdom and made their home on the surface.
As for the avatars of malassa and sylvanna they vanquished with Zarygúl...

Into the Legends of the Past.









____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Xerox
Xerox


Promising
Undefeatable Hero
posted July 12, 2007 04:22 AM
Edited by Xerox at 21:02, 30 Jul 2007.

Something weird happened when i copyed from word ;S

Will try to fix.
The most things is fixed and it will probably be easier to read now but the Abilities is still weird.
I have also tried to balance my units.

Trogdolyte Outrunner has been changed to Trogdolyte Tunneler.
Replaced Scouting with Diging and Blind.

Added Alternate Upgrade.

Added Creature Buildings and Special Buildings.

Improved History

Reduced the alternate upgrades power GREATLY as i though they were an third upgrade before...

Changed some names and may change more names. Like the enforcer became the Sustainer.
Also changed many "creature lores" AGAIN.

Added a new, easier spell and abilities section for creatures.

Heroes will be added and the lore will be changed, again.
Because when the Dark Elves came there were only a few faceless. It will be changed so the faceless meet the demons long before the  Dark Elves.
There will also be a reason why the Faceless let the Dark Elves take the upper kingdom.


However this updates will not come any soon as im currently writting about an naga faction that i will post on the forums.

The Faceless Campaign REMOVED!
Instead i have added the epic, future story

The racial skill was changed to the more intresting, Tunneling, fiting for an underground faction.
It allows your hero to travel fast between towns and later even to unseen areas.
This has also...

change many buildings. One creature building has been added which allows you to recruit more Doomterrors/Darkhorrors/Shadowhhorrors.





____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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GenieLord
GenieLord


Honorable
Legendary Hero
posted July 12, 2007 10:27 AM
Edited by GenieLord at 16:47, 12 Jul 2007.

Very intersting entry, Xerox. I like it.
Just try to stick with your race, with your theme, and don't try to make it look exactly like H3 Dungeon.
Your creatures line up (that starts with Trogdolyte, Harpies and Medusas) reminds me H5 Dungeon a lot. Stick to the Faceless theme.
Balance your army and increase every creature's cost.
You can see creatures' costs in creatures' information pages, like this one.
By the way, it sounds very funny that the blind Trogdolytes have Scouting ability.

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wiseguy
wiseguy


Hired Hero
posted July 12, 2007 06:34 PM

The Asylum aka the pit monsters
Colors: Green and Dark Purple
Worship:Themselves
Philosophy: Steal and kill do whatever it takes to survive
Kingdom: The Pit Below
Home Terrainungeon
Symbol:A Stagalmite

The Asylum is a group of mutated creatures. These creatures were once humans and elves. They all were criminals from the Griffin Empire, the Silver cities, irollan and even Ygg-Chall. They were being driven deep into the uninhabited caverns. There were thousands of them even women and children. When the come to a shallow lake, the guards told to walk through the water. The  guards didn't know that the water had magic orgins from some dark experiment done by a powerful warlock. The convicts walked in and very quickly began changeing into wierd creatures. Then they overpowered there guards roamed free. Not all of the prisoners were contamainted some of the unmutated ones enslaved the creatures and made an army.

Troglodytes are the simpelest of the asylums armies the are blind frog humanoids that carry crude spears.
3 Att      
1 Def
1-3 dam
10 int
5 spe
4 hea
25 gol
20 gro
enraged
Immunity to Blind: the Troglodytes are blind creatures already which makes them immune to being blinded again

Dark Troglodytes
3 Att
1 Def
1-4 Dam
11 Int
5 spe
4 hea
35 gol
20 gro
enragedd
Immunity to Blind: the Dark Troglodytes are blind creatures already which makes them immune to being blinded again
Contagoius: The Dark Troglodytes have a 10% chance of passing their blindness unto their target.


Harpies are mutated bird women that attack and return to their former place

Harpy
5 att
2 def
2-3 dam
13 int
6 spe
8 hea
50 gol
10 gro

Strike and return: Self-explanatory
Flight

Harpy Witch
5 Att
3 Def
2-3 dam
13 int
6 spe
8 hea
8 sp
70 gol
10 gro

Strike and return: Self-explanatory
Flight
Caster Spellbook slow+weakness

Some of the convicts didn't mutate or take charge instead the serve in the army.

thief
10 Att
1 Def
3-9 Dam
10 int
5 spe
18 hea
130 cost
8 gro

Stealth: The thief can use stealth once per combat stealth stays active for 4 turns if the bandit attacks stealth turns off. While in stealth the bandit cannot be attacked.
Stealth Attack: If the thief attacks during stealth there is chance of inflicting double damage.
Bandit
9 att
1 def
3-6 dam
10 int
5 spe
18 hea
170 gol
8 gro
Stealth: The bandit can use stealth once per combat stealth stays active for 4 turns if the bandit attacks stealth turns off. While in stealth the bandit cannot be attacked.
Stealth Attack: If the bandit attacks during stealth there is chance of inflicting double damage.
Double Attack: the creature can attack twice

Medusas are mutated snake women

Medusa
8 att
5 def
6-9 dam
9 int
4 spe
25 hea
4 shots
300 gol
4 gro

Shooter
No melee Penalty
Stone Gaze: In melee there is a chance of the medusa stoning its target for 3 turns. The target stays inactive for the duration but its defense is increased by 100%

Medusa Queen
9 att
6 def
6-9 dam
9 int
5 spe
30 hea
6 shots
400 gol
4 gro
Shooter
No melee Penalty
Stone Gaze: In melee there is a chance of the medusa stoning its target for 3 turns. The target stays inactive for the duration but its defense is increased by 100%
Death Gaze: In melee there is a 10% of a death gaze killing 1 creature for each medusa queen.

The Lords of the asylum enslaved giant bats for the army

Cave Bat
14 att
10 def
4-20 dam
16 int
7 spe
50 hea
600 gol
3 gro
Flyer
large creature
Frightening Attack: the target of the creatures attack recieves a moral penalty of 3

Vampire Bat
15 att
11 def
4-25
16 int
7 spe
60 hea
600 gol
3 gro
Flyer
large creature
Frightening Attack: the target of the creatures attack recieves a moral penalty of 3
Life Drain: half of the damage the Vampire bat does restores health and resurrects some of the fallen vampire bats.

The most powerful of the mutated creatures the beast man are huge troll like monsters

Beast Man
20 att
25 def
10-20 dam
8 int
5 spe
150 hea
1300 gol
2 gro
Enraged
Large Creature
Regeneration: the beast regenerates all of the top creature of the stacks health.

Garguantuan
25 att
30 def
10-20 dam
7 int
5 spe
160 hea
1500 gol
2 gro
enraged
large creature
Regeneration: the beast regenerates all of the top creature of the stacks health.
Lumbering gait: the garguantuan can push any small creatures out of the way of his path and push their atb back to 0.

The dragons that have aligned with the asylum are the closest relations to the black dragons

Pit Dragon
27 att
25 def
10-90 dam
9 int
9 spe
200 hea
3700 gol+ 1 mer
1 gro
flyer
large creature
dark breath: the Dragons attack randomly curses the target with a level 1-4 dark spell

Deep Dragon
30 att
26 def
10 int
9 spe
230 hea
4500 gol+2 merc
1 gro
flyer
large creature
dark breath: the Dragons attack randomly curses the target with a level 1-4 dark spell
dark aura: all enemy adjancent to the dragon will have level 1-2 dark spell cast on them.

The Heroes are rogues, they have the stealth skill which allows them to sneak past enemies but still gain the experience. You have to be a high enough level to hide certain creatures
Basic: hides levels 1+3
Advanced: Hides levels 2+4
Expert:5+7
Ultimate:6

 







 
____________
Don't talk with mouth open

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Evil_Warrior
Evil_Warrior


Famous Hero
Duke of Demon
posted July 13, 2007 03:19 PM

Quote:

First place: Sky Port, by actionjack. He wins 2 points and a QP.



Where is the QP???

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GenieLord
GenieLord


Honorable
Legendary Hero
posted July 13, 2007 04:11 PM

Quote:
Quote:

First place: Sky Port, by actionjack. He wins 2 points and a QP.



Where is the QP???


Will arrive shortly.

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DragonLord3000
DragonLord3000


Known Hero
Romanian flamethrower
posted July 13, 2007 07:08 PM

i was thinking of a golem\construct faction
____________
hot peppers are an ilusion.they do not exist.

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted July 14, 2007 11:21 AM
Edited by bixie at 23:16, 20 Jul 2007.

Some things were better left undisturbed!

the hive

Aka: the creatures of a forgotten era.  
colours: brown and black.
worship: the gods have abbandoned them, so instead they worship their queens.
motto: Grissnick-akka-heerumrumrum. (this is untranslateable)
core philosophy: seek, attack, kill, consume, adapt.
country: the shrouded south, in contest with the native's (who are losing)
capital: none, or at least a recorded one.

before any of the elder races were created, something horrible was formed. creatures that made the dragons disgusted, even demons look at them in dismay, for these creatures had no souls in any way, shape or form. the creatures of the hive's single-minded persuit of biomaterial to increase their races population was too much to bear, even for other races. before these creatures could do any damage to the world of Asha, they were sealed on the lands of the shrouded south, 90% of their warriors in a comatoses like state

however, the recent conflict up north has atracted the remaining hives warriors attention. quickly, they began to multiply and grow, powerful enough to start breaking the seals on their comrades. if they do, the hive will spill out into the world, and devour all life!

the hero is the overlords, often natives who have been captured and transformed into pulsating, monstrous creations, who are much more able to wield magic and command, due to the hive telepathy that they generate.
____________
Love, Laugh, Learn, Live.

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GenieLord
GenieLord


Honorable
Legendary Hero
posted July 14, 2007 12:06 PM

Quote:
i was thinking of a golem\construct faction

This round is H3 Dungeon's round. All the entries have to follow the round's theme.

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Bombur
Bombur


Known Hero
posted July 14, 2007 04:13 PM
Edited by Bombur at 20:03, 18 Jul 2007.

The cavern dwellers a.k.a. the Shagatki

the creatures from which nightmares are made of

history: The creation of beastmen during the year 512 was a method to try to better replace the orcs.Orcs lacked loyalty so the mages punished their new creations in order to have loyalty and discipline in their ranks.The only female beastmen were harpies and gorgons.Harpies were blessed with the gift of flight while gorgons used their intelligence to outmaneuvre their enemies in combat.Greed and self-confidence was all that filled the gorgons harts and so they fled the Silver cities while on a mission to liberate a city owned by necromancers.Instead they went up north and found refuugee inside the caverns of the peaks of the Mountains of Rannar.Knowing those caves were inhabbited they tried to kill all of them so they would prosper.It was a task too great for them and they quickly gave up.
However,a warlock came 12 years after their incursion with the cave dwellers.The gorgons recognized him as a descendent of Belketh,possibly his grandson.He was able to use powerfull spells in his tasks as well as being an adept in necromancy,the art descovered by his grandfather.Taking this opportunity the gorgons learned how to use magic and thus grew more powerfull,enslaving the cavemen and dwellers within a few weeks.Knowing nothing of what had happen the warlock was assasinated either by gorgons or by a cutthroat forced to do this.His body was thrown in a pit with rats but not before it being scavanged and all its possesions took from their wrightfull owner and used by the Shagatki as they would be later known for their personal purposes.

core-philosophy: who says others must live?Only you must survive...
worship:A pragmatic warlock came to their lands in ancient times and teached them how to use magic.Thus he gained trust of them and paved the way for them into the history of Ashan.If only he knew their core philosophy....He died but unwillingly forged a future race of death and extreme adaptation to the world of Ashan which they would see crumble to their knees.
The warlocks name since then has remained unknown and forgotten by those who knew him,but for the gift he gave to his new servants they worshiped him as their father naming him KhanDho'Zad
habitat:The high peaks of mountains between Ranaar and the Griffin Empire
key simbols:

Becoming a hero for these people requires an iron will and a talent for survival.The few who earn respect and devotion of the others are known as Slayers
Level 1:
Ratman
Attack:3              
Defense:2
Damage 1-4
Hp:6
Initiative:10
speed:8
Abilities:Living creature.
Ratman poisoner:
Attack:4
Defense:3
Damage:2-4
Hp:9
Initiative:11
speed:8
Abilities:Living creature.Poisoned spear-inflicts poison damage-inflicts aditional poison damage over the next 3 turns

Ratmen have evolved from simple cave dwellers into their day to day food source.those lucky enough to survive the roughness of their brethren have begun learning that its better to spill the blood of your adversary than have your own blood spilt.

Level 2:
Trogodyte:
Attack:5
Defense:4
Damage:3-4
Hp:12
Initiative:8
Speed:5
Abilities:Living creature.immune to blind,immune to mind control spells

Trogodyte lord:
Attack:6
Defense:5
Damage:5-6
Hp:18
Initiative:9
Speed:5
Abilities:Living creature.Immune to blind
These toad humanoids have lost their eye sight over a period of years and are incapable of thinking on their own,although some trogodytes have a much developed brain and thus can be order the other less trogodytes to perform tasks that they would normally not do either by force or by death.

Level 3:
Fester:
Attack:7
Defense:5
Damage:6-7
Hp:34
Initiative:8
Speed:6
Abilities:Undead.Rat infested-when the fester dies it corpse explodes and from it rats emerge and attack the nearest creature.If there is no enemy then the nearby friendly unit will suffer damage.
Large creature.

Mad fester:
Attack:9
Defense:7
Damage:4-9
Hp:36
Initiative:9
Speed:6
Abilities:Undead.Mad-creature may loose its independent thought and fall into madness by attacking the nearest enemy creature whithout suffering retaliation.
Having spent a few years into the arts of necromancy studies,KhanDho'Zad wanted to make use of the creatures that fell in the high mountains and so he sewed togheter different corpses and put a male and a female rat into each one where they would multiply.Then he gave his creations life again.

Level 4:Beholder

Attack:10
Defense:8
Damage:7-9
Hp:45
Shots:10
Initiative:8
Speed:7
Abilities:Living creature.Immune to blind.

Evil Eye
Attack:11
Defense:8
Hp:56
Shots:12
Damage:6-8
Initiative:8
Speed:7
Abilities:Living creature.Chain eye shot-when attacking the eye beam hits 4 adjacent enemies,damage being halved when hitting the next stack.
The death of their master made some of them angry and wanted to kill the ones responsible for this atrocity.Scavanging through his potions and pouring them on some creatures known as face huggers.Quickly mutating into giant flying octopus like creatures they started killing every one in their way until they would be later controlled by the Gorgons.

Level 5:Giant bat
Attack:10
Defense:7
Damage:6-12
Hp:75
Initiative:12
Speed:11
Abilities:Living creature.Bloddsucker-Creature can feast on the blood of the living to regain hit points whithout ressurecting

Blood-drinker
Attack:13
Defense:9
Ddamage:7-13
Hp:80
Initiative:13
Speed:11
Abilities:Living creature.Bloodsucker-Creature can feast on the blood of the living to regain hit points whithout ressurecting
Not even the most skilled survivers want to mess with these giant life drainers because they know that no matter how hard you hit its never enough

Level 6:
Gorgon:
Attack:18
Defense:17
Damage:13-17
Hp:90
Shots:6
Initiative:10
Speed:7
Abilities:Living creature.Stone Gaze-creature has a 30%chance to turn the enemy into stone

Gorgon queen:
Attack:24
Defense:22
Damage:16-20
Hp:130
Initiative:10
Speed:8
Abilities:Living creature.Stone gaze-creature has ability to turn enemy into stone
The ones who took survival to the point of being absolutely unstopable and relentless in their attacks the gorgons were and are in some way the leaders of the dwellers of the mountain peaks.Some say it was them who transpired to kill Khan'Dho Zad due to fear of being later hunted down to extinction.


Level 7:
Behemoth:
Attack:27
Defense:35
Damage:30-45
Hp:260
Initiative:9
Speed:8
Abilities:Living creature.Fearless-creautre cannot be affected by morale.

Ancient Behemoth
Attack:30
Defense:37
Damage:60-65
Hp:300
Initiative:10
Speed:9
Abilities:Living creature.Fearless-creature cannot be affected by morale.Top of the food chain-The enemy attacked by this creature suffers a -20%initiative and its morale decreased by -1

Tales have gone for years about giants who sleep inside the mountains.With the use of magic the Shagatki were able to subdue these monsters and enlist their support

Racial skills:Steal-when defeating an enemy hero,1% of the enemies gold fills your treasury
Basic-1% of enemies gold stolen
Normal:2%
Expert:3%
Ultimate:5%

Outthink-Heroes learn the arts of outthinking,outmaneuvering and outflanking their opponent.
Basic-50% chance of the enemies morale and luck being dropped by 1 and their initiative suffering a -10%penalty
Normal-50% chance of the enemies morale and luck being dropped by 2 and their initiative suffering a -15%penalty
Expert-50% chance of the enemies morale and luck being dropped by 3 and their initiative suffering a -20%penalty
Ultimate:-50% chance of the enemies morale and luck being dropped by 4 and their initiative suffering a -30% penalty
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Gvozdengrom
Gvozdengrom


Known Hero
posted July 17, 2007 08:34 PM

Name: Bandit alliance
Castle: Hideout
Hero: Bandit
Colors associated: Dust brown and blood red
Philosophy: Ends justify the means; Stealth kills better than the sword, defends batter than the shield.
Kingdom: Present everywhere on the Ashan, usually somewhere bellow ground.
Worship: Malsrak the trickster (also known as the Wingless one and the Malformed)
History:
Sometime between the creation of Ashan and the birth of races - Malassa lays two eggs. From one hatches a black female - Malsara; the other hatches into red male - Malsrak.
Shortly after the creation of races - Malsrak is named 'The trickster' for his many schemes and deceptions.
Some time after elves (dark elves) came to worship Malassa - A band of shadow witches manages to trick Malsrak. After paying them the agreed boon, Malsrak is so impressed by them that he mutates them into powerful winged creatures he names the  harpies.
The age of first eclipse war - Malsrak, the majority of his red dragon brood and Malsrak's harpies by trickery extract knowledge and power of the great dragons, including Malassa.
Immediately after the conclusion of the first eclipse war - Enraged Malassa confronts her errant son. He placates her by giving her half of the powers he and his amassed. Malsrak becomes Malassa's favorite.
Two years after the first eclipse war - Malsara, the rest of her black and shadow dragon sisters and some of the red dragons, fearful of Malsrak's growing power and favor in the eyes of Malassa, ambush and slaughter Malsrak's forces. Malsrak is captured and his wings are torn from his body. Over the next year he is abused and crippled even more in attempt to extract the secrets of his powers from him. Finally, not capable of enduring his torment any more, he forces himself into a coma, without revealing any of his secrets.
Year and a half after the ambush - Small party of harpies that evaded slaughter by escaping the caves return, and in stealth liberate the comatose red dragon. They go into hiding until Malsrak could be woken.
Age of the fourth war of eclipse - Malsrak finally awakes. Although his powers are still what they were before the ambush, his body is somewhat malformed, and his wings are irrevocably lost. In his rage he curses the harpies that did not cure him properly. Harpies are reduced to shadows of what they were.
Two years after Malsrak's waking - Malsrak calms down, and wows vengeance on his sisters and his mother who he feels had abandoned him. He uses his harpies as scouts and finds an excellent base of power for himself with the bandits, robbers and murderers of Ashan.
Thirty years after Malsrak's waking - The bandit alliance is formed. Most of the criminals of Ashan begin to worship Malsrak.
Two years after the forming of an alliance - After a skirmish with a non-necromantic priest of Asha, A band of bandits befall to the lycanthropic curse. Malsrak begins experimenting on the accursed thus creating a stable race of werewolves to serve him.

Hideout - Hideout Looks like a big, semicircular cave crevice that is open on top. The walls looks like a part of the natural stone formation, and effect of a rockslide, as opposed to the traditional handmade ones of the other factions. There is a small lake forming seemingly out of the solid cave wall of to the side. The place is as littered by rock formations as any natural cave. Most of the buildings are stuck to the rock formations, and look pretty nondescript.
Special buildings include: -Hideaways - which can be used only by Bandits (meaning heroes with stealth skill). Hideaways are used to hide small amount of troops from the invading army. The hidden troops will then retake the castle if it is left defenseless for two days, or if the original owner tries to retake the Hideout, they will join the battle from within the walls. The number of units that can be stowed away depend on the character level, and expertise in the Stealth skill. If a Bandit with Master stealth invades, he automatically engages the hidden troops, as well as any regular defense of the Hideout. Bandits with lover stealth have to do a two day long search of freshly invaded Hideout, before they can use the Hideaways.
The Hideout does not have thieves guild structure. Instead, there is a listening post structure that gives the same information, but relies on heroes with the espionage feat.
 -Tunnels - all Hideouts on the same map level which poses this 'building' are interconnected, thus enabling safe and quick passage in between them. What that means is you can send troops, artifacts and heroes from Hideout to Hideout at speed that equals the shortest distance between two cities in direct line, at the according amount of movement points. Logistic and artifact bonuses apply to this mode of traveling.
Bandit:
Attack - 2
Defense - 0
Knowledge - 1
Spellpower - 2
Stealth - Although powerful in their own right, the followers of Malsrak are still few compared to the followers of other dragons, and thus rely on stealth to preserve themselves. Stealth is a spellike ability used on a global map that has a chance of making the hero invisible to the enemies.
Every level of expertise in the stealth skill grant 50 + hero level % of successes.
 Basic stealth - casting stealth halves the hero movement points.
 Advanced stealth - hero can move freely in stealth mode, and leaves no tracks.
 Expert stealth - hero has a 33 + hero level % (up to 66%) chance of sneaking past hostile enemy stacks on the map. Experience gained by sneaking by is equaled to 40% of the stacks exp value.
 Ultimate stealth - hero is always in stealth mode. The chance to sneak by, and exp thus gained is 66 + hero level % (up to 100%)
Supporting feats to stealth are:
  Ambush - if the bandit attacks from stealth mode all units in his army gain 50% initiative bonus during the first turn of battle.
  Sabotage - At the beginning of the combat hero can make an attempt to destroy a random enemy war machine at the cost of his initiative. If the attempt fails, the war machine nonetheless sustains damage equal to the half of it's health.
  Espionage - While the hero is in the certain square radius to the enemy towns or heroes, he gathers information about the enemy that can be viewed at the listening post of the closest Hideout.

Units:
Tier 1
Jackal
Attack - 2
Defense - 2
Damage - 1-2
Initiative - 3
Speed - 10
Health - 4

Enraged
Grab - Jackals have high chance to grab onto their targets and hold them in place for the duration of the round. Effective only against tier 1 creatures.
-Thin humans (or at least humanoids) with barbed clubs in their arms, and rather shoddy, mismatched armor. Their heads are covered in matted greasy hair.
These men are called Jackals for reasons. First is that they are no more cleaner than the common jackals. The second is that, like the jackals, when they grab onto something, they rarely let it go. The third is that they are scavengers. And finally, like their animal namesakes, they can cover a lot of ground, once that they had finally got to the moving.

UpgTier 1
Blackjack
Attack - 2
Defense - 2
Damage - 2-3
Initiative - 3
Speed - 10
Health - 8

Enraged
Knockout - Blackjacks have chance to stun their targets for a full round. Effective against tier 1 and 2 creatures.
-Instead of Jackals barbed club, sleek blackjacks are used. Also, Blackjacks wear black armor and a helmet.
As their name suggests, these men expertly use blackjacks. They are usually employed as debt enforcers.

Tier 2
Harpling
Attack - 2
Defense - 1
Damage - 3-5
Initiative - 12
Speed - 10
Health - 8

Flyer
Swift - The awkward bodies of these creatures are not made for walking or even standing on the ground. This forced them to always be in motion, even when attacking. Attack takes drops away creature’s speed to two quarters of it’s value. After attack, the creature can still use the reminder of it’s movement to move around the tactical map.
-Rather short dark elven females with armless, winged bird torso and awkward bird lags with sharp talons. Their feathers are dusty brown, and their hair is short cropped and spiky.
Most of the harpy race was affected by Malsrak’s curse, and had lost their great magical talents, and in no rare case, good part of their cunning. Some were even physically affected. Such cases are called Harplings and are considered to be only useful as scouts and, if need be, weak combatants.

UpgTier 2
Reconnoiter
Attack - 3
Defense - 2
Damage - 3-5
Initiative - 12
Speed - 10
Health - 12

Flyer
Swift
Difficult target - No harpling ever survives to become a Reconnoiter, unless she learns to dodge incoming missiles or direct offensive spells. Half a chance to avoid any kind of missiles or enemy spells that target only them.
Scout - Depending on the amount of units in the army, They expand heroes line of sight.
-Besides having slightly larger wingspan, the only notable difference Reconnoiters have from their regular kin is a kind of armor made from humanoid ribcage and other bones.
Harplings that have showed remarkable agility and memory are outfitted and gave tasks to scout ahead of the main armies. Such are called Reconnoiters.

Tier 3
Knifehand
Attack - 5
Defense - 4
Damage - 3-9
Initiative - 6
Speed - 8
Health - 12
Range - Third - When targeted creature is two thirds or more of the battlefield away from the shooter, it receives only third of the damage; If the target is more than one third, but less than two thirds of the battlefield away, it receives only 66% of damage. If the target is less than one third of the battlefield away, it receives full damage.
Shots - 12

Shooter
No melee penalty
Short range - Creature has somewhat shorter shooting range than standard. Look under range.
Deadly aim - Shooter has remotely small possibility of instantly killing a tenth of the target stack, instead of doing standard damage.
-Short humanoids wrapped in long hooded gray cloaks. They are slightly stooped, and straighten themselves when they make a throw.
There are very few rogues on the world that do not have at least a speck of proficiency with knives and daggers. Those who show real skill in their usage and especially throwing them are called knifehands.

UpgTier 3
Soarblade
Attack - 5
Defense - 6
Damage - 5-9
Initiative - 7
Speed - 8
Health - 12
Range - Half - standard shooting range
Shots - 18

Shooter
Deadly aim
Double shot - 33% of the creatures in stack times during the battle, the unit can shoot two missiles each doing 75% of standard damage. The shots can be fired upon any two targets on the battlefield, or used upon a single target. The range penalties apply to this activated ability.
-Instead of the hooded cloak, the creature is dressed in gray leather armor with wide black sash that houses the daggers going across the chest.
Those Knifehands that prove exceptionally skilled are given a set of special enchanted throwing knives that cut better and can fly farther than the usual thrown weapons, and great increase in the amount of awarded loot. True to trickster’s nature, the daggers also contain curse that makes their wielders concentrate on improving his or her skill with them almost to exclusion of anything else.

Tier 4
Gnoll brute
Attack - 9
Defense - 3
Damage - 8-14
Initiative - 6
Speed - 10
Health - 36

Large creature
Enraged
Frenzied - the creature is immune to all mind affecting spells, be they beneficial or harming.
Keen smell - The creatures sense of smell is so strong that it can safely move using it to guide itself, even if it’s other senses are damaged or magically blocked. Blindness immunity.
-Very tall, muscular humanoid bodies with well developed hands and hyenas’ heads and fur. Shirtless, hairy, powerful chest. They carry heavy siglebladed poleaxes.
Even before the times that they served Malsrak, most bandits hired on these beastmen as muscles for their companies. Mostly because their limited intelligence makes them very cheap for creatures of such vast strength.

UpgTier 4
Gnoll Hooligan
Attack - 12
Defense -4
Damage - 10-17
Initiative - 6
Speed - 10
Health - 40

Large creature
Enraged
Frenzied
Wild sweep - The creature can make a wild sweeping attack that throws it’s opponent into the nearest stack of creatures on the battlefield, damaging both of them. The sweep drops the creatures attack for the duration of the round. Furthermore, the creature takes full turn and a half to recover the initiative loss.

Tier 5
Harpy acolyte
Attack - 12
Defense - 8
Damage - 15-20
Initiative - 12
Speed - 12
Health - 35
Spellpoints - 26

Flyer
Caster (Eldrich arrow - master, Mass curse, Mass slow - advanced)
Empower spell - same as Hero feat
-Slender female dark elves with large blood-red wings instead of arms, and razor sharp bird talons instead of feet upon their shapely legs. They wear skimpy black dresses.
In spite of Malsrak’s curse, some harpies retained their magical potential. After calming down, Malsrak gathered such, and admiring the strength it took to resist such a potent curse, he undid a better part of damage his curse brought upon them.

UpgTier 5
Thaumaturgist
Attack - 12
Defense - 8
Damage - 20-22
Initiative - 12
Speed - 12
Health - 40
Spellpoints - 30

Flyer
Caster (Eldrich arrow - master, Mass curse, Mass slow - master, implosion)
Empower spell
Blood magic - for every five points of damage the Taumaturgist inflicts physically, she regains one spellpoint
-Harpies with jeweled bracers and anklets. Upon their heads are tall, brimless, black hats, ornated with large rubies.
The greatest of Harpies that had retained their arcane talents, Thaumaturists are well versed in destructive and damaging magics, as well as capable of drawing magic from their slaughtered victims.

Tier 6
Werewolf
Attack - 20
Defense - 15
Damage - 25-35
Initiative - 8
Speed - 10
Health - 110

Large creature
Pack hunter
Lycanthrope - Werewolves are capable of inflicting their curse on their unwary opponents. Since those infected are not protected by Malsrak, they die very quickly. Upon attack on humanoid creatures, there is a small chance to turn those killed in werewolves. Thus obtained creatures die at the end of combat.
Accursed - Since they are already bearers of curse, the creatures have 50% spell resistance against damaging spells, and 33% chance to reflect all other spells upon random enemy stack.
-Wolflike creatures the size of a small horse, and as bulky as bulls. They raise on their large back haunches while they attack or wait, but when they walk, they do it on all fours. Their fur is brown-gray

UpgTier 6
Direwolf
Attack - 20
Defense - 15
Damage - 25-40
Initiative - 8
Speed - 10
Health - 135

Large creature
Pack hunter
Lycanthrope*
Accursed
Hunt frenzy - the creature can select a target to lock on upon, whom it would rush upon, and lock in combat until either the stack of creatures or their target are killed. They will automatically follow and attack their target if it attempts to move. After activating this ability, the player loses the control of the stack until their target is destroyed.
-The Dire werewolves have larger claws upon their feet, and two tusked fangs protruding from their upper muzzles. Their fur is slightly darker with some white spots.
Experimenting upon the original werewolves Malsrak managed to boost the feral side of some of them. The result are dreadful beasts known as Direwolves.
*Direwolves lycanthropy produces Werewolves

Tier 7
Dragonfiend
Attack - 20
Defense - 20
Damage - 40-60
Health - 160
Initiative - 12
Speed - 12

Large creature
Flyer
Dragon blood - 75% spell resistance
Dragon hatred - +2 Attack and Defense and 0,5 initiative for every stack of dragons in enemy army
Blood rite - once per combat, Dragonfiends can do 5*number of Dragonfiends in stack points of damage to every enemy creature. Spell resistances and defense bonuses are ignored.
-Dark elf females with light gray scales instead of skin, and huge dragon wings of the same hue. Their spine is heavily rigged. In their arms they bare large lances. White, gauzy pieces of cloth that flow from the front of their belts.
Harpies of the original covenants had overcome Malsrak’s curse by capturing weaker dragons and doing blood rites on them. The practice made them somewhat draconian.

UpgTier 7
Celebrant Harpy
Attack - 25
Defense - 20
Damage - 40-65
Health - 180
Initiative - 12
Speed - 12

Large creature
Flyer
Dragon Blood
Dragon Hatred
Blood Ritual - once per combat, Celebrants can inflict 7*number of Celebrants in stack points of damage to every enemy creature, and points of healing upon allied creatures.
-Obsidian crowns atop their heads. Even bigger lances. Skirt-cloth is red.
The matriarches of the Dragonfiend covenants.

Hope I didn’t mess up the stats, since I’m rubbish at numbers.
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GenieLord
GenieLord


Honorable
Legendary Hero
posted July 17, 2007 10:38 PM

@wiseguy: Very nice beginning. Just try to make your faction to be less similar to H3 Dungeon.

@bixie: Please add some material, especially creatures line up.

@Bombur: Nice. Please add history and a racial skill.

@Gvozdengrom: Very good. Great descriptions and well balanced.
Just try to choose an associated race, and check that your creatures line up is related to it.
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Gvozdengrom
Gvozdengrom


Known Hero
posted July 18, 2007 08:08 AM

Uhh, Chose an asociated race?
Could you please clarify that.

The predominant race are harpies, so it does stay within the race requirements.
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GenieLord
GenieLord


Honorable
Legendary Hero
posted July 18, 2007 06:11 PM

Quote:
Uhh, Chose an asociated race?
Could you please clarify that.

The predominant race are harpies, so it does stay within the race requirements.


I mean that the faction just doesn't feel like Harpies faction.

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tenaka
tenaka


Famous Hero
Makes sense
posted July 18, 2007 08:30 PM

Just dropping in for an hour. I'm quite busy, but I think I've got time for 1 or 2 posts.

Thanks for the 2nd place, although there wasn't really a lot of competition - no offence to anyone. Most factions just weren't finished -. (I want a recount! )
But seriously now, I'll have to take off my hat for jack's (I'm afraid I can never bring myself to type out all those long names ) faction.
The creatures are really good, but what impressed me most was the racial skill. Like GL said, you can really imagine how it would look in the game.
Nice job!
____________
Houseism of the week:
As fascinating as our bodies are, they're also stupid.

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Gvozdengrom
Gvozdengrom


Known Hero
posted July 18, 2007 10:18 PM

Quote:


I mean that the faction just doesn't feel like Harpies faction.


Excuse me? I have to create by your taste?
Sorry for being offensive, But that is completly irational. More than once, I read you saying that originality matters. In my head, that means we should distance ourselves from the stereotypes.
So, please, enlighten me, what about this race 'feels' out of sync to you?
As I see it, they are rather well put together. Harpies are Malsrak's primary servants, so they are predominant. But, keep in mind that they are not the only servants of the Trickster. The criminal world of Ashan also celebrates him. It is even in the name of the race. Bandit Aliance
Ok, maybe most people do not see how Gnolls and werewolves fit there. I think I gave pretty rational explanations for them. Plus, the traditional view on those two particular races is dispicable misfits. Newsflash - Malsrak is made a misfit as well. Thay even call him 'the Malformed'. He makes his business by being (demi)god to those shuned away by others.

Once again, I aplogise for ofensivness of my words. In all reality, I probably took your words wrong, but my hot Balcanese temper went into overdrive at that wague hint that you went and made a derisive coment, without taking one good look at the story and logic behind it all.
Sorry.
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GenieLord
GenieLord


Honorable
Legendary Hero
posted July 18, 2007 10:29 PM
Edited by GenieLord at 22:30, 18 Jul 2007.

Quote:
Quote:


I mean that the faction just doesn't feel like Harpies faction.


Excuse me? I have to create by your taste?
Sorry for being offensive, But that is completly irational. More than once, I read you saying that originality matters. In my head, that means we should distance ourselves from the stereotypes.
So, please, enlighten me, what about this race 'feels' out of sync to you?
As I see it, they are rather well put together. Harpies are Malsrak's primary servants, so they are predominant. But, keep in mind that they are not the only servants of the Trickster. The criminal world of Ashan also celebrates him. It is even in the name of the race. Bandit Aliance
Ok, maybe most people do not see how Gnolls and werewolves fit there. I think I gave pretty rational explanations for them. Plus, the traditional view on those two particular races is dispicable misfits. Newsflash - Malsrak is made a misfit as well. Thay even call him 'the Malformed'. He makes his business by being (demi)god to those shuned away by others.

Once again, I aplogise for ofensivness of my words. In all reality, I probably took your words wrong, but my hot Balcanese temper went into overdrive at that wague hint that you went and made a derisive coment, without taking one good look at the story and logic behind it all.
Sorry.

HOMM5 has basic races system.
You should be original and try keeping your faction suitable for the entire system.
I'm trying to say that you can be original and suitable. That's what I'm looking for.

I thought you would like to know what is my opinion here, since I'm the judge here.
You are allowed to disagree with my opinion and you can do things in your way.


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