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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 2 3 4 5 ... 10 ... 20 21 22 23 24 · «PREV / NEXT»
Mystic_Genie
Mystic_Genie


Adventuring Hero
posted August 03, 2007 05:21 PM

Im stil new to heroes comunity so I don't have expireance in this contest but I'll give it a try.

HISTORY

The first dragon to seed the world created by Asha with theire creations was Shalassa.Unlike the other dragons,her creations populated the sea insted of the land.The race was caled the sirens,formed of half human half fish creatures.For reasons only Shalasa nows she made the male and femel almoast completuly diferent.The male Were closer to the sea being able to comunicate with the creature that reside in the deps and gane some of theire abilitys,wile the wemen were closer to Shalassa,having 6 arms and a beter understanding of magic.In the sea thei formed a peacefu and educated sosiety tha stayd hiden from the other races,in an endles search of noledge and power.But somehow Urgash(the dragon of chaos)discoverd the peceful sirens and saw in them a powerful ally.By coropting theire leaders ofering to share his noledge to them,he manage to transform theire people into snake people and raised theire citises to the surface.Should have he sucseded the sirens would have becomed mindles slaves to Urgash.But Shalassa maneged to intervine in stoping the spell from corupting theire minds,and stopet some of the transformations to take place.The males have becomed human-like snaks,wile the wemen had theire tail replaced from a fish to a siren.So came the birth of the naga.In time thei become use to living at the surface and explored the new land that becomed theire home.Altough not being able to breave under water thei were stil able to swim and started to explore the nerby lands.In theire explorationc thei discoverd that the lands closest to them was an endles desert were they met the mages and quickly became allys do to theire comon desire for noledge.Becase thei didn't now wich dragon transformed them thei stayd hiden to the other races until the day tey will get there reveng.[to be conyinued]

That's all for now I'll give othere details later.

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Mystic_Genie
Mystic_Genie


Adventuring Hero
posted August 05, 2007 09:50 PM

OK.Now il give you my list of crfeatures:

CREATURES

My creatures wil have alternatives basted on how the naga hav evolved.What hapend after the naga met the mages is simple.Theire civilazation has split into 2 branches.Half of the naga have decided that the Dragons are not worthy of theire trust,and thei only belive in Sar-elem and Ashan.For that reason this group of naga have becomed close friends with the mages and astablist colonies in the desert and building temples of the moon and sun,beliving that Ashan waches them throhg them.The other half stil belived in Shalasa and were grateful for tring to save them.They have astablishet colonies on the islands that were raisd,building temples in her onor.Altough with diferent belifes the naga has stayd a unified race ,bound bi theire desire for revenge.

Level 1:snake guard(poison)-desert guard(poison,imunity to mind)
                         -sea guard(stuning poison,imunity to curse)
Level 2:snake archcere(ranged)-desert asasin(ranged,poison)
                             -temple guard(ranged,warding aroes)
Level 3riestes(speed manipulator,ranged)
               -water priestes(speed man,ice blesing)
               -desert priestes(speed man,fire blesing)
Level 4isciple(caster[deflect misile,haste])
      -cuatl(ranged,caster[deflect misile,haste,teleportation],fire ball atack)
      -silph(ranged,caster[deflect misile,haste,circle of winter],slowing atack)
Level 5:basilisk(poison,large creature)
      -petrifiing basilisk(stone gaze,large creature,)
      -greater basilisk(poison,large creature,devour)
Level 6:naga warior(large creature,no retal)
      -naga sun warior(large creature,no retal,blade mistres)
      -naga sea guard(large creature,no retal,block)
Level 7ragon snacke(large creature,flier,poison,)
      -desert serpent(large creature,flier,frost breath,imunity to water)      
      -sea serpent(large creature,flier,swalow,imunity to fire)

To be continued.
     

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Mystic_Genie
Mystic_Genie


Adventuring Hero
posted August 06, 2007 02:37 PM

Now an update on some names and some explenations on the creatures ability:

L1:naga broodling;desert warior,sea guard.
L2:naga archcere;desert asasin,temple guard.
L3:the same
L4:The same
L5:the same
L6:naga warior:naga blade mistres,naga elite guard;
L7:the same but swich the abilitys(they were supose to be the other way around)

ABILITYS

poison(15%)(30%upgreade)[creatures above level 4 mai resist it]
stuning poison(30%):chanse to paralize a target for one turn[creatures above lv 4 mai resist it]
imunity to mind(...)
imunity to curse is swiched to bravery(...)
[speed man,ice bles,fire bles are used as the djins ability and can only be used 3 times (dosen't mater the order)]
speed man:alovs to increase or decreas the speed and initiativ of a unit bi 2(priestes) or 3(upgreades)
ice bless:alows a friendly unit to gain increased armor and slows creatures initiative that it atacks or mises a turn and deals minor damage if it's an enemy
fire bles:alows a friendly unit to gain increased damage and atack or decreases armor and does minor damage
fire ball atackeals 50% damage to creatures standing adjacentto the target(friend or foe)
slowing atackecreases speed, initiative, damage, and atack by 2(unstackeble but permanent until end of batle)
devour(consume corpses to restore health if the target wasnt mec or elem)
blade mistres(can negate al batle abilitis if she is the target[charge,no retal,batle dive,etc])
block(same as incorporel)
frost breath is changed to tidal breath(damege all creatures in a 2*3 square)
swalow(eat a creature per dragon in army,does not worck on large)

And also the large creatures are the level 5,6,7

Back story of everi creatures an stat next time.

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GenieLord
GenieLord


Honorable
Legendary Hero
posted August 06, 2007 02:50 PM
Edited by GenieLord at 17:12, 06 Aug 2007.

@Mystic_Genie: Please edit the first post and put all the information on it.
The information of the faction should be in one post.

@Alc: You don't have history.

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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted August 07, 2007 03:06 PM

You are doing great Mystic Genie, keep up the good work
____________


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GenieLord
GenieLord


Honorable
Legendary Hero
posted August 08, 2007 01:25 PM
Edited by GenieLord at 13:30, 08 Aug 2007.

Except of the QP, the winner will receive the Weekly Faction Contest Cup.
A photo of the cup:

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xerox
xerox


Promising
Undefeatable Hero
posted August 08, 2007 03:49 PM

Nice!

Too bad, i joined the contest a wayyyyyyyyy to late ;P

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GenieLord
GenieLord


Honorable
Legendary Hero
posted August 08, 2007 05:14 PM
Edited by GenieLord at 18:57, 08 Aug 2007.

Don't be so sure about that.
Every competitor gets points in the final round.
If there are 7 competitors, the 1st place will get 7 points, and the last place will be 1.
So it's pretty open.

Edit:
Wow, Xerox, your faction is really impressive! Great job with that.
Your creatures are great, especially the descriptions.
Just find some better names for some creatures, like Giant Turtle.
Naga Siren can be changed to Siren, and Naga Storm Witch can be changed to Strom Witch.
The 1st, 2nd, 5th and 6th level creatures have good names, though.

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xerox
xerox


Promising
Undefeatable Hero
posted August 08, 2007 08:04 PM

Nice ^^

Thanks! I plan to complete the creature list tonight and maybe polish it tomorrow.
The Tank Turtle sounded weird so i changed it something thats maybe even weirder. Behold the Siege Walker! ;P
Still a lot things to do. The Lacuzay namn may be changed so people really know what it is (Lacuzay is a name i maked up in 10 seconds).
But it dont wanna use names like sea dragons, levithans and sea wyrms etc. Too many people already use them.
And the Lacuzay looks almost like an " monster whale" with tentacles...

Things to do:

Heroes

Racial Skill

Balance Creatures

Future Story, what will happen with the naga.

Town (underwater town).

Buildings

Maybe i will replace the lvl 1 creature if i find something.

Primiary Skills but i dont really understand this. I cannot think of any faction that has like an unique leadership skill etc
But i will try.

Bonuses:

Find some nice "rise of the naga" screenshots.

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Tenaka
Tenaka


Famous Hero
Makes sense
posted August 08, 2007 08:14 PM

Quote:
Primary Skills but i dont really understand this. I cannot think of any faction that has like an unique leadership skill etc
But i will try.


Well, if you at the skill chart on Age of Heroes, you'll see that each secondary skill (such as leadership, attack, etc.) has 3 abilities that are open for all factions. Then, according to it's piorities, each faction has 1 or 2 - never more - abilities that are not open for all factions. These last abilities are never available for more then 3 different factions. Some are especially unique for one faction, but most aren't.
That's pretty much the system I used for my faction. I suggest you try to take some already existing skills that are not already used by 3 factions, and then think of 2 or 3 new ones.

Nice work so far, by the way!

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xerox
xerox


Promising
Undefeatable Hero
posted August 08, 2007 08:38 PM
Edited by xerox at 16:48, 13 Aug 2007.

Okey thanks! ^^

I already have plans for an War Machine ability (which is mentioned in the creature list) for the turtles.

Creature List complete. Will balance it soon

All buildings complete and town description.

Anf finally the Giant Turtle name was changed to, Battle Turtle ;P
But seriously i cant come up with any other names for it and battle is not same as war, war is much much bigger.

well, i have tried to balance my faction now.

The Slayer, Mistress of Doom and Battlequeen will probably be removed. They look to much like the rakshasas.
I think draconids will replace them (a kind of dragon).

The Racial Skill and the other skills are added.
They will be improved, later.
And the lvl 6 creature will be changed tomorrow.

Skills and Racial Skill is done, beware of the kraken!

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Mystic_Genie
Mystic_Genie


Adventuring Hero
posted August 09, 2007 08:57 PM

Quote:
@Mystic_Genie: Please edit the first post and put all the information on it.
The information of the faction should be in one post.


OK.then this is (hopefuly) the last post related to this version

RACIAL SKILL

the racial skill will be caled elemental blesing.It is going to be similar to elemental chains but it concerns spell.It goes like this in the tactical faze before the batle the lamia(naga hero) can bles all her creatures with 1 element that depending on skill will increase its efect(fire-damage)(water-armor)(earth-health)(air-initiativ).In order to use it you must give some recorses or the efecs wil be partial and those afected wil be randomly selected.It also reduces the efect of certain spels spels that wil be given an element(distructive not included).Its associated ability's wil include an elem vision for spells, sea traveling(with out ships),a permenant extra initiative,and an increase of the preveos.

BUILDINGS

the buildings will be azeteck oriented (like the H3 Fortres) the upgreades of the dwelings will iver be golden with sun related pictures or blue fith statues of Shalasna.The magic buildings will be the comon mage guilds that wen fuly upgreaded fill forme a big o,
a building to reduce the cost of elem blesing(acumulative),a building to increase magic resistance by 10% and an upgreade that increase by an extra 10% a building to increase speed and one to increase initiative.the grail builbing wil be a library that will have a magic aura and beside the extra recorces and groth will increas noledge and spell power by 5.

You may have noticest that there are a lot of initiativ and speed
increasing abilitis.That is becaus the naga are going to BY FAR ,the slowest civilizationof the game.

And i thinck that's all.Enithing else i mised.

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Mystic_Genie
Mystic_Genie


Adventuring Hero
posted August 12, 2007 11:07 PM

And now the final post.

HISTORY

The first dragon to seed the world created by Asha with theire creations was Shalassa.Unlike the other dragons,her creations populated the sea insted of the land.The race was caled the sirens,formed of half human half fish creatures.For reasons only Shalasa nows she made the male and femel almoast completuly diferent.The male Were closer to the sea being able to comunicate with the creature that reside in the deps and gane some of theire abilitys,wile the wemen were closer to Shalassa,having 6 arms and a beter understanding of magic.In the sea thei formed a peacefu and educated sosiety tha stayd hiden from the other races,in an endles search of noledge and power.But somehow Urgash(the dragon of chaos)discoverd the peceful sirens and saw in them a powerful ally.By coropting theire leaders ofering to share his noledge to them,he manage to transform theire people into snake people and raised theire citises to the surface.Should have he sucseded the sirens would have becomed mindles slaves to Urgash.But Shalassa maneged to intervine in stoping the spell from corupting theire minds,and stopet some of the transformations to take place.The males have becomed human-like snaks,wile the wemen had theire tail replaced from a fish to a siren.So came the birth of the naga.In time thei become use to living at the surface and explored the new land that becomed theire home.Altough not being able to breave under water thei were stil able to swim and started to explore the nerby lands.In theire explorationc thei discoverd that the lands closest to them was an endles desert were they met the mages and quickly became allys do to theire comon desire for noledge.Becase thei didn't now wich dragon transformed them thei stayd hiden to the other races until the day tey will get there reveng.[to be conyinued]

RACIAL SKILL

the racial skill will be caled elemental blesing.It is going to be similar to elemental chains but it concerns spell.It goes like this in the tactical faze before the batle the lamia(naga hero) can bles all her creatures with 1 element that depending on skill will increase its efect(fire-damage)(water-armor)(earth-health)(air-initiativ).In order to use it you must give some resorses or the efecs wil be partial and those afected wil be randomly selected.It also reduces the efect of certain spels spels that wil be given an element(distructive not included).Its associated ability's wil include an elem vision for spells, sea traveling that increases batle on sea(with out ships),a mana explosion that deals random elemental damage to al creatures depending on the nr of spels (only on creatures that have spels cast on them),and the ability to chose the element.

BUILDINGS

the buildings will be azeteck oriented (like the H3 Fortres) the upgreades of the dwelings will iver be golden with sun related pictures or blue fith statues of Shalasna.The magic buildings will be the comon mage guilds that wen fuly upgreaded fill forme a big o,
a building to reduce the cost of elem blesing(acumulative),a building to increase magic resistance by 10% and an upgreade that increase by an extra 10% a building to increase speed and one to increase initiative.the grail builbing wil be a library that will have a magic aura and beside the extra recorces and groth will increas noledge and spell power by 5.

CREATURES

My creatures wil have alternatives basted on how the naga hav evolved.What hapend after the naga met the mages is simple.Theire civilazation has split into 2 branches.Half of the naga have decided that the Dragons are not worthy of theire trust,and thei only belive in Sar-elem and Ashan.For that reason this group of naga have becomed close friends with the mages and astablist colonies in the desert and building temples of the moon and sun,beliving that Ashan waches them throhg them.The other half stil belived in Shalasa and were grateful for tring to save them.They have astablishet colonies on the islands that were raisd,building temples in her onor.Altough with diferent belifes the naga has stayd a unified race ,bound bi theire desire for revenge.

Level 1:naga brodling(poison)-desert warior(poison,imunity to mind)
                        -sea guard(stuning poison,imunity to curse)
Level 2:naga archcere(ranged)-desert asasin(ranged,poison)
                            -temple guard(ranged,warding aroes)
Level 3: priestes(speed manipulator,ranged)
              -water priestes(speed man,ice blesing)
              -desert priestes(speed man,fire blesing)
Level 4: disciple(caster[deflect misile,haste])
     -cuatl(ranged,caster[deflect misile,haste,teleportation],fire ball atack)
     -silph(ranged,caster[deflect misile,haste,circle of winter],slowing atack)
Level 5:basilisk(poison,large creature)
     -petrifiing basilisk(stone gaze,large creature,)
     -greater basilisk(poison,large creature,devour)
Level 6:naga warior(large creature,no retal)
     -naga blade mistres(large creature,no retal,blade mistres)
     -naga eliteguard(large creature,no retal,block)
Level 7: dragon snacke(large creature,flier,poison,)
     -desert serpentlarge creature,flier,swalow,imunity to fire)      
     -sea serpent(large creature,flier,frost breath,imunity to water)(large creature,flier,swalow,imunity to fire)

ABILITYS

poison(15%)(30%upgreade)[creatures above level 4 mai resist it]
stuning poison(30%):chanse to paralize a target for one turn[creatures above lv 4 mai resist it]
imunity to mind(...)
imunity to curse is swiched to bravery(...)
[speed man,ice bles,fire bles are used as the djins ability and can only be used 3 times (dosen't mater the order)]
speed man:alovs to increase or decreas the speed and initiativ of a unit bi 2(priestes) or 3(upgreades)
ice bless:alows a friendly unit to gain increased armor and slows creatures initiative that it atacks or mises a turn and deals minor damage if it's an enemy
fire bles:alows a friendly unit to gain increased damage and atack or decreases armor and does minor damage
fire ball atack: deals 50% damage to creatures standing adjacentto the target(friend or foe)
slowing atack: decreases speed, initiative, damage, and atack by 2(unstackeble but permanent until end of batle)
devour(consume corpses to restore health if the target wasnt mec or elem)
blade mistres(can negate al batle abilitis if she is the target[charge,no retal,batle dive,etc])
block(same as incorporel)
frost breath is changed to tidal breath(damege all creatures in a 2*3 square)
swalow(eat a creature per dragon in army,does not worck on large)

And also the large creatures are the level 5,6,7

And now some statisticks on the creatures and how and what they lock like:

L1: Naga brodling
A snacke with a pike and a round shield
A:3
D:3
P:2-3
I:7
S:3
H:6
M:0
S:0
U-L1: Desert warior
A snacke with a two handed lance and wite nomad clothes  
A:4
D:3
P:3-4
I:7
S:4
H:7
M:0
S:0
U-L1: Sea guard
A snacke with a trident and a large shield with coral like armor
A:3
D:4
P:2-3
I:7
S:4
H:8
M:0
S:0
L2: Naga archcere
Snacke version of the H3 lizard man
A:3
D:3
P:2-4
I:7
S:2
H:10
M:0
S:5
U-L2: Desert asasin
Nomad snacke archcere
A:4
D:3
P:4-5
I:8
S:3
H:10
M:0
S:7
U-L2: Temple guard
Snacke version of the H3 lizad warior
A:4
D:3
P:3-4
I:8
S:3
H:12
M:0
S:7
L3: Priestes
Female naga with cepter an ceromonial items in 4 hands(the rest will have swords)
A:6
D:6
P:3-5
I:7
S:4
H:22
M:0
S:0
U-L3: Desert priestes
Nomad...
A:7
D:6
P:4-5
I:7
S:4
H:26
M:0
S:0
U-L3: Water priestes
Naga with ceremonial suit made from alge and the rest from the priestes
A:6
D:7
P:3-5
I:7
S:4
H:28
M:0
S:0
L4: Disciple
Naga with tatous and a staf
A:8
D:8
P:7-8
I:7
S:3
H:26
M:14
S:4
U-L4: Cuatl
Naga with a sfinx hat a staf and an anck
A:11
D:9
P:9-10
I:8
S:3
H:30
M:20
S:5
U-L4: Silph
Female naga with coral licke armor and the trident licke staf
A:9
D:11
P:8-10
I:8
S:3
H:34
M:20
S:5
L5: Basilisk
H3 version(once a sharck licke creatues the sirens had for a dog)
A:12
D:12
P:13-15
I:7
S:4
H:70
M:20
S:5
U-L5: Greater basilisk
H3 version
A:13
D:11
P:13-15
I:8
S:5
H:73
M:0
S:0
U-L5: petrifiing basilisk
The sma but graier skin
A:11
D:13
P:11-13
I:10
S:6
H:78
M:0
S:0
L6:naga warior
Oubvios H3 version
A:23
D:22
P:22-22
I:9
S:5
H:130
M:0
S:0
U-L6: Naga blade mistres
H3 version
A:23
D:22
P:27-27
I:10
S:5
H:145
M:0
S:0
U-L6: Naga naga elite guard
Has swords with teath to block most wepons
A:22
D:23
P:25-25
I:10
S:5
H:160
M:0
S:0
L7: Dragon snacke
A blacker and smaler mega dragon with wings
A:27
D:27
P:35-45
I:11
S:8
H:190
M:0
S:0
U-L7: Desert serpent
A mega dragon with wings
A:28
D:30
P:45-55
I:10
S:9
H:190
M:0
S:0
U-L7:Sea serpent
A blue megadragon with wings
A:30
D:28
P:45-50
I:11
S:9
H:200
M:0
S:0

HEROES

The hero will be caled a Lamia just licke I mentioned in the racial skill.It wil have 1 to every stat exept noledge with 2.

NEUTRAL CREATURE

Mermaid with H4 caracteristic
Mermen with splash damage
The sharck licke pet with the dwarven Cripling wound
A cracken lice in pirets of the carabien with H4 devour an imunity to spels
And the H4 pirets.

SKILS

Atack: cold steal
Darck magic: darck renewal,supres
Defence: last stand,poer of endurence
Destructive magic: cold death,mana blast
Enlightment: graduete,darck revelation
Leadership: aura of swiftnes
Light magic: fire resistance,supres
Logistic: teleport asalt,shocking mana(increase mana blast and mana explosion)
Luck: tear of asha vision
Sorcery: arcane exelance,eredict mana

THE END

Hey is it posible to mack an other faction of naga??????
Sumoning magic:water warior(licke fire warior but with water elem),banish
War machines:tremors

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Fofa
Fofa


Famous Hero
Famous? Me?!
posted August 15, 2007 10:07 PM
Edited by Fofa at 02:26, 23 Aug 2007.

Well, since GenieLord wanted me to enter this round. . .This is just for fun.
I also took the nagas on a different path: my nagas are peaceful pacifists who only fight when endangered or provoked. They also look more like the Zoras from the Legend of Zelda series. I also apologize if the names sound stereotypical and if the racial seems like everyone else's: it was what I came up with. Just to clear a few things up.

Depth:
AKA: Nagas
Alignment: Neutral
Associated Colours: Sea blue and light green
Worship: Shalassa, dragon of water
Core Philosophy: "To live an eternity alone. . .is what we desire."
Core Philosophy: "The true strength of the world is the sea."
Country/Kingdom: They have control over the seas, although since most think the nagas are extinct, they are unaware of the nagas' strength. They particularly dwell in the Savage Sea and the Jade Ocean.
Capital City: Cawn, located deep in the Savage Sea.
Rival: None, since nagas are thought to be extinct.
Key Symbols: Trident, wave
Magic Schools: Destructive (primary), Dark (secondary)
Native Terrain: Water

History:
512 YSD- Creation of Beast-men
Beast-men (minotaurs, centaurs, harpies…) are created as servants, playthings, and guards in the Seven Cities. Their stated purpose is to replace orcs.

519 YSD- Rebellion of the Beast-men
Beast-men staged an open rebellion and killed numerous soldiers from both the Holy Griffin Empire and the Seven Cities. Half of the centaurs escape to the plains of Ranaar, while the other half flee with the harpies into the canyons. Medusas make their way to the unclaimed undergrounds with the minotaurs. Lizardmen have called the swamplands their new home. The other beast-men haven’t been seen since.

520 YSD-Pursuit
Most of the nagas have made it to the oceans, along with the mermaids that have allied with them. However, most of the nagas are hunted down by the pursuing wizards, hoping to reclaim them. Only a few nagas manage to make it to the sea, in a wounded condition. The wizards doubt they would've survived, but unbeknownst to them, they survive by praying to Shalassa, who healed them and allowed them to live in her oceans.

525 YSD-Cawn's Construction
The capital of the naga society is constructed deep on the floors of the Savage Sea. It is named Cawn, the naga word for "blessed." Shalassa allies some of the deep sea's creatures, the sea turtle, krakens, and coultalique with the nagas.

574 YSD-Discovery of Terraform
Several mermaids discover a form of magic that transforms land into water while escaping capture from pirates. The nagas start immediate practice of this magic, should they someday be forced onto land.

Culture and Society:
Like all beastmen, nagas have the characteristics of humans and animals: with the nagas, they have the fangs and tongue of a snake; fins, tail, and scales of a fish; and the body structure of a human. Their feet and hands are all webbed, although the hands don't have as much webbing as the feet. Being the only humanoid race capable of living underwater, they often eat fish, seaweed, and whatever else the aquatic species happen to feast on.

Nagas are talented in magic, which is evident in their unique ability to transform the environment to their liking. Since nagas can't live on land for very long, despite their human blood, they usually change the land to sea water, allowing them to live longer. Although they don't normally go to land, they practice this form of magic should the situation arise.

Due to their aquatic traits, as well as complete lack of contact among the other races, nagas are a relatively peaceful race, if a bit naive. They don't attack frequently, unless they are threatened, and even then, they attack enough so that the attacker goes away for good. Nagas have their own language, but can only speak that since they have no interaction with the common tongue.

As far as culture goes, nagas are fairly diplomatic. Everyone lives their own life without a governor. Only when it comes to battle, do they have strict regulations, and are led by an experienced general. Women often take higher careers than men do when it comes to either magic or the military.

Relations with Other Towns:
Academy: Nagas live long lifespans, and remember the cruelty the wizards of the Silver Cities have done to them.
Dungeon: The dark elves share the same enthusiasm of the seas that their forest relatives have, which isn't much. The nagas have not made contact with the dark elves because of this.
Haven: Nagas have often been mistaken for mermaids, but that's about all the humans have seen in regards to nagas.
Necropolis: Although the Necromancers have plans to reap undead from the seas, they're focusing on dominating the land above before they turn their eyes to the ocean. Because of this, nagas have never heard of the necromancers.
Sylvan: Elves generally stay close to their forests, if they ever leave the forests at all. They also don't go onto the seas often enough to even catch sight of one, so it's suffice to say that elves and nagas have had no contact at all.
Inferno: The demons tend to avoid water, preferring to burn everything on Ashan into charred remains. Because of this, nagas and demons have yet to meet.
Fortress: Dwarves very rarely use the seas, so no contact has been established between the two races.
Bastion: Although the orcs and the nagas have a good chance of getting along well because of their roots as creations from the wizards, their habitats of land and underwater shoals prevent them from interacting.

Standard Buildings:
Village Hall: Purchases town structures and provides 500 gold per day
Requirements: None
Cost: None

Town Hall: Provides 1000 gold per day
Requirements: Village Hall, Town Level 3
Cost: 2000 gold

City Hall: Provides 2000 gold per day
Requirements: Town Hall, Town Level 9
Cost: 5000 gold

Capitol: Provides 4000 gold per day
Requirements: City Hall, Town Level 15; only one can be built
Cost: 10000 gold

Fort: Constructs defensive walls for the town
Requirements: Town Level 6
Cost: 5000 gold, 5 wood and 5 ore

Citadel: Boosts creature growth by 50%, adds a keep and a moat
Requirements: Fort, Town Level 9
Cost: 5000 gold, 5 wood and 5 ore

Castle: Doubles creature growth, fortifies town defenses, and adds two arrow towers.
Requirements: Citadel, Camouflaged Traps, Town Level 15
Cost: 5000 gold, 10 wood and 10 ore

Tavern: Allows recruitment of heroes and increases defending troops morale by 1.
Requirements: None
Cost: 500 gold and 5 wood

Marketplace: Allows trading and purchasing of resources (more marketplaces improves the trade rate)
Requirements: None
Cost: 500 gold and 5 wood

Resource Silo: Produces extra 1 mercury per day.
Requirements: Marketplace
Cost: 5000 gold and 5 ore

Blacksmith: Provides visiting and garrisoned heroes with a Ballista at cheaper prices.
Requirements: None
Cost: 1000 gold and 5 wood

Shipyard: Allows the purchase of ships
Requirements: Town Level 12
Cost: 2000 gold and 20 wood

Magic Guild Level One: Keeps 3 spells of the first circle
Requirements: Town Level 3
Cost: 2000 gold, 5 wood and 5 ore

Magic Guild Level Two: Adds 3 spells of the second circle
Requirements: Magic Guild Level 1, Town Level 3
Cost: 1000 gold, 5 wood, 5 ore, 1 sulfur, 1 mercury, 1 crystal, 1 gem

Magic Guild Level Three: Adds 3 spells of the third circle
Requirements: Magic Guild Level 2, Town Level 3
Cost: 1000 gold, 5 wood, 5 ore, 2 sulfur, 2 mercury, 2 crystal, 2 gem

Magic Guild Level Four: Adds 2 spells of the fourth circle
Requirements: Magic Guild Level 3, Town Level 3
Cost: 1000 gold, 5 wood, 5 ore, 3 sulfur, 3 mercury, 3 crystal, 3 gem

Magic Guild Level Five: Adds 2 spells of the fifth circle
Requirements: Magic Guild Level 4, Town Level 3
Cost: 1000 gold, 5 wood, 5 ore, 5 sulfur, 5 mercury, 5 crystal, 5 gem

Unique Buildings
Diving Altar: Allows town to dive underwater for one day. Can only be used once a week, and only naga heroes can enter and exit the town.
Requirements: Magic Guild Level 2, Town Level 12
Cost: 2500 gold, 10 ore, 5 mercury

Ocean Tower: Boosts all heroes' Terraform skill by 5%
Requirements: Magic Guild Level 1, Town Level 6
Cost: 1500 gold, 5 mercury

Coral Garden: Boosts the growth of Mermaids/Priestess/Valkeryes by +2 per week
Requirements: Mermaid Hall, Town Level 9
Cost: 1000 gold, 3 gems, 5 crystals

Idol of Shalassa: Standard grail effects and boosts the effects of the Force and Protector of the Sea skills to defending units, if the defending hero has them.
Requirements: Tear of Asha
Cost: None

Moat: Water damage is dealt to any enemies who walk in it. Damage, however, is added on for each turn the creature stays in it due to the piranhas that live in the moat.
Tower Creature: Recruit

Creature Dwellings:
Mess Hall: Produces 10 Recruits per week
Requirements: None
Cost: 500 gold

Recruiting Hall: Produces 10 Catchers/Admirals per week
Requirements: None
Cost: 1500 gold

Piked Barracks: Produces 8 Pikemen per week
Requirements: Mess Hall, Town Level 3
Cost: 1000 gold, 5 wood, 5 ore

Tide Barracks: Produces 8 Halberdiers/Veteran Pikemen per week
Requirements: Piked Barracks, Town Level 3
Cost: 2000 gold, 5 ore

Manta Pens: Produces 7 Manta Riders per week
Requirements: Fort, Town Level 6
Cost: 2500 gold, 10 wood, 5 sulfur, 5 mercury

Wave Pens: Produces 7 Air Divers/Wave Riders per week
Requirements: Manta Pens, Town Level 6
Cost: 3000 gold, 5 wood

Reef Castle: Produces 4 Mermaids per week
Requirements: Town Level 9
Cost: 3500 gold, 10 ore, 5 crystals, 5 gems, 5 mercury

Palace of Valhalla: Produces 4 Priestess/Valkeryes per week
Requirements: Reef Castle, Magic Guild Level 1, Town Level 9
Cost: 5000 gold, 5 ore, 5 crystals

Temple of the Sea: Produces 3 Apprentices per week
Requirements: Magic Guild Level 1, Town Level 9
Cost: 4000 gold, 20 ore, 5 gems

Temple of Shalassa: Produces 3 Summoners/Rain Dancers per week
Requirements: Temple of the Sea, Town Level 9
Cost: 6000 gold, 10 ore, 5 mercury

Deep Rift: Produces 2 Sea Monsters per week
Requirements: Reef Castle, Town Level 12
Cost: 6000 gold, 15 ore, 10 mercury, 5 sulfur

Abyssal Rift: Produces 2 Krakens/Leviathans per week
Requirements: Citadel, Deep Rift, Town Level 12
Cost: 7500 gold, 10 mercury

Underwater Lagoon: Produces 1 Sea Turtle per week
Requirements: Deep Lagoon, Town Level 15
Cost: 10000 gold, 20 ore, 10 mercury

Seabed Lagoon: Produces 1 Giant/Snapping Turtle per week
Requirements: Underwater Cave, Town Level 15
Cost: 10000 gold, 10 ore, 10 mercury, 5 gems

Town Specialties: (In progress)
Cawn (Capital): 5% bonus to the Ocean Tower
Bio: After many cities were constructed by the nagas for a capital, Cawn was proven to be their holy place, as it was blessed by Shalassa herself in improving the towers that aid their unique magical practices.

Building Analysis:
One unique trait of all Depth towns is the fact that they can originate on water; they are the only town type that can. When this happens, the hero already starts on a boat and the town is very likely to have a Shipyard already built.

Hero Type: Geomancer
Steed: Nagas are similar to the Demon Lords in that they don't ride steeds, but not because they don't fit. They just don't have anything to ride while on land.
Trail: A long stride of sea water follows the hero. It grows in strength as the army does, and small fish can be seen jumping out from it.

Racial: Terraform
Basic: Can turn 20% of battle arena into ocean terrain, regardless of actual form.
Advanced: Can turn 30% of battle arena into ocean terrain, regardless of actual form.
Expert: Can turn 40% of battle arena into ocean terrain, regardless of actual form.
Ultimate: Can turn 50% of battle arena into ocean terrain, regardless of actual form.

Terraform In-depth:
Since a good majority of the nagas' potential lies in the sea, and not all maps are sea oriented, the Terraform racial skill is intended to help compensate for this.
At the beginning of each week, each naga hero gains a number of "ocean mana," which is similar to the Dark Energy the necromancers use to resurrect creatures with Necromancy, to convert a portion of land into ocean. Any creatures with the Swimmer ability instantly gain boosts to their initiative and speed stats, and with skills under Terraform, their other stats increase as well.
Terraform works only in battle, but can be used at any point in the battle, and remain for the battle's duration.
Ocean Mana is recharged only at the start of each week, and with only a certain amount of Ocean mana (based on the level of knowledge the hero has), it needs to be preserved for battles. Another note is that the amount of ocean mana spent depends on the size of creatures in the army: if any are 2x2 sized, then 10 Ocean Mana needs to be cast, while all small creatures need 5 ocean mana.
If your hero is on a boat, then Terraform does not need to be cast.
Land transformed into ocean is always on the side of the hero and his creatures.

Other skills with Terraform:
Rainfall: If Ocean Mana was spent during the battle, the hero has a chance reclaiming the spent mana. Chance and amount recovered depend on hero level and proficiency with Terraform.
Part of: Terraform
Requires: Mana Regeneration (Sorcery)

Protector of the Sea: Units in the hero's army with the Swimmer ability gain attack and defense bonuses at sea.
Part of: Terraform
Requires: None

Force: Increases minimal and maximum damage done by creatures with the Swimmer ability at sea.
Part of: Terrafrom
Requires: None

Waterwalk: Allows the hero to walk over ocean, but only if the hero's turn ends on land.
Part of: Logistics
Requires: Navigation (Logistics), Protector of the Sea (Terraform)

Shalassa's Touch: Waterwalk ability can now allow heroes to end their turns on water.
Part of: Terraform (Ultimate)
Requires: Waterwalk (Logistics), Mentoring (Enlightenment), Cold Steel (Attack)

Starting Stats:
Attack: 0
Defense: 1
Power: 1
Knowledge: 3

Stat Chances:
Attack: 15%
Defense: 30%
Power: 20%
Knowledge: 35%

Skill Chances:
Terraform: 10%
Attack: 2%
Defense: 15%
Leadership: 8%
Luck: 10%
War Machines: 2%
Logistics: 2%
Dark Magic: 8%
Light Magic: 2%
Destructive Magic: 10%
Summoning Magic: 2%
Enlightenment: 15%
Sorcery: 10%

Individual Heroes: (In progress)

Creatures:
Level 1: Recruit
Hit Points: 7
Attack: 1
Defense: 2
Initiative: 8 (11 at sea)
Speed: 3 (5 at sea)
Size: 1x1
Shots: 5
Damage: 1-2
Mana: N/A
Specials: Swimmer, Range
Cost: 25 gold
Description: Recruits are simple naga warriors wielding javelins intended for throwing. The javelins themselves are more adapted to aquatic life, but the recruits are beginning to get used to throwing them while on land, albeit clumsily.

Level 1 Upgrade: Catcher
Hit Points: 9
Attack: 1
Defense: 3
Initiative: 10 (12 at sea)
Speed: 3 (5 at sea)
Size: 1x1
Shots: 8
Damage: 2-3
Mana: N/A
Specials: Swimmer, Range, Net Toss (Activated; catches enemies in 2x2 radius and brings them closer to the Catcher)
Cost: 55 gold
Description: Brave hunter-gatherers who put their nets to the battlefield in good use. They draw enemies closer to them using their nets in the same way they catch fish.

Level 1 Alt Upgrade: Admiral
Hit Points: 10
Attack: 2
Defense: 3
Initiative: 10 (12 at sea)
Speed: 4 (6 at sea)
Size: 1x1
Shots: 8
Damage: 1-3
Mana: N/A
Specials: Swimmer, Range, No Melee Penalty
Cost: 55 gold
Description: Elite spear throwers who've had many years serving the sea are promoted to Admirals. They are trained in hand-to-hand combat and are far less clumsy with their javelins then they used to be.

Level 2: Pikeman
Hit Points: 12
Attack: 1
Defense: 3
Initiative: 9 (12 at sea)
Speed: 4 (6 at sea)
Size: 1x1
Shots: N/A
Damage: 2-3
Mana: N/A
Element: Earth
Specials: Spear Attack (Attacks two squares), Enraged, Swimmer
Cost: 50 gold
Description: Armed with spears intended for stabbing, Pikemen serve the aquatic community in many way, such as gathering food and driving away foes.

Level 2 Upgrade: Halberdier
Hit Points: 15
Attack: 3
Defense: 3
Initiative: 10 (12 at sea)
Speed: 5 (6 at sea)
Size: 1x1
Shots: N/A
Damage: 2-4
Mana: N/A
Element: Earth and Fire
Specials: Enraged, Swimmer, Cross Strike (Activated; can attack enemies in a four panel attack shaped like a cross)
Cost: 80 gold
Description: As their name implies, their standard lances are replaced with spear and axe combination weapons. They have trained themselves to give attacks in a larger area, making them difficult to stop if infuriated.

Level 2 Alt Upgrade: Veteran Pikeman
Hit Points: 16
Attack: 2
Defense: 4
Initiative: 10 (12 at sea)
Speed: 5 (6 at sea)
Size: 1x1
Shots: N/A
Damage: 1-3
Mana: N/A
Specials: Swimmer, Enraged, Spear Attack
Cost: 80 gold
Description: Elder pikemen who stand to guard the naga forces from danger, be it from their native seas or from the strangers from the land.

Level 3: Manta Rider
Hit Points: 20
Attack: 2
Defense: 5
Initiative: 8 (10 at sea)
Speed: 3 (5 at sea)
Size: 2x2
Shots: N/A
Damage: 3-6
Mana: N/A
Element: Earth
Specials: Swimmer, Armoured
Cost: 100 gold
Description: Giant turtles act as steady cavalry for the nagas, and they perform their job quite well. Their shells are very resistant to damage and helps the turtles guard their fellow armies.

Level 3 Upgrade: Deep Turtle
Hit Points: 30
Attack: 3
Defense: 8
Initiative: 8 (10 at sea)
Speed: 3 (5 at sea)
Size: 2x2
Shots: N/A
Damage: 5-6
Mana: N/A
Element: Earth and Air
Specials: Swimmer,  Armoured, Pressure (35% chance of increasing pressure when attacking, adding extra damage and rendering flying enemies unable to fly over obstacles for one turn)
Description: Most sea turtles are capable of living in areas deep in the ocean in which the pressure is too high for other ocean dwellers to live in. With magic enchantments from the nagas, that same pressure can be added onto their attacks.

Level 3 Alt Upgrade: Snapping Turtle
Hit Points: 25
Attack: 5
Defense: 6
Initiative: 10 (12 at sea)
Speed: 4 (6 at sea)
Size: 2x2
Shots: N/A
Damage: 3-5
Mana: N/A
Element: Earth and Fire
Specials: Swimmer, Armoured, No Enemy Retaliation, Snapping Rage (Activated; No retaliation splash attack with a 30% chance of lowering enemy defense)
Cost: 150 gold
Description: Some turtles are notably aggressive in their behaviour, and the nagas are torn between setting them in offensive positions or keeping them at the back and protecting back-up troops. Their jaws are tough and can rip through most materials with ease, and when combined with their swift attacks, retaliation is difficult.

Level 4: Mermaid
Hit Points: 25
Attack: 6
Defense: 7
Initiative: 10 (13 at sea)
Speed: 5 (7 at sea)
Shots: N/A
Size: 1x1
Damage: 6-9
Mana: N/A
Specials: Swimmer (increased speed and initiative at sea), No Retaliation
Cost: 270 gold
Description: Mermaids are a rare sight on the seas, but as most sailors know, it is better off not to see one. While it can fight on land, it fares much better at its native ocean, and their charms and swift arms prevent retaliations.

Level 4 Upgrade: Priestess
Hit Points: 38
Attack: 6
Defense: 9
Initiative: 12 (14 at sea)
Speed: 5 (7 at sea)
Shots: N/A
Size: 1x1
Damage: 7-11
Mana: 18
Specials: Swimmer, No Retaliation, Caster (Ice Bolt [Advanced], Righteous Might [Basic])
Cost: 350 gold
Description: Priestesses are Mermaids that retain their abilities but can also cast magic, either damaging their enemies or blessing any allies.

Level 4 Alt Upgrade: Valkeyre
Hit Points: 40
Attack: 9
Defense: 8
Initiative: 12 (14 at sea)
Speed: 6 (8 at sea)
Shots: N/A
Size: 1x1
Damage: 9-12
Mana: N/A
Specials: Swimmer, No Retaliation, Battle Cry (Boots attack and initiative of friendly units and lowers defense and initiative of enemy units surrounding the Valkeyre; activated)
Cost: 350 gold
Description: Mermaids who live for battle are difficult to defeat. If found in numbers, they will boost the will of their own kin and weaken the wills of their opponents.

Level 5: Apprentice
Hit Points: 45
Attack: 12
Defense: 12
Initiative: 10 (12 at sea)
Speed: 4 (6 at sea)
Size: 1x1
Shots: N/A
Damage: 7-11
Mana: 10
Specials: Swimmer, Caster (Fist of Wrath [Basic])
Cost: 700 gold
Description: These nagas serve and train under their high spell casters, the Summoners. They can cast some magic, and while not as strong as Summoners, the spells are still strong enough to take care of enemies.

Level 5 Upgrade: Summoner
Hit Points: 60
Attack: 14
Defense: 14
Initiative: 10 (12 at sea)
Speed: 3 (5 at sea)
Size: 1x1
Shots: N/A
Damage: 9-11
Mana: 18
Specials: Swimmer, Caster (Fist of Wrath [Advanced], Phantom Forces [None], Ice Bolt [Basic]), Summon (Activated; once per battle; can call either a Sea Monster or a Giant Turtle stack to the tiles next to it, provided there's enough room)
Cost: 910 gold
Description: Full fledged naga spell casters can easily summon fellow beasts from the deep, call upon illusions and physical strikes to do their bidding. These abilities are what call them summoners.

Level 5 Alt Upgrade: Rain Dancer
Hit Points: 60
Attack: 15
Defense: 15
Initiative: 10 (12 at sea)
Speed: 3 (5 at sea)
Size: 1x1
Shots: N/A
Damage: 8-11
Mana: 20
Specials: Rain Dance (summons a rainstorm to the battlefield that lasts for a few turns), Absorb (restores HP as long as it's raining), Swimmer, Caster (Fist of Wrath [Basic], Ice Bolt [Advanced])
Cost: 900 gold
Description: Studying the weather patterns of the land, these naga spell casters are able to call upon the rain and utilize it for their benefit, restoring their health and mana pool as the rain falls to the ground.

Level 6: Sea Monster
Hit Points: 110
Attack: 18
Defense: 18
Initiative: 8 (12 at sea)
Speed: 3 (5 at sea)
Shots: 8
Size: 2x2
Damage: 16-20
Mana: N/A
Specials: Range, Ranged Retaliation, Swimmer
Cost: 1400 gold
Description: Although sea monsters are merely very large octopus, they are given that name because many sailors and ships have fallen to these creatures. Sea Monsters are capable of traveling on land, but they tend to be sluggish when doing so, and are quicker in the sea.

Level 6 Upgrade: Kraken
Hit Points: 140
Attack: 20
Defense: 20
Initiative: 9 (12 at sea)
Speed: 3 (5 at sea)
Shots: 8
Size: 2x2
Damage: 20-25
Mana: N/A
Specials: Range, Swimmer, Return Fire (30% chance of sending non-magical ranged attacks back to sender, completely negating damage)
Cost: 1850 gold
Description: Krakens are true terrors of the seas. Compared to their weaker counterparts, they can use their tentacles to catch enemy ranged fire and hurl it back to whomever sent the shot.

Level 6 Alt Upgrade: Leviathan
Hit Points: 130
Attack: 20
Defense: 19
Initiative: 11 (13 at sea)
Speed: 3 (5 at sea)
Shots: 8
Size: 2x2
Damage: 22-29
Mana: N/A
Specials: Range, Swimmer, Boulder Toss (3x3 area attack; activated)
Cost: 1850 gold
Description: Although Leviathans are more frail and slight in build, they are still swift swimmers, and are capable of tossing large boulders that literally shake the surrounding ground, harming everything in its way.

Level 7: Couatl
Hit Points: 190
Attack: 25
Defense: 27
Initiative: 10 (12 at sea)
Speed: 6 (7 at sea)
Size: 2x2
Shots: N/A
Damage: 25-32
Mana: N/A
Element: Air
Specials: Swimmer, Flight, Magic Proof 25%
Cost: 3500 gold + 1 mercury
Description: Serpentine children of the dragon of water, Shalassa, tasked with protecting the naga. While they naturally live underwater, they can fly and live off on land.

Level 7 Upgrade: Wave Couatl
Hit Points: 255
Attack: 28
Defense: 30
Initiative: 11 (13 at sea)
Speed: 6 (7 at sea)
Size: 2x2
Shots: N/A
Damage: 28-32
Mana: N/A
Element: Earth and Water
Specials: Swimmer, Flight, Immunity to Ice/Water, Magic Proof 25%, Wave Breath (Water damage in a triangle shape range)
Cost: 4200 gold + 2 mercury
Description: Elder Coualt can summon waves that can crush forces with such force. Their scales are still resistant to magic, and their fighting capabilities have only grown stronger.

Level 7 Alt Upgrade: Couatilique
Hit Points: 240
Attack: 29
Defense: 29
Initiative: 11 (13 at sea)
Speed: 6 (7 at sea)
Size: 2x2
Shots: N/A
Damage: 30-35
Mana: N/A
Element: Earth and Fire
Specials: Swimmer, Flight, Immunity to Ice/Water, Magic Proof 25%, Aurora Breath (Lowers enemy attack, with the first enemy suffering the most reduction)
Cost: 4200 gold + 2 mercury
Description: With complete blessings from Shalassa that renders these serpentines immune to ice and water, Coautilique send spine shivering breath attacks that have the glow of an aurora and weaken the edges of their target's weapons.

Edit: Made some changes to the Sea Monster/Kraken/Leviathan.

Edit: Moved the Turtles down to third level and have replaced the 7th level with Couatl trio. Stats and names have been changed accordingly. A few things were added here and there.
____________
Creator of the Guild and Prison towns for ICTC.

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GenieLord
GenieLord


Honorable
Legendary Hero
posted August 16, 2007 11:23 AM

I'm impressed, Fofa. Great job. It's really fun to read that.
I wouldn't want to see a sea turtle as the 7th level creature, though.

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Mystic_Genie
Mystic_Genie


Adventuring Hero
posted August 16, 2007 08:30 PM

Hei.If imacke an other faction of naga will both of them stil be considered or only one???

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GenieLord
GenieLord


Honorable
Legendary Hero
posted August 16, 2007 08:35 PM

Basicly you can.
They will be reviewed separately and you will be able to get points only for the one with the higher mark. You won't get points for two entries; only for one, this why I recommend you to focus on one entry.
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Fofa
Fofa


Famous Hero
Famous? Me?!
posted August 16, 2007 10:09 PM

Quote:
I'm impressed, Fofa. Great job. It's really fun to read that.
I wouldn't want to see a sea turtle as the 7th level creature, though.


What would you imagine as a 7th level creature? I picture the sea turtle as an enormous tank like creature. If your suggestion makes more sense though, I'll change it.
____________
Creator of the Guild and Prison towns for ICTC.

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Aculias
Aculias


Responsible
Undefeatable Hero
Pretty Boy Angel Sacraficer
posted August 16, 2007 10:15 PM

Sea turtles may have great defense & they are hulks.
I think it needs to be known that you do not have to be big & strong looking to be a 7th.
Sea Turtles are not that strong as well as i can imagine faster troops.
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Dreaming of a Better World

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GenieLord
GenieLord


Honorable
Legendary Hero
posted August 16, 2007 10:32 PM
Edited by GenieLord at 22:36, 16 Aug 2007.

Quote:
Quote:
I'm impressed, Fofa. Great job. It's really fun to read that.
I wouldn't want to see a sea turtle as the 7th level creature, though.


What would you imagine as a 7th level creature? I picture the sea turtle as an enormous tank like creature. If your suggestion makes more sense though, I'll change it.

I just mean that see turtle doesn't sound that strong, and it's quite hard to imagine it as 7th level creature.  It's like having a Squire as 7th level creature of Haven. The Sea Turtle might be a lower level creature, maybe 3rd level creature.

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