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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»
Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted May 07, 2007 11:23 PM



Werewolves!!!!!!!!!
____________
How exactly is luck a skill?

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Air_salami
Air_salami

Tavern Dweller
Too much stuff to wait for...
posted May 08, 2007 01:47 AM

Dude, just wait till may 9th. 2 more days... god i can't wait!

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EugenFiend
EugenFiend

Tavern Dweller
At last , fifteen years old
posted May 08, 2007 04:34 PM
Edited by EugenFiend at 18:23, 08 May 2007.

                The Mountainfort





      AKA: The mountain trolls.

      Worship: The ogre that freed them Thorne (even if they hate most of the ogres).

      Kingdom: The Gildron Empire.

      The king: Gorhe,son of the greatest troll of all times Grinde.

      Capital: The Capital is Ghreshken,situated in the middle of the Gildron Mountains.

      Terrain: Dirt.

      Symbols: A mountain with a club in it's top.

      Core phylosophy: The strongest survive.

      Short entry: The trolls were known as a nomadic race until they reached the Unholly Mountains.Very little is known about them,beeing a lonely race and not beeing
                        to happy at sight of strangers but it is known that they practice the canniballism.Not too long after they make cubs,they kill the smallest and feed the
                        others so only the strongest survive.                    

      Town: A mountain whthout snow,on the highest top lies the town hall/capitol etc. which looks like a gigantic tent and just under it is the fort/citadel/castle.
               The hell portal is placed on the lowest top and looks like a demonic structure not like all other structures.
               The mountain forest dominate the backgroung beeing placed far away from the hall.

      Trails left by heroes: Very dense, yellow, with flyes.

      History:
      The trolls have the same roots with the ogres beeing axed on the brute force rather tham magic.After their creation,they were subjugated by the ogres until
   they revolted in 26 ysd under Thorne,an ogre that helped the trolls.When freed,the trolls have gone north to the mountains,in their road passing throught the            
   Griffin Empire,were was the first war of the angels against the demons.They fighted with the demons until 37 ysd when they continued their way until they reached the  
   Unholy Mountains,passing The Sea of Shadows.

       In 659 ysd they renamed the Unholy Mountains In The Gildron Mountains same as their kingdom.

       In 802 ysd they gain the permission from the Inferno to combine the trolls with the horned demons.
   
       In 951 ysd in the war of the gray alliance,they fight again with the demon forces against the haven forces.In this war,they will lose many troops and their castle will
   be attacked by a group of haven armies.The trolls were conduced by the great Grinde and managed to win and defend their kingdom.Unfortunately Grinde is killed and
   his son,Gorhe,becomes king.



       Creature lineup:                                                                                              Buildings (dwellings):


                                                               
             Gnoll > Ironaxe Gnoll -> Level 1                                                                          Gnoll hut ---> Iron hut -> Level 1
                                     
             Club thrower > Rock thrower -> Level 2                                                                Mine ---> Rock mine -> Level 2

             Eagle > Harpy -> Level 3  Nest ---> Harpy nest -> Level 3

             Mammoth > Crystalfang -> Level 4  Ice cavern ---> Crystal cavern -> Level 4

             Giant > Cave troll -> Level 5  Cave ---> Giant cave -> Level 5

             Troll Demon > Hell Troll -> Level 6              Underworld portal ---> Hell portal -> Level 6

             Forest Guard > Gargantuan -> Level 7                                                                 Mountain woods ---> Mountain forest -> Level 7
                   
                 
                     
        Creatures:        


         



         


         
         

         


         


         


         


         


         

         


         
         


         


         


         


         


    Notice the big number of large creatures,it is better to learn fast (or hire a hero who has it) the tactics skill and the positioning.



             Abilities: The mountaintrolls racial ability is Nightbreeding (Every time the player ends his turn,the number of mountaintrolls in army is
                                              temporaly boosted until the next turn comes)-good to wait others' player's attacks rather than attacking.

                                              BASIC : +5 % TIER 1 and 2 trolls.

                                              ADVANCED : +10 % TIER 1 to 4 trolls.

                                              EXPERT : +15 % TIER 1 to 6 trolls.

                                              ULTIMATE : +20 % TIER 1 to 7 trolls




         


        FAST BREED : The nightbreeding ability summons +5% trolls

        TROLL FRENZY : All trolls in army have +2 at their minimum and maximum damage

        MOON'S SECRETS : Combat ability,can be cast on a creature to nightbreed it (the number of summoned creatures depend of the nightbreeding ability level)

        NIGHT RITUAL : On every first day of the week,the nightbreeding ability becomes permanent

        ATTACK : POSITIONING : On the tactics mode,the player can place his creatures on 4 extra squares

        DARK MAGIC : TWILLIGHT : Increases spellpower with +3 for all spells of dark and light magic schools

                               DEMENTOR AURA : Combat ability,can be cast on a friendly creature to receive aura of fear

        DEFENCE : STRONG SKIN : The hero gains +5 defence permanently

                           ENCOURAGE : Combat ability,can be cast on all friendly creatures to rise their morale by +3 for 3 turns

        DESTRUCTIVE MAGIC : FIRE SHIELD : All fire based spells cast by the opponent hero do -30% damage

                                             ENFIRE CORPSE : Combat ability,can be cast on a corpse to make it explode and to damage all creatures near it (damage made
 
                                                                           depends on the hero spellpower)

        ENLIGHTENMENT : DARK REVELATION : The hero qualifies for a free level up

        LEADERSHIP : COMMON CAUSE : When hero is in mountainfort castle,all the trolls can be recruited with -20% gold pieces

                                NIGHTBREEDING MASTER : The nightbreeding ability summons +5% trolls

        LIGHT MAGIC : MASTER OF EXORCISM : The cleasining spell has mass (no zonal) effect

        LOGISTICS : DEATH MARCH : All hero's troops gain +4 speed during the siege of an enemy castle

        LUCK : ROCK AVALANCHE : The rock rain ability of creatures has a 30% chance to do damace on a 3x3 zone

                    BREEDING LUCK : The nightbreeding ability has a 15% chance to summon +10% trolls

        SORCERY : COUNTERSPELL : Combat ability,negetes all effects of the next spell cast by the enemy but drains twice the mana cost of that spell

        SUMMONING MAGIC : FOREST PROTECTOR : All the conjuring spells cast by the hero are +20% more efficient when fighting in forest

        WAR MACHINES : PLAGUE TENT : The hero's first aid tent receives the ability to damage opponent creatures

                                     POISON BALLISTA : The hero's ballista gains the poisonous attack ability



     HEROES : THE HEROES BASE CLASS IS BRUTE AND HE HAS : 2 atk          2 def           0 spellpower            1 knowledge

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GenieLord
GenieLord


Honorable
Legendary Hero
posted May 08, 2007 06:14 PM
Edited by GenieLord at 18:18, 08 May 2007.

Glad to see that you decided to develop your basic idea, EugenFiend.
Very interesting faction. Ir's very noticeable that you put a lot of effort here. Well done!
Anyway, the creatures should be balaned, and the unupgraded 5th level creature (Cave Troll) is stronger than the upgraded unit (Giant). Just swich them.

Actionjack, the round ends tommorow. Please post your faction until then.
Can't wait to see it.

Extensive comments about all the factions will be posted on the summarizing post of the round.
Elvin and I have already decided what will be the race of the next round. It will be... On the summarizing post.


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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted May 08, 2007 06:19 PM

OMG, I'VE LOST!

AAAAAARRRGGHH!!!!!!

*covers self in kerosene, sets self alight, jumps out window*

AAAAAARGH!!!!!!!!!!!!
____________
Love, Laugh, Learn, Live.

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EugenFiend
EugenFiend

Tavern Dweller
At last , fifteen years old
posted May 08, 2007 06:24 PM

Change made ,thanks for the notice!

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GenieLord
GenieLord


Honorable
Legendary Hero
posted May 08, 2007 06:26 PM
Edited by GenieLord at 18:26, 08 May 2007.

Quote:
OMG, I'VE LOST!

AAAAAARRRGGHH!!!!!!

*covers self in kerosene, sets self alight, jumps out window*

AAAAAARGH!!!!!!!!!!!!


First of all, you can never be sure, until the summarizing post is advertised.
Second, there is no lost here, you can win or not win.

Quote:
Change made ,thanks for the notice!
You are welcome.

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Lesij
Lesij


Famous Hero
posted May 08, 2007 08:26 PM

Quote:
OMG, I'VE LOST!

AAAAAARRRGGHH!!!!!!

*covers self in kerosene, sets self alight, jumps out window*

AAAAAARGH!!!!!!!!!!!!


Geeeeeeeeeez, dud no worries!!!
Now wee see who have to much time and who do not have it (simply) at all (me 'n u 4 example )...
____________

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actionjack
actionjack


Promising
Famous Hero
posted May 09, 2007 06:39 AM
Edited by actionjack at 07:14, 09 May 2007.

TROLL Exile

Facts and Traits: Chaotic and Mad-Crazed.
Associated colors: Green, Brown, Red
Core Philosophy: Kl?fover das World in K?faos n Dar?fknas
Country/Kingdom: The Darkland (Dar?fde Shamdo)
Capitol: Dar?fdel Shamago
Key symbols: Voodoo Doll, Snake, Bloody Claw, Tusk
Race Description: Depend on the Mutation.  But the ?gnorm?h are thin, long arm, dark green skin, long tusk, and wild hair.  
Worships: Slissix the Ever Beauty  (aka. False Speaker, Tempter, Chaos Bringer, Deceiver)

Theme and Style: Amazon/African/Caribbean
(follow much along the line of War-craft?fs Troll, that of Jamaican/ Tribalistic style in speech and culture)
(WoW's Troll)


Geography:  The Darkland.  A large island cover mostly by the Wetlands and large trees with sky covering canopy and vines. (which make it dark)

History and Lore:
The history of Trolls are one of long and tragic.  Their race?fs original true name is now lost, fade away along with their sanity and grace.

They were once one of the elder race in the world, brothers and sister to the Sylvans (some historian even argue that they were older than the Long Ears).  They were once the most beautiful, the most graceful of all races.  It was said that one look of their radian face would charm any creature.  They were ageless, perfect in almost everyway, with strong and fit body, and intelligent, cultural minds.

They were powerful too, with cities and colonies spinning all over the early world.  Yet they were not satisfied.  They long for more power, and to better enhance their prideful beauty.  It was this search for perfection that ultimately lead them to their ruinous path.  

Slowly, one by one, they were all seduced by the sweet tongue and untrue words of the false god, Slissix, the Shape-Changer, Speaker of Lie, and Harbinger of Chaos.

As it is Slissix?fs nature, he orchestrated the downfall of the this ancient race, using lies and deceive, pitting brothers against brothers in centuries of internal war, until all was left to nothing, destroy and fade away into dust of time.  

Slissix than enslave the handful of the survivor, twisting them, warping their shapes and corrupting their mind their his own amusement.  He lead them to the Darkland, a land saturated with chaotic energy, and there they mutated into the foul creature now know as the Trolls.  Their mind now fill with madness and dark thoughts, they are now only an instrument of Slissix, as he set his eye again to bring the World into the embrace of Chaos again.    

-----------------------------------------------------------

Creature Line Up:
Lv.1 Troll Pygmy > Troll Gypmy
Lv.2 Giant Bat > Blood Bat
Lv.3 Troll Headhunter > Troll Head Collector
Lv.4 Chickatrice > Cockatrice
Lv.5 Troll Curser > Troll Voodoo-Queen
Lv.6 Stone Troll > Cave Troll
Lv.7 Servant of Slissix > Avatar of Slissix




Lv.1 Troll Pygmy > Troll Gypmy
http://en.wikipedia.org/wiki/Pygmy_%28mythology%29

Attack: 2 > 2
Defense: 1 > 1
Damage: 1-2 > 1-2
Hit Points: 5 > 5
Speed: 5 > 5
Initiative: 9 > 9
Shots: 0 > 3
Mana: 0

Abilities:
-Spike Trap: (active ability):  This creature can place a Punji Trap (invisible to enemy) 1 tile away from its position, and does (1.5x number of creature) damage to enemy that step on it.  Does not effect flying creatures.
-(U) Shooter
-(U)Punji Trap (active ability):  Similar to the Spike Trap, but also reduce damage?fs creature?fs speed by half for a turn.

Description:
A mutated type of troll, warp by the Chaotic Energy of the Darkland.  They are small (pigmy/goblin-like) trolls with vicious temper.  Carry sharpened wooden sticks.

Strategic Use:
A average level 1 unit, with not very impressive stats (but a good growth rate).  Best use defensively, in which place in front of a valuable creature (like your shooter or caster), and put up the Trap, so can score an extra hit as enemy come rush in.  However, because they can not move and place trap in one turn, relocating them for placing more trap will cost lots time.  Gain a shooter ability in upgrade (though only 3 shots), which will help early on.




Lv.2 Giant Bat > Blood Bat

Attack: 2 > 3
Defense: 2 > 3
Damage: 1-3 > 1-5
Hit Points: 16 > 18
Speed: 5 > 5
Initiative: 6 > 7
Shots: 0
Mana: 0

Abilities:
-Flyer
-Immunity to Blind.
-Blood Drain (U):  This creature?fs attack will heal some of its hp, as well as cause Bleed to the target foe.

Description:
A large bat.  Blood bat is red.

Strategic Use:
A meaty level 2 flyer.  Good for distraction, and can do fair damages.  But its slowness is its major drawback.
 



Lv.3 Troll Headhunter > Troll Head Collector

Attack: 4 > 5
Defense: 3 > 4
Damage: 2-7 > 3-8
Hit Points: 14 > 16
Speed: 5 > 5
Initiative: 9 > 9
Shots: 6 > 8
Mana: 0

Abilities:
-Shooter:
-Trolls Regeneration*: At beginning of turn, restore (2 X current numbers of creature) of HP lost (also resurrect dead creatures).  Can not exceed original stack number.
-No Melee Penalty:
-(U) Head Trophy:  Increase the Moral and attack by some for a turn is made any kill.

Description:
The Hunter/Warrior Class of the Troll.  Furious and Savage Warrior, uses throwing axe and tomahawk to bring down their prey, with gruesome aftermath.

Strategic Use:
A decent range shooter that also is not afraid if pressed, as it can also handle itself in melee.  Should be consider as main core unit of Troll?fs army.

*Note on Troll Regeneration:  Here is the example of the calculation.  You have 150 Trolls Headhunter, got attack and left you with 100 trolls.  At the start of the turn, you would restore (100 X 2  = 200 hp), but divided by 12hp, which restore about  creatures, so you have 112 at the start of its turn.  Its comes down to about 10% restore rate per turn.  




Lv.4 Chickatrice > Cockatrice

Attack: 5 > 6
Defense: 5 > 6
Damage: 5-8 > 6-10
Hit Points: 28 > 30
Speed: 6 > 7
Initiative: 10 > 10
Shots: 0
Mana: 0

Abilities:
-Flyer:
-Large Creature:
-Petrified: Its attack encase enemy unit in stone.  Reduce the Speed and Initiative of the enemy creature (depend on % of damage dealt, max of reduce speed by 50% and Initiative by 35%), but also increase the Defense of the target creature.  Last for 1 turn.  Only work on living creature.  
-(U) Stonetified:  Any creature die by Cockatrice?fs attack will be stoned.  This mean they can not be restore or resurrected.  Also creature defeated by Cockatrice will leave a Stone Statue as their corpus (act as a barrier)

Description:
A cock mix with a reptile. Make you stone Hard when you look at their Cock head....  

Strategic Use:
A very weak unit in its stats.  Its purpose is mainly as distraction, to tie down key enemy creatures.  However, its low def, hp, and movement make it harder to control.




Lv.5 Troll Curser > Troll Voodoo-Queen

Attack: 10 > 12
Defense: 12 > 13
Damage: 14-14 > 16-16
Hit Points: 38 > 42
Speed: 6 > 6
Initiative: 10 > 10
Shots: 0
Mana: 10 > 16

Abilities:
-Caster: (Weakness, Slow, Suffering(U))
-Dark Torment:  This creatures?f attack consume 1 Mana. It is range, ignore armor, no range or melee penalty.  
-(U) Cursing Doll:  This creature?fs attack also randomly inflect a dark magic (Slow, Weakness, Vulnerability, Decay, and Suffering) on its target.  The power and duration of dark magic is random, and depend on how many creatures in the stack.  
-(U) Voodoo Song (active ability):  Deal X damages to all enemy creatures that have some type of dark magic curse on them.  

Description:
A female troll that look like the voodoo queen, with body paints and tattoos and lots little bone decros.

Strategic Use:
None impressive stats, but its ability (Dark Torment) make it a good range shooter.  The upgraded also give some good ability that cast a free dark magic to its attack, and the Voodoo song would couple well with a Dark-magic hero.  Its weakness is in its weak hp and defense, making them vulnerable to range fire and up-close melee.      



Lv.6 Stone Troll > Cave Troll

Attack: 22 > 24
Defense: 16 > 18
Damage: 15-30 > 15-35
Hit Points: 140 > 160
Speed: 5 > 5
Initiative: 6 > 6
Shots: 0
Mana: 0

Abilities:
-Large Creature
-Stone Corpus:  Upon death, this creature leave a stone corpuses, acting as barrier.  Such corpus have 100hp, and can be destroy.
-Regeneration: Restore its Health by 60-100 at start of its turn.
-(U) Trampling Charge (active ability):  Charge forward (or side way, but no diagonal) 3 squares.  It damage all creatures that is in the way, and push them backward.  

Description:
Another type of mutation.  They are large, with very thick, stone like skin, and often support little intelligent.  They also sports a large Tusk, much like that of Elephant.  (thus sometime they are also called an Elephant Troll)      

Strategic Use:
A Powerhouse Tank.  A very helpful creature in guarding key target or castle gate, but its slowness usually downplay its offensive power.  Also would not go well against a Dark magic-user opponent.      




Lv.7 Servant of Slissix > Avatar of Slissix

Attack: -- > --
Defense: -- > --
Damage: -- > --
Hit Points: -- > --
Speed: -- > --
Initiative: -- > --
Shots: --
Mana: --

Abilities:
-Large Creature
-Shape Change: (active ability) Allow this creature to change into one of 3 forms (Serpent, Seducer, Messenger), gaining that forms?f ability and stats.*

*On the start of the battle, this creature will randomly take one of the 3 shape.  Player will have no control over which one.  Will need to use the Shape Change ability (which take a turn) to change to the shape you want.


Serpent of Slissix
Attack: 26 > 28
Defense: 26 > 28
Damage: 25-50 > 33-57
Hit Points: 170 > 190
Speed: 6 > 6
Initiative: 10 > 10
Shots: 0
Mana: 0
-Poison Bite:  This creature?fs attack will induce poison onto target foe.
-Poison Breath: (U) This creature attack will damage all front (4 tiles) enemies and induce poison.

Seducer of Slissix
Attack: 24 > 26
Defense: 24 > 26
Damage: 25-40 > 35-40
Hit Points: 170 > 190
Speed: 5 > 5
Initiative: 9 > 10
Shots: 3 > 5
Mana: 10 > 15

-Caster (Weakness, Confusion, Frenzy)
-Shooter:
-Mesmerize (U):  Enemy creature that move close to this creature (1 tile next to) have 50% chance of getting Mesmerize, and stop their action for the turn.  (and add extra imitative till their next turn)

Messenger of Slissix
Attack: 24 > 26
Defense: 24 > 26
Damage: 25-40 > 35-40
Hit Points: 170 > 190
Speed: 8 > 9
Initiative: 12 > 12
Shots: 0
Mana: 0

-Flyer
-Aura of Chaos Magic (U):  This aura effect self, as well as all creature (friendly or foe) next by.  Effected creature?fs attempt to cast spell will be randomized.  Any spell cast against the effected creature will also be randomized.

Description:
While this creature look like a giant snake, each shape will be differently in look.  Serpent of Slissix will look much like a Giant Snake with 3 head.  Seducer of Slissix be more like a naga, with a women?fs body on top of the of a snake?fs body/head.  Messenger will be much like a Snake with large radian wings, and some talons.

Strategic Use:
Versatility is the name of the game for this creature.  3 form, each with different use and power.  Serpent form is more use for melee fights, and have the best damage.  Seducer be a caster-shooter, and Messenger be the fast flyer, as well as a anti-magic spell tool.  A skill player will want to change between the forms to get the best advantages (like use Messenger to get close, than change to Serpent once in enemy?fs back line).  One weakness is that it have a lower armor and hp.  Also might cost some turns to get it to the shape you want.    


---------------------------------------------------------------

Racial Ability:  Voodoo Curse
On Hero?fs Attack, randomly inflect one of the following ailment onto the target foe. (with effect much like the Dark Magic?fs spell)  Most of those curse will only last for one Hero?fs turn, (Shadow Worm is exception)

Basic Voodoo Curse:  Randomly inflect one of the following Voodoo Curse to target attack foe for 1 turn.
Advance Voodoo Curse: Randomly inflect one of the following Voodoo Curse to target attack foe for 1.25 turn.
Expert Voodoo Curse: Randomly inflect one of the following Voodoo Curse to target attack foe for 1.5 turn.
Ultimate Voodoo Curse: Randomly inflect two of the following Voodoo Curse to target attack foe for 2 turn.

Voodoo Curses:

Pin Knee:  Reduce the Initiative of the attack target creature. (-20%, -25%, -30%)

Pin Feet: Reduce the Speed of the attack target creature. (-1, -2, -3)

Pin Hand: Reduce the Attack and Damage the attack target creature. (-4, -6, -8)

Pin Eye:  Attack target creature can not retaliate, and have (25%, 30%, 35%) chance of missing their attack.

Pin Head: Attack target creature will not be able to cast spell and have (50%, 60%, 70%) chance to loose all their imitative.

Pin Chest:  Reduce the Defense the attack target creature. (-4, -6, -8)

Pin Heart:  Deal additional (50+8*Power, 60+8*Power, 70+8*Power) damage to the attack target creature.

Shadow Worm: Inflect (32+6*Power) damage to the attack target creature every time it take action, for (2, 3, 4) turns.



Related Skills:
Cursive Spell:  Inflect one of the Voodoo Curses with your offensive/dark magic.

Thousand Needle: Active Ability.  Damage all foe on battle field who is inflected with voodoo curse or dark magic.  

Soul Curse:  Hero?fs Voodoo Curse can also inflect on undead, elemental, and mechanical creatures.


Also a special buildings in troll?fs town will allow Troll Hero to cut down the available curses by some amount. (by 3, depend on the building/hero level)  This allow player to better pick the curses they want, and reduce some of the randomness.


--------------------------------------------------------------

Racial Theme Strategy
This race is a Magic faction.  Does not have many creature with eye-poping stats (Headhunter are the more all around unit).  However, what this army have is a lot of Hinders, units that block, stop, and de-buff enemy creatures.  (Lv. 1, 4, 5, 6 creature are considerably in this group).  This allow the Heavy Hitters to do their job, and more importantly, allow the Hero more time for casting their deadly magic.  Thus the standard Defensive line in front, shooter in the back, would work out well.  

Some of is weakness include the fact that many of their units have weaker defense, and much of their ability have a high dependcy on randomess.

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EugenFiend
EugenFiend

Tavern Dweller
At last , fifteen years old
posted May 09, 2007 06:49 AM

 Good work Actionjack , I like yours even more than mine!

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GenieLord
GenieLord


Honorable
Legendary Hero
posted May 09, 2007 07:12 AM

Excellent work, actionjack.
Just a tiny thing: I would change the country's name.
Darkland doesn't fit well. Sounds too evil.

I'll declare the winner in a few hours.
Elvin and I have to closely read the entries.

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EugenFiend
EugenFiend

Tavern Dweller
At last , fifteen years old
posted May 09, 2007 07:13 AM
Edited by EugenFiend at 07:17, 09 May 2007.

     O   NOOOOOO I WILL BE TO SCHOOL IN A FEW HOURS


     IF I WERE A PIT LORD I WOULD CAST A FIREBALL ON THE SCHOOL

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actionjack
actionjack


Promising
Famous Hero
posted May 09, 2007 07:22 AM
Edited by actionjack at 07:23, 09 May 2007.

They are suppose to be Evil.... well.. or mad...

Was going for Wetland... but that just sound not very impressive..
And since the land suppose to be always cover by shades, thus the Darkland (at least thats want the other race would call that Island)

Like that place from PoC Dead Man's Chest



But I don't stick too much with names... what would you suggest?


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Air_salami
Air_salami

Tavern Dweller
Too much stuff to wait for...
posted May 09, 2007 02:08 PM

Actionjack>me

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GenieLord
GenieLord


Honorable
Legendary Hero
posted May 09, 2007 08:27 PM
Edited by GenieLord at 17:08, 30 May 2007.

The Second Round - A Summarizing Post

This round, the race was trolls. The competitors had 3 weeks to create a faction for it.
This round wasn't extremely one difficult, specially becuase the trolls are "open race". You can take them into a lot of different directions. Like with the centaurs, almost everything is possible with them. There aren't clear rules of what to do, unlike demons, for example.

I'm going to review the factions in a bit different way.
Except of the basic opinion I write about each and every one of them, I will add two lists: of positive and negative spots about each work.

The warren, by bixie:
Very good bixie. I really liked this faction. Good job.
I would work a bit on ablities and creatures' names.
Positive:
-Great culture description.
-Good basic information.
-Very nice creatures line up. A bit weird creatures' names, though.
Negative:
-Unoriginal creatures abilities.
-Very banal racial skill.
-Bizar town.
There is very cute history, but it's too simple. There's lack of important events.

Lesij's trolls faction:
This faction seems like a very funny joke. It's easy to see how unserious it is. It isn't a faction that I can imagine in the game.
Positive:
-Very funny idea.
-Funny motto.
Negative:
-Incomplete.
-Unserious.
-Strange town. How can you make town only with bridges? Town on archipelago?
-Bridges' concept is crazy.
-Ridiculous creatures.


The Burrow, by crepus:
Excellent faction. It's noticeable that a lot of effort was put here. Everything is well made, well organized. I enjoyed reading it.
Positive:
-Good history. Add some important events.
-Great concept. You took the trolls into other original direction, almost evil.
-Great town buildings.
-Very interesting racial skill.
-Good abilties.
Negative:
-Creatures could be more creative. Lack of beasts.

The Pit, by Air_salami:
Very nice faction. A bit "triditional", includes many things that we has before, but still innovative in it's own way. It was very interesting to read it.
Positive:
-Awesome history. Maybe the best of the round.
-Good execution of the "triditional" orc's creatures.
-Nice creatures' abilities.
Negative:
-Banal racial skill.
-Town concept is something that visually won't work in HOMM5 graphical world.

The Mountainfort, by EugenFiend:
Again, huge effort was put here, and I truly appreciate that. The faction feels very complete, and it's a very impressive one. The additioal work is awesome, and very interesting, specially the hero's abilities. Great job.
Postive:
-Great basic concept.
-Excellent and interesting hero's special abilities.
-Good creatures' abilities.
-Intriguing history. I liked it.
-Good lore and faction's description
-Creative racial skill
Negative:
-Unoriginal creatures. A bit unrelated to each other, and don't feel like a race, together.

Troll Exile, by actionjack:
Another great faction by actionjack. Interesting, creative, and as usually, the abilities are outstanding. Another faction that I enjoyed reading. Great work.
Positive:
-WODERFUL abilities. The best. Extremely original.
-Extremely creative and original creatures line up.
-I liked the different theme. I've never heard before about magical trolls. The idea seems a bit bizar, but you executed it in a great way.
-Elvin and I love the racial skill. Similiar to the opposite of Runemagic, but more interesting.
Negative:
-I didn't like the history at all. There's a clear lack of important events.
-The racial skill is a bit powerful, eventhough it's a great one.

Winner's declaration:
Well, picking winners out of all these faction is incredibly difficult.
As I've said, I decided to do things a bit differently today-two competitors in every place.
On the first place: Actionjack and Crepus. They get 2 points
On the second place: EugenFiend and Air_salami. They get 1 point.

Sorry Bixie, I chose the winners mostly according to innovativation.
That's the trick-do innovative works that people haven't did before.

The race of the third round, according to the competitors request, is Werewolves.
The third round will be ended in the 30th of May.
I hope you're happy.

Good luck, have fun, and create good factions.

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Lesij
Lesij


Famous Hero
posted May 09, 2007 08:44 PM bonus applied.
Edited by Lesij at 21:14, 23 May 2007.

The Shape Shifter Race

Motto: Change yourself, but remain who you are.

Facts and Traits:

Race: The Shape Shifters, The Lycanthropes
Town: Taiga
Associated Colours: Dark Blue, Grey.
Worship: Swanty Bor- The great Shape Shifter.
Core Philosophy: Be yourself. Be loyal to your companions.
Language: Ror'argha (The Language of The Forest)
Capital: Warar'argha (The Forest in the fog)
Battlecry: Raaooor (Dieeee!!!)

Familiar Terrain: Snow  

Emblem: Howling wolf

Description:

Shape Shifters are the Taiga keepers. They do not worship Earth and its Dragon- Sylanna. They worship Forest itself with its god Swanty Bor. Swanty Bor isn’t Dragon indeed, because he can change his appearance any time, he wants.
Lycanthropes are good friends of Dwarves. They give Dwarves brown and black bears, which are brought up in Taiga. And Dwarves send to Shape Shifters some young boys, who, after training, become Goat Riders or Chamois Riders.  
Lycanthropes do not like either Wooden Elves, neither Dark Elves. Wooden Elves compete with them in order to steal their Forests and plant their Huge Tress on that terrain.
And dark Elves are the enemies of The Dwarves. And the enemies of Shape Shifters’ friends are their own enemies...
Lycanthropes aren't ruled by anybody. They are free, but not chaotic society with no captivating systems.
Shape Shifters, even though in were form they can speak any humanoidal language fluently, made their own language. This dialect, called Ror'argha, for unskilled listener would seem like a simple combination of barks and roars. But, in fact, it is very complicated and difficult to be learnt, even if you are a dog...  


A Summary:

Shape Shifters are inspired by Forest and its changes.
They get on well with Dwarves, so there is no morale penalty when unites of both factions are mixed. The Shape Shifters' special ability is the ability to help unites changing into animal, or were form...


History:

-50 YSD- Swanty Bor comes to Ashan in order to create the Forest Spirits- Lesije.
-10 - -5 YSD- Lesije teach anyone who swear to protect Forest, Shape Shifting skills. The Shape Shifters’ race comes into begin.
21 - 26 YSD- First tribes of Wooden Elves manage to banish Shape Shifters from Forests they lived in. Shape Shifters run to the North to find a place to live.
40- 48 YSD- Lesije find abandon Forests on the North. They decide to establish new seats for the Shape Shifters there.
62 YSD- Lesije convens mass meeting, in which they decide to unite the Shape Shifters’ tribes.
78 YSD- Wooden Elves' raiding parties find Shape Shifters new seats and sporadically attack them.
79 YSD- First Shape Shifters’ War Towns are designed and established.
85 YSD- Shape Shifters meet Dwarves. No aggression treaty is signed up.    
125 YSD- Shape Shifters enter into The Blood Alliance with Dwarves. New unites are designed (Bear and Blackbear Riders, Goat and Chamois Riders).

Creatures:

Level 1:

Damned:
Caster/Walker
Attack: 1
Defence: 1
Damage: 1-2
Initiative: 10
Speed:  5
Hit Points: 4
Fire strike( fire damage is added to attack of this creature)
Damned can change itself into: Mole or Raven.


Damneds are small creatures, which look like an old women with one eye only. They attack the enemy with their sharp claws and also deal fire damage. As the Shape Shifters, they can change itself into Raven, or into Mole.

Level 1 Upgrade:
Damned from the Forest:
Caster/Walker
Att: 1
Def: 3
Dmg: 1-3
Init: 9
Sp: 6
HP: 6
No enemy retaliation
Fire strike
Damned from the Forest can change itself into: Red Mole or White Raven

The strongest Damneds after training become Damneds from the Forest. They appearance is quite different compared to their weaker version. They look like a pile of branches, leaves and dirt, so after their attack, enemy doesn’t know what precisely attacked him. Each of Damned from the Forest also has one eye only and ability to deal fire damage. They can change itself into Red Moles, or White Ravens.

Level 2:
Goat Rider:
Walker/Shooter
Att:2
Def:2
Dmg:2-5
Init:10
Sp:5
HP:10
Shots: 7

Shooter’s Charge (Similar to Strike and Return. Creature doesn’t attack in close order but shots)
Goat Rider can change himself into: Faun

Goat Riders are Dwarves, who, after special training, learned how to ride the goat and how to shoot with their sling from its back while charging. Shape Shifting skill allows them to join their body to goats body and become one creature.

Level 2 Upgrade:
Chamois Rider:
Walker/Shooter
Att:3
Def:4
Dmg:2-5
Init:11
Sp:6
HP:15
Shots:7

Shooter’s Charge
No Melee Penalty
Horn Strike (Paw Strike with 100% chance of being successful)  
Chamois Rider can change himself into: Turosik (Creature similar to Faun with golden beard, horns and hoofs).

Chamois Riders are far better trained than Goat Riders are. They mastered all the abilities that Goat Riders use. Their Chamoises can also bash enemy with their horns in melee fight, what allows Dwarves to shoot again.

Level 3:

Wolf
Walker
Att:5
Def:3
Dmg:3-5
Init:14
Sp:6
HP:25

Pack Hunter
Howl
Wolf can change itself into: Werewolf.

Wolves are bloodthirsty and dangerous beasts of prey who attack in packs and use their abilities cleverly. Thus, if one of the stacks attacks, other stacks would surely hit the same target if they’re able to reach it. Besides, before they attack, the Wolves utter a terrible howl, calling for their congeners to help. When you fight Wolves, remember that even more of them can come (description from AoH). Wolves can also shift their shape and become Werewolves.

Level 3 Upgrade:
White Wolf
Walker
Att:5
Def:4
Dmg:4-6
Init:13
Sp:6
HP:25

Pack Hunter
Howl
Scavenger (Creatures can eat dead units’ corpses in order to regain HP and use their special ability once again- White Wolves can Howl again, but once only- Scavenger cannot resurrect dead creatures from the troop.)
White Wolf can change itself into: Werewolf Elder.

White Wolves’ bloodthirst drives them just insane. When they see carrion they fling on it and devour it rapidly. Energy from flesh gives them power to Howl again in order to summon their cousins from the Forest. White wolves can also change itself into Werewolf Elder- much more powerful than Werewolf. So, when you have to fight White Wolves, be careful, move fast and wisely, or you won’t have chance to tell anyone about their tremendous power...

Level 4:

Grizzly Bear:
Walker
Att:9
Def:10
Dmg:7-10
Init:7
Sp:6
HP:35

Large Creature
Enraged
Paw Strike
Grizzly Bear can change itself into: Werebear.

Much more wild and aggressive than Brown or Black bears, Grizzly bears are one of the most powerful animals inhabiting Taiga Forests. Their great strength and durability makes Grizzly Bears very dangerous, and very hard creatures to be defeated.  

Level 4 Upgrade:

Silver Grizzly Bear:
Walker
Att:10
Def:11
Dmg:9-12
Init:8
Sp:7
HP:40

Large Creature
Enraged
Paw Strike
Roar (Frightens nearby enemies- 2 square radius- and causes them to flee 1-3 squares- depends on distance- farther from the creature using Roar. Roar also decreases hostile creature attack by 1, per 10 creatures using it and makes affected enemies to loose all their initiative. Roar causes nothing to 6th and 7th level unites, neither other Bears.)
Silver Grizzly Bear can change itself into: Silver Werebear.

Silver Grizzly Bears are the strongest animals, which inhabit Taiga Forests. They are very durable and they can roar terribly, what frightens simply all the creatures, which wanted to attack Silver Grizzlies, or their companions.  

Level 5:
Swida:
Shooter
Att:13
Def:14
Dmg:13-16
Init:9
Sp:3
HP:40
Shots:5
Mana:12

Large Creature
Eyes of Death (If creature with this ability is attacked or if it attacks any creature in close order there is 10 % chance to kill NoCx3- for 1st and 2nd level creatures, NoCx2 for 4th and 5th lev., NoCx1 for 6th lev. Creature, NoC:2 for 7th lev. creature. Doesn’t work on Undead, Machines, and Elementals.)
Immunity to Lighting
Swida can cast: Slow, Lighting Bolt
Swida can change himself into: White Eagle.  

Swida is one of the most mysterious creatures, which inhabit Taiga Forests. He is a very powerfull caster. Also, he can throw the bolts of pure ancient energy. Furthermore he has very powerful and frightening ability- anyone who will look straight into his eyes will die within minute.
Swidy, as the oaks’ guardian, likes birds very much, so birds' king- the White Eagle, gave Swidy ability to use his power anytime they want.  

Level 5 Upgrade:
Greater Swida:
Shooter
Att:14
Def:16
Dmg:14-17
Init:11
Sp:3
HP:45
Shots:7
Mana:15

Large Creature
Eyes of Death
Look into my Eyes (Creature with this ability, once per each battle, can force enemy unites- level 1 to 4 only- to look into its eyes, even via all the battlefield.)
Soul Capture (Any time creature kills enemy in close order, or with its special ability, it regains some HP. Some dead creatures, from troop using Soul Capture, can be also resurrected)
Immunity to Lighting
Greater Swida can cast: Slow, Lighting Bolt (with thunderclap effect), Ice Bolt (with freezing effect)
Greater Swida can change himself into: White Eagle’s Spirit.

Greater Swidy are the keepers of the Mystic Old Oaks, which remember time when Swanty Bor was walking the Ashan. The powerfull trees gave them knowledge of casting destructive spells with frightening effects. Now, they can stun, or freeze their target. Moreover, they have mastered mind control, and can mesmerise hostile units. Hostile creture look straight into Greater Swida's eyes, even via walls, and then Greater Swida can capture its soul to heal himself. Those mysterious Oak guardians can, as all Shape Shifters, change their appearance and abilities. Their great power allows them to change themselves into White Eagle’s Spirit.  

Level 6:
Dobrochoczy:
Walker
Att:22
Def:22
Dmg:25-35
Init:10
Sp:8
HP:111

Large Creature
Jousting
Treasure Generator (With this creature, hero gains 100 gold, and 1 random resource after winning each battle- also against neutral creatures- but loses 500 gold, 1 morale and 1 luck when he chases retreating creatures.)
Diplomat (Neutral Creatures are more likely to join hero, who has this creature in his army)
Dobrochoczy can change himself into: Centaur from the Hills

Dobrochoczy is the good Spirit of Taiga. He traverse Taiga on his horse, looking for poor and kind to give them treasures and let them find the way out of the Forest. But when he would found a liar or a coxcomb he will punish him...

Level 6 Upgrade:  
Wotan:
Walker
Att:25
Def:25
Dmg:30-40
Init:12
Sp:9
HP:120

Large Creature
Enraged
Jousting
Extorter (With this creature in army, hero who beats another hero, gains 2000 gold, and 4 random resources- not wood, or ore- from beaten one. If the beaten hero doesn’t have as much gold nor as many resources, 3555 gold worth of creatures are recruited from his/her faction and teleported to winner’s town. Hero, who has won the battle, gains also the rest of the gold, which was left after recruiting.)
Wotan can change himself into: Centaur Captain  

Dobrochoczy, who went out of Taiga and saw what the real life in Outer World (creatures from Taiga believe that Forest is World and any other place is "Outer World") looks like, changes into Wotan. Wotan is much more severe than Dobrochoczy. He doesn’t reward anyone, but he loves punishing. Cruelly punishing. Wotans were always jealous of their younger cousins’ ability to generate treasures, so they mastered Extortion.

Level 7:
Wolven Shepherd
Caster
Att:17
Def:30
Dmg:44-55
Init:10
Sp:4
HP:170
Mana:25

Large Creature
Howl where you stand (summon Wolves NoCx4 with no attacking hostile troops)
Wolvesn Shepherd can cast: Mass Endurance, Empowered Eldricht Arrow, Empowered Stone Spikes, Summon Wind Elemental ( 7 mana; NoCx3 ).
Wolven Shepherd can change itself into: Ancient Werebear.

No one knows where are Wolven Shepherds from. They just appear from nowhere. Very strange fact about them, is that, when they Howl, Wolves come to help them. That’s why they are called Wolven Shepherds. They  are also very talented casters.

Level 7 Upgrade:
Lesij
Caster/Flyer
Att:17
Def:35
Dmg:44-55
Init:12
Sp:7
HP:195
Mana:25

Large Creature
No enemy retaliation
Howl where you stand (summon White Wolves NoCx4)
Levitation (Creature cannot be hit, but it also cannot make any action. If it makes any action, Levitation stops working.)
Swanty Bor’s Call Aura (1+ Morale, 1+ Luck and 3+ Defence for all creatures from Shape Shifters’ faction)    
Lesij can cast: Mass Endurance, Summon Wind Elemental, Empowered Eldricht Arrow, Empowered Stone Spikes, Tornado(25 mana; Massive Air and Earth damage. Tornado can’t be controlled. It destroys everything on its way- even castles’ moats. It moves around in 5x10 area, always from right to left. It can stun and move all troops on its way.)
Lesij can change himself into: Behemoth

Lesije are the greatest Swanty Bor’s servants. Their powerful magic attacks aren’t their greatest ability though. They greatest ability comes from their god. Swanty Bor gave them special power, which allows them to change into all animals’ king- Behemoth.

The Shape Shifter’s Hero:

Shape Shifter’s Hero- Lycanthrope looks like a Werebear and he do not ride any creature. He is wandering on his own.
Att:1
Def:3
SpP:0
Know:1

Lycanthropy:

The Lycanthropes’ special skill is Shape Shifting. It allows creatures to change their appearance and abilities.

Lycanthropy: every Shape Shifters’ faction creature has that skill. It allows it to shift its shape. Creature using Lycanthropy skill on this level looses all of its initiative.

Basic Lycanthropy: Allows creatures to shift its shape. Creature using Lycanthropy on this level looses all of its initiative, but gains 3+ to def. while Lycanthropy is in process.

Advanced Lycanthorpy: Allows creatures to shift its shape. Creature using Lycanthropy on this level looses half of its initiative.

Expert Lycanthropy: Allows creatures to shift its shape. Creature using Lycanthropy on this level looses half of its initiative but gains +1/2 of its def. while Lycanthropy is in process.

Ultimate Lycanthropy: Shape shifting becomes instant.




Mark of the Lycanthrope- the last surviviors from the marked stack, who could be killed by hero or hero's troops, are changed into wolves or bears. Depends on which creature is closer on ATB bar to marked stack.

Fierce Animals- 4+ to attack an life drain ability for all creatures (15% life drained).

Swift Animals- Speed of all Shape Shifters' units is increased by 1. Their initiative, at the begining of the battle, is increased by 17%.

Swanty Bor's legacy- All Lycanthropes' were forms stats are increased by half.

The oldest from the pack- Hero is given 3+ defense and knowledge permanently.

Leader of the pack- Creatures' Morale is increased by 2. Shape Shifters will always have positive Morale.

March of the Shape Shifters- while sieging, or while fighting on snow, Shape Shifters (were forms only!) gain 4+ speed.

Shape Shifters' Luck- While shape shifting, the unit can be lucky, and shift its shape two times faster than heroe’s lycanthropy lvl. allows it to.    

Were Machines- Hero can change Machines' appearance and boost its HP, Attack, Damage (by 33%), and no. of shots +1 (Ballista, Catapult). Ammo Cart increases attack of shooters by 4.

Hero Specialities

Mystic Fire- all creatures and their were froms gain Fires Strike ability. Damneds and Damneds from the Forest get 1%+ bonus to that ability for 2 hero's levels.

Swift Shifter- Shape Shifting time is reduced by 2% per 1 hero's level.

Wolven Shepherd- Specializes in Wolves. All Wolves, White Wolves and their were forms in hero's army gain +1 to their attack and defense for every two levels of the hero, starting on first level.

Bee Banisher- Specializes in Grizzly Bears. All Grizzly Bears and Silver Grizzly Bears in hero's army gain +1 to their attack and defense for every two levels of the hero, starting on first level.
Hostile Wasp Swarm spell is less efective.

Skin Shifter- The effect of Endurance spell is increased by 1% for every hero level.

Ancient Mesmeriser- Dark Magic spells are more effective when casted by this hero. Also Swidy's and Greater Swidy's Eyes of Death ability is boosted- 1% by, his or her, 2 levels.  

Converter- Mark of the Lycathrope lowens marked creture defense by 1- for 2 levels- and life by 1 for every five levels of the hero starting on first level.    

Were forms:

Level 1:
Mole
Digger/Walker
Att:1
Def:2
Dmg:1-3
Init:8
Sp:5
HP:7
Dig (creature can dig a hole and be unable to be seen or attacked by an enemy. When this creature’s stack is the last living troop it can dig, but it becomes visible and can be killed.)
Strike from down (creature can attack, flinging of the ground and dealing double damage; no retaliation)  

Raven
Flyer
Att: 2
Def: 1
Dmg: 2-6
Init: 14
Sp:  8
HP: 3
Strike and return
Blinding attack (spell power 2)

Level 1 Upgrade:
Red Mole
Digger/Walker
Att:2
Def: 4
Dmg:1-5
Init:10
Sp:5
HP:11
Dig
Strike from down
Slowing Attack (Spell Power 10)

White Raven
Flyer
Att:2
Def:1
Dmg:4-6
Init:15
Sp:9
HP:4
No enemy retaliation
Strike and return
Blinding attack (spell power 4)

Level 2:
Faun
Walker/Shooter
Att:3
Def:3
Dmg:5-5
Init:12
Sp:4
HP:15
Shots: 7
No Melee Penalty
Horn Strike
Enchanted sling (adds random dark magic spell to strike- no level 5 spells- S Pow: 5)
Heroes’ trainer (after the battle, in which Goat Riders were changed into Fauns, or Chamois Riders were changed into Turosiki, hero gains 15% more experience)  

Level 2 Upgrade:
Turosik
Walker/Shooter
Att:4
Def:4
Dmg:7-7
Init:13
Sp:5
HP:17
Shots:7

No Melee Penalty
Horn Strike
Enchanted sling
Heroes’ trainer
Blinding attack (works only in close order- S. pow-6)

Level 3:
Werewolf
Walker
Att:6
Def:3
Dmg:4-6
Init:13
Sp:5
HP:35

Pack Hunter
No enemy retaliation
Life Drain  

Level 3 Upgrade:
Werewolf Elder
Walker
Att:7
Def:4
Dmg:6-6
Init:12
Sp:7
HP:33

Pack Hunter
No enemy retaliation
Life Drain
Rabies (Decay spell added to attacks; S Pow:5)
Conversion (Once per battle, white werewolves can bite and kill some creatures from the hostile stack. The bite changes the rest of the stack into another werewolves. After that strike original werewolves’ stack looses all its defence and half of its life, becoming easy target; Conversion will work only if the attacked stack, after strike, has less creatures than attacking stack has)  

Level 4:

Werebear
Walker
Att:12
Def:10
Dmg:6-12
Init:8
Sp:5
HP:42

Large Creature
Enraged
Paw Strike
Roar
Anger (after 33% of the creatures from this stack will be killed, survivors gets 2+ to their min and max dmg.)      

Level 4 Upgrade:
Silver Werebear:
Walker
Att:14
Def:12
Dmg:10-15
Init:8
Sp:5
HP:55

Large Creature
Enraged
Paw Strike
Roar
Anger
Vulnerability attack (S. Pow: 10)

Level 5:
White Eagle
Flyer
Att:12
Def:12
Dmg:15-18
Init:13
Sp:10
HP:35

Large Creature
No enemy retaliation
Immunity to Lighting
Unlimited Retaliation.
Immunity to Blind
Battle Dive
Vulnerability attack (S. Pow: 10)

Level 5 Upgrade:
White Eagle’s Spirit
Shooter
Att:14
Def:12
Dmg:14-20
Init:15
Sp:12
HP:40

Large Creature
Incorporeal
No enemy retaliation
Immunity to Lighting
Unlimited Retaliation
Immunity to Blind
Battle Dive
Vulnerability strike (S. Pow: 14)

Level 6:

Centaur from the Hills
Walker
Att:25
Def:20
Dmg:30-40
Init:12
Sp:9
HP:125

Large Creature
Jousting
Hoofs Strike (creature has a chance to attack enemy with its hoofs, dealing 1/2 dmg X Jousting Bonus and then attack it once again with its weapon)  

Level 6 Upgrade:

Centaur Captain
Walker
Att:30
Def:25
Dmg:40-50
Init:13
Sp:10
HP:135

Large Creature
Enraged
Jousting
Hoofs Strike
Big Hoofs (stun added to Hoofs Strike)

Level 7:

Ancient Werebear
Walker
Att:35
Def:30
Dmg:35-60
Init:7
Sp:4
HP:200

Large Creature
Enraged
Roar
Armour crashing (strike of this creature destroys enemy's defense- enemy's def. after strike= 0)
Bashing Strike (creature can attacks from run-up bashing its enemies two tiles away and dealing massive dmg.- +10% for each tile coverd while charging; no armour crashing effect)  

Level 7 Upgrade:

Behemoth
Walker
Att:45
Def:45
Dmg:50-65
Init:10
Sp:5
HP:225

Large Creature
Enraged
Swanty Bor’s Call Aura (1+ Morale, 1+ Luck and 3+ Defence for all creatures from Shape Shifters’ faction)    
Roar
Armour crashing
Bashing Strike
Throw the creature (when the hostile stack isn’t made of large creatures, and there, in this stack, are NoCx2, or less creatures, this unit can take it up and throw at the another creature dealing 1/4 of its regular dmg to both stacks; no armour crashing efect)  

The Town

Description- Taiga is a big snowy forest with loads of conifers. The village hall and similar buildings are placed in the middle. Dwellings are situated around it, between thick clumps of trees and bushes. All around the town there are fortifications made of wood snow and ice. Anytime hostile creature step into 'castle's moat' it is damaged and 'cursed' with Mark of the Lycanthrope ability.  

Buildings

-Dwellings:

Hut- allows to recruit Damneds.
Rotten Hut- allows to recruit Damneds from the Forest.

Glade on the mountain- allows to recruit Goat Riders.
Pasture on the mointain- allows to recruit Chamois Riders.

Sapplings- allows to recrutit Wolves.
Coppice-  allows to recrutit White Wolves.

Cave-  allows to recrutit Grizzly Bears.
Cavern-  allows to recrutit Sliver Grizzly Bears.

The Old Oak (Oaks do not occure- or occur rarely, just dk,- in Taiga, but these are magic )-  allows to recrutit Swidy.
The Mystic Oak-  allows to recrutit Greater Swidy.

Stables on the mountain-  allows to recrutit Dobrochoczy.
Great Stables-  allows to recrutit Wotans.

White Cloud-  allows to recrutit Wolven Shepherds.
Blue Cloud-  allows to recrutit Lesije.

-Magic Buildings:

Converting Bushes (Sapplings needed to build this structure)- allows to convert non-Shape Shifters' unit into wolves.

Smaller Huts (Hut needed to build this structure)- boosts Damneds and Damneds from the Forest growth by +3 per weak.

Stronger Roots (The Old Oak needed to build this structure)- boosts Swidy and Greater Swidy growth by 1+ per weak.

Raining Clouds (White Cloud needed to build this structure)- boosts defending heroe's luck by +3.



 
----------------------------------------------------
NoCx- number of creatures times...





Just you wait will be more! I do love Lycanthropes

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted May 09, 2007 09:14 PM

To imagine I was torn between crepus and actionjack! I guess they both deserved it, good work guys! This week's contest came out much more interesting and I thank the participants for the effort they put in the proposals!
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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crepus
crepus


Adventuring Hero
Nuclear Power Plant
posted May 09, 2007 10:27 PM

Yaye me!

Wow, I won!
Must say I didn't expect that! I must say it's very interesting to read all different factions we make from the same concept. Glad to see our fantasy is so wide :-)

Thank you very much ladies and gentlemen.

As for the werewolf faction I think I'll pass (famous last words, I bet I will be sitting here again as soon as my deadline is over).

I do however have some suggestions for other interesting factions for the future:

Amazons - because we need another matriarchy!

Insectoids - because bugs are fun!

Conflux - because elementals can be made in many more ways than the four normal ones...

Gnomes - because an engineering faction could be fun to counterweight the mages.

Pirates -  because... HAAAAAAAARRRRRRRR!

____________
Mater tua criceta fuit, et Pater tuo
redoluit bacarum sambucus.

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actionjack
actionjack


Promising
Famous Hero
posted May 09, 2007 10:35 PM

That was fast, Lesij (in coming up with the entry).  Must had it all workout befoehand?  


I think I will take easy on this one.. and just submit some creature line up list for brainstorms...

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted May 09, 2007 10:44 PM
Edited by bixie at 18:43, 18 May 2007.

the chorus

aka: were kin
kingdom: the musical repudlic
capital: howling pass
worship: the moon goddess, so unconciously Asha
motto: strike up the band
core philosophy: so much music, so much experience. everyone plays a single note, we all hear the symphony.
colours: grey, red and blue

were kin are one race that is truly in tune to music. their entire culture is built on the magic of music. if their world was without music, they would turn into feral beasts and fall upon each other. they are not evil creatures, but merely misunderstood.

history

747ysd. the first lycanthrobe. a young girl was bitten by a wolf under the full moon. she caught the lycanthrobe curse, and she was now immune to disease and decay, and wouldn't die of old age. unfortunately, she was lynched by her village for being a werewolf, and for spreading fleas everywhere.

789ysd. the village falls under the werewolf curse. after a night of blood lusting, they began to launch  raids on passing caravans of elves, humans, dwarves, even naga. as these races sucomed to the curse, they changed in different ways. elves became weretigers, dexterous with magic, whilst dwarves became feirce werebears. soon there was a mass congregation of snarling, fighting beasts.

850ysd. the first song. the were kin came together one night, round a fire one of them had constructed and began to sing. it was a truly magical experience, bitter enemies singing together like brothers, bears, wolves, tigers, foxes and seals calling in a single note. that night they slept, thinking about it. during the rest of the years, they began to make music.

1000ysd. war comes. as the fighting between their former races grows, the werekins begin to feel their swan song approaching. though none will go down without a fight, they begin a march to fight for music!

basic information:

werekin are a varied race, ranging from the wereseals of the north, to the were foxes of the south. they inhabit cold regions, usually, so their fur doesn't become a problem. all of them are humaniod (two arms, two legs, a head, two eyes etc) but are furry, fanged, sometimes clawed and very feral looking. however, they move with a primeval grace to them, and are very flexible in combat. their cloths look like something out of the Baroque period.

werekin are devoted to music. it is a simple as that. they're entire culture is about singing or playing an insturment. the different types of werekin often have a different instrument to play. were foxes dexteriously play stringed instruments, were tigers dilegently play wood wind, wereseals jovially play brass instruments, were bears solidly play drums and werewolves usually sing.

the power of music is representative throughout the town. the werefoxes buildings are often twirling and with gy ropes. the weretigers often have lots of holes and wind russing through on their buildings. wereseals, apart from being near water, have huge bellows with trumpets at the end. were bears buildings often have large tarpaling strenched over like drum skins. werewolves buildings are often cluttered with manuscripts and lyrics of songs.

apart from musical instruments, the defence for most werekin cities include enchanted swords, which move and attack. they also have a creature called the doppelganger, that sheltered with them after running away from their wizard masters, in their service.

creatures

1. enchanted sword -> enchanted saber (hall of swords)
a primary defence for all werekin settlements. dispite this, they are mindless and often easily defeated. whats even worse, that once defeated, they return to becoming normal swords.
a: 1 -> 2
d: 1 -> 1
D: 1-2 -> 2-3
i: 12 -> 13
s: 4 -> 4
h: 3 -> 4
m: 0 -> 0
S: 0 -> 0
abilities: animated, sword return (+1 attack for a creature that moves over the tile the the sword died on 2 turns after the combat)

2. werewolf fighter-> vocalist (vocal villas)
werewolves are the bog-standard werekin troop. they are often armed with a long dueling sabre. on occasions, they have been able to sing a swansong, causing enemies to feel bad about killing them.
a: 3 -> 4
d: 2 -> 2
D: 2-4 -> 3-5
i: 11 -> 14
s: 5 -> 5
h: 12 -> 12
m: 0 -> 0
S: 0 -> 0
abilities: swan song (enemies that kill a stack of werewolf vocalists get a -1 moral penalty)

3. wereseal raider -> trumpetter (brass bellows)
wereseals are the aquatic attack of the werekin armies. dispite their jovial personality, they are dangerous warriors, crack shots, and mean players of trumpets. their rousing senerades increase the moral of their fellow werekin.
a: 3 -> 3
d: 2 -> 3
D: 5-7 -> 5-8
i: 10 -> 11
s: 4 -> 4
h: 15 -> 17
m: 0 -> 0
S: 6 -> 7
abilities: shooter (uses a bung ladened with explosives (like gremlins) fired out of their trumpet), Trumpet chorus (increase the moral of werekin units by +1 for every 2 stacks on the feild)

4. werebear soldiers -> drummer (drum decks)
werebears are big, feirce and powerful. they often carry large drums around them and hit enemies with the mace-like sticks to play them with. the beat of the drum connects with the werekins biorhythm and makes their determination steelly.
a: 11 -> 13
d: 7 -> 7
D: 7-12 -> 8-13
i: 8 -> 9
s: 6 -> 6
h: 40 -> 50
m: 0 -> 0
S: 0 -> 0
abilities: large creature, marching drum (increase the moral of werekin units by +1 every 2 stacks on the feild)

5. weretiger spellbreakers-> minstrels (picolo academy)
were tigers are powerful spell casters, equalling the haven priests. they are often carrying piccolo flutes, which is their medium for spell casting. their attacks are pure sound, damaging the ears of enemies and dazing them.
a: 14 -> 14
d: 10 -> 10
D: 10-16 -> 12-18
i: 10 -> 10
s: 5 -> 5
h: 59 -> 62
m: 10 -> 12
S: 7 -> 9
abilities: shooter, Peircing pitch (enemies affected by this attack cannot attack for a turn), spellcaster (fireball, rightious might, wasp swarm).

6. werefox trickster -> guitarist (string spire)
werefoxes are strange and powerful creatures, riding on the backs of giant hawks. they are guileful, masters of illusions, and able to play many tunes on the guitar. their skill with the guitar captures many enemies, who become mesmerised by the power of music.
a: 21 -> 21
d: 11 -> 11
D: 13-26 -> 13-31
i: 11 -> 15
s: 8 -> 8
h: 110 -> 120
m: 18 -> 29
S: 0 -> 0
abilities: large creature, flyer, spellcaster (fire ball, phantom forces, weaken), mesmerising solo (activate ability)(the werefox does not attack, but performs an ablity that renders a stack completely immobile for 5 turns).

7. doppelganger -> doppelmorpher (sactum)
doppelgangers, escaping from their wizard masters, now live in the chorus towns. they don't have a form, and appear and strange green werekin. they can change shape into anything that attacks them. and once they change again, they can morph into a previous enemy.
a: ? -> ?
d: ? -> ?
D: ?-? -> ?-?
i: 13 -> 16
s: 7 -> 8
h: 166 -> 199
m: ? -> ?
S: ? -> ?
abilities: polymorph (changes into a copy of the creature it is attacking, assuming its attack, defence, shots, mana, and damage characteristics) remorph (can change into a creature it has previously copies in the battle.)

the heroes of the chorus towns are, naturally, bards.
atk:1
def:1
spl:1
knw:2

and what does a bard do well: sing songs.

may i present the racial skill: song

songs are produced by building a writers palace. they produce the first song "song of merriment", however, building additional buildings, like the string sector, the drum district, the wind ways and the brass block, more parts can be combined to create songs.

the musical factors place a different bonus to your troops.
string: +1initative
brass: +1attack
drum: +1defence
woodwind: +1speed
all songs: +1moral

the songs all raise moral, but the bonuses are not comuliative. once one song is playing, the bonuses apply for the creatures, but once the player selects another song, the bonuses for one song go and are replaced by the bonuses of the new song.

songs cost "notes" which is a resource exclusive to the chorus faction. notes are gained by multiplying the number of troops in a bards army by the teir they are at (0.1 for level 1, rounded up to the nearest whole number). once a bard loses all their troops and is defeated, then the number of notes is subtracted from the total.

right, now we have how you make them, what they provide, how the mechanics go and how you can afford them, here are the 2 element songs

song of merriment: nothing else needed
chapter of crossed swords: brass, woodwind
symphony of black roses: strings, woodwind
march of the dark scar: drum, brass
serenade of the glowing moon: woodwind, drum
ballad of the sighing wind: string, brass
dirge of no return: drum, strings

any further combinations is completely up to the person who make it.

basic songs: able to create 1 new song with 2 elements every 2 weeks
advanced songs: able to create 2 new songs with 2 elements every 2 weeks.
expert songs: able to create 2 new songs with 3 elements every 2 weeks.
ultimate songs: able to create 3 new songs with 3 elements every 2 weeks.

finished, mark please!
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Love, Laugh, Learn, Live.

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