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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»
Lesij
Lesij


Famous Hero
posted May 10, 2007 02:04 PM
Edited by Lesij at 13:08, 20 May 2007.

Quote:
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!



And weee need NINJA TOWN!!! PLZ, Ninja, Ninja, Ninja!!!

By the way, I would like to add, that simply all the creatures appear in real Slavic mythology.
Lesij (Leszy, Leszyj, Dziad Borowy, Wilczy Pasterz)
Wotan
Dobrochoczy
Swida(Dubowy Strom)
Werewolf, werebear (one name 4 two- Wilkołak, Wilkołek)
Damned, Damned from the forest (Licho, Licho Le¶ne)
Also fire strike ability is form Polish proverb: Pal to Licho (Damned, burn it)- we say that, if we don't care about something.
You can chceck it, if you do not believe me.




____________

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GenieLord
GenieLord


Honorable
Legendary Hero
posted May 10, 2007 03:11 PM
Edited by GenieLord at 15:39, 10 May 2007.

Glad to see some new quick creations.
The werewolves are great idea, and quite popular, as I can see.

I told The_Hydra that there are some posts here that truly deserve QP's.
He agreed, and gave QP's for the winners of the last two rounds-Actionjack and crepus.
Other competitors will get QP's if they continue to do good job.
Thanks, Hydra.

I keep in contact with The_Hydra. I might recommend him to give QP's for good factions that won the round.
Other good factions (not winners) might get QP's only by continuing to contribute.

So carry on. You have much more to gain from the contest.

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Eugen_Cosmarul
Eugen_Cosmarul


Famous Hero
hey
posted May 10, 2007 05:01 PM

@ GenieLord , can you please do a little thing for me? Can you edit the first post and write instead of EugenFiend : 1 point Eugen_Cosmarul : 1 point because I won't use the other profile!

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GenieLord
GenieLord


Honorable
Legendary Hero
posted May 10, 2007 05:18 PM

Quote:
@ GenieLord , can you please do a little thing for me? Can you edit the first post and write instead of EugenFiend : 1 point Eugen_Cosmarul : 1 point because I won't use the other profile!


No problem, was done.
Just stick to one account.

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crepus
crepus


Adventuring Hero
Nuclear Power Plant
posted May 10, 2007 05:46 PM

Does anyone have the huge map?

Oy there fellow Creators of the Lands, Creatures and Amazing Abilities!

I'm just wondering if anyone of you have the large map of Ashan available? I'm talking about the one people got with DM deluxe (or something the like). That map shows much more land than the map from the deluxe HMMV. I would be delighted if you would post it here.

Why?

Because seeing that map when creating a new faction can help us all with faction location, enviroment and such.

(I tried googling for it, but I only found the earlier, smaller map)


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

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GenieLord
GenieLord


Honorable
Legendary Hero
posted May 10, 2007 08:34 PM

Quote:
Oy there fellow Creators of the Lands, Creatures and Amazing Abilities!

I'm just wondering if anyone of you have the large map of Ashan available? I'm talking about the one people got with DM deluxe (or something the like). That map shows much more land than the map from the deluxe HMMV. I would be delighted if you would post it here.

Why?

Because seeing that map when creating a new faction can help us all with faction location, enviroment and such.

(I tried googling for it, but I only found the earlier, smaller map)




The super large map (the one in the google images search) was reduced to size of 600X400.
Anyway, I saved the map on my computer. I'll upload it for you.

By the way, I reccomend you to change your signature.
According to the Code of Conduct NO insults, abuse, racism or sexism..
I'm sure the moderators won't like it. You better delete it.

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Lesij
Lesij


Famous Hero
posted May 10, 2007 09:12 PM

I've just added were forms and for I while I'll start making pics. If someone is interested, go to the previous page and read
____________

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GenieLord
GenieLord


Honorable
Legendary Hero
posted May 10, 2007 11:02 PM
Edited by GenieLord at 23:03, 10 May 2007.

Just a Note

For our competitors,

Please, organize your work with paragraphs, lists, titles, emphasises, etc.
Things like that do the work much more enjoyable for the reader, and somehow, give extra score in the rating.
Organized work seems more professional. Professional works usually win rounds...

By the way, suggestions for faction for the next rounds are always welcome.

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Lesij
Lesij


Famous Hero
posted May 11, 2007 03:48 PM
Edited by Lesij at 15:19, 19 May 2007.

Quote:
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...

I was only thinking 'bout it some time ago and I have posted it so fast, cuz I was afraid someone would have similar conception as I did...
That's all...
____________

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vhilhu
vhilhu


Famous Hero
We are NOT schysophren
posted May 11, 2007 04:08 PM

yea, HOMM6 will have just 3 factions:

PIRATES, who train killer parrots;
NINJAS, who flip out and kill people;
and
HAVEN, who once again pwns other factions.
____________
Two little Gnoll boys sitting in the sun;
One got frizzled up and then there was one.
One little Gnoll boy left all alone;
He went and hung himself and then there were none.

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted May 11, 2007 05:30 PM

a pirate faction would be fun! i could do it "One piece" style.
____________
Love, Laugh, Learn, Live.

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GenieLord
GenieLord


Honorable
Legendary Hero
posted May 11, 2007 11:55 PM

Please concentrate on the round's race, Werewolves.
Don't start posting factions that might be the next rounds.

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Air_salami
Air_salami

Tavern Dweller
Too much stuff to wait for...
posted May 12, 2007 02:34 AM
Edited by Air_salami at 01:29, 21 May 2007.

The homestead

AKA: The Lycanthropes, tamed creatures
Facts and Traits: wood elves who refuse to acknowledge the existance of sylanna
Associated colors: Silver, Green
Core Philosophy: Live with nature, it supplies us with our power
Country/Kingdom: Nachazaj, the silver forest
Capitol: Treehold
Key symbols: Silver full moon
Race Description: wood elves who refuse to acknowledge the existance of sylanna, many of the wild creatures that roam in Nachazaj
Worships: Shalassa, the dragon of water

Timeline
425 YSD: A dark elf was spotted in a village in Emerald Moor, a city in the Elven Kingdom of Irollan. The Elves were then forced to leave as the dark elf (who was just a traded) was in Irollan, which was a violation of Irollan law.

430 YSD: Alastair, one of the exiled elf found a tome containing information about Shalassa, the dragon of water. Eventually the tome was presented to the exiled elves, and they eventually decided to use the knowledge from the tome to plot their revenge upon Irollan

450 YSD: The Exiled elves decided to relocate to the forests of Nachazaj, as they needed a better place to train and master their arts. Ever since then, they renounced all knowledge of Sylanna and became known as the lycanthropes

554 YSD: The first attack from the lycanthropes on Irollan. Emerald Moor was captured, and the forces celebrated by holding a feast. Elven Troops came in, and were ambushed by the lycanthropes.

566 YSD: The lycanthropes burn down Tuidhana. Luckily, the Dark elves were blamed as they used their superior shape shifting powers to morph into dark elves. once they learned about the death of the High King Arniel, and  Brythigga, the Mother of Trees. After that, they retreated back to Nachazaj.

799 YSD: Jericho is named the first high elder of the Lycanthropes in an attempt to create order for the society. The other four High elders, Dalan, Marani, Aronan and Elvara were elected subsequently. The High Elders have the most power of all people in the society of the Lycanthropes

983 YSD: The Lycanthropes have begun their campaign to take over Irollan, and attempt to exact the final revenge of the Lycanthropes

Creatures

Level 1: Forest Scorpion- olive green scorpion
Special Abilities- Poison: Deals 1(NOC) Damage/turn
Upgrades to: Crystal Scorpion- light blue scorpion
Special Abilities- 5% magic proof, poison

Level 2: Drake: Grayish Black lizard, spiny
Special Abilities- Spiny Tail- Attack causes enemies to bleed
Upgrades to Basilisk: Dark Green lizard, Spiny with fins
Special Abilities- Petrify: Enemy unit loses all accumulated initiative, no enemy retalliation

Level 3: Naturalist: Female Elf wearing a silver robe
Special Abilities- Call creatures- Summons a stack of bears or wolves to counter any summoned/gated creatures (summoned wolves/bears cannot be greater than number of Naturalists)
upgrades to: Spiritualist: Female Elf wearing a sliver and green robe carrying a book
Special abilities- Banish Creatures- Destroys 25-50% of summoned/gated stack, Natural Morph- Morphs into a non humanoid/non undead creature level 3 or lower, uses all intiative

Level 4: Harpy: Part bird part woman, more woman
Special abilities- Flyer, Strike and Return
upgrades to: Siren: Part bird part woman, very womanlike
Special Abilities- Flyer, Strike and return, Humanoid morph- Can Morph into human/elf creatures level 4 or lower, uses all intiative

Level 5: Animator: Male Elf wearing a silver and green robe and a silver face mask, blonde hair
Special Abilities: Shooter
Upgrades to: Alchemist: Male elf wearing a silver robe with a silver face mask, long blonde hair
Special Abilities: Shooter, Animation Morph- This creature can morph into any Animated/elemental creature level 5 or lower, uses all intiative

Level 6: Dryad: Female elf wearing short green Robes, Blonde hair
Special Abilities: Spellcaster- Ice bolt, Wasp Swarm
Upgrades to: Vitamancer: Female Elf wearing short Silver and green robes and a white cape, blonde hair
Special Abilities: Spellcaster- Circle of winter, Phantom Forces, Undead Morph: This creature can morph into any undead creature level 6 or lower, uses all intiative

Level 7: Morphling: Giant watery blob, with somewhat of a shape
Special Abilities: Large creature, Teleport
Upgrades to: Chaos Elemental: Giant, Colour changing blob with a shape similar to a water elemental
Special Abilities: Large Creature, Teleport, Ultimate Morph: Can morph into any level 7 creature, uses all intiative


Town Defenses: The homestead doesn't have much defense in the sense of walls (they use trees), but they are able to release bears and wolves if an enemy is able  to get into the castle

Racial Skill: Morphing- Hero is able to change the stats of his troops to another unit for flexibility. Once 2 populations of the unit is defeated, that unit can be used as a morph. Special abilities will stay, only works on homestead units. Is not affected by unit's morphing ability.

Basic Morphing- Works on Scorpions, Drakes & respective Upgrades, can take 1 extra special ability
Advanced Morphing- Works on Scorpions, Drakes, naturalists, harpies & respective Upgrades, can take 2 special abilities
Expert Morphing- Works on Scorpions, Drakes, Naturalists, Harpies, Animators and Dryads, can take 3 special abilities
Ultimate Morphing- Works on all homestead units & respective Upgrades, can take 4 special abilities

Special Abilities
Mesmerization- If your hero can use a creature(I.e Battle Griffins) as a morph, said creatures (battle griffins) will have a 50% greater chance of joining your troops
Swift Morph- Unit's with a morph ability uses less initiative to morph
Lunar Call- Morphing can be used on non-homestead creatures
Kaamoj's Blessing- Morphing is instant and does not use any initiative Requires Lunar Call(morphing), Teleport Assault (Logistics) and Dark revelation (Enlightenment)

Other Abilities
Empowered Morph (attack)- Morphed units gain 5 attack skill and 2 morale after morphing. Requires Tactics (attack) and Master of Pain (Dark Magic)
Iron Morph (defense)- Morphed units gain 5 defense skill and 2 hp after morphing. Requires Soldiers Luck(Luck) and Vitality (defense)
Master of Earth (Destructive Magic)- Earth Magic Spells will knock units back 1-2 tiles
Doublespell (Sorcery)- Hero will lose less initiative after casting a spell


Hero (lycanthrope)
Attack 2
Defense 2
Knowledge 1
Power 1

*Final note- Unit's morphing abilities (humanoid Morph, Undead morph etc.) change the unit's look and change stats into the morphed unit, while the morphing racial skill will change the unit's stats to the stats of the morphed creature.

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actionjack
actionjack


Promising
Famous Hero
posted May 12, 2007 03:13 AM

Quote:
a pirate faction would be fun! i could do it "One piece" style.


Well, you could challenge yourself.. and make a Werewolf-Pirate-Ninja Race...  Watch out for them when you are out in the sea during full moon!

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

I will try to add some comments to other's good work too... if I can sqeeze some time from my other activity (which is being lazy)

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted May 12, 2007 04:20 AM
Edited by Daystar at 04:22, 12 May 2007.

BIXIE!  

Though art a copycat!  or possibly we just had the same idea....

either way, GRRR! This was a thread (it is not my entry, btw) that I started a while back, and I feel that it has been copied too thuroughly by bixie's entry!  And I wouldn't complain, except that now I have to rework my entry. arg.  I just wanted to get that out there....

also, it's kinda like The Norse, at least racial skill wise.  grumble grumble....
____________
How exactly is luck a skill?

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted May 12, 2007 08:41 AM

Quote:
BIXIE!  

Though art a copycat!  or possibly we just had the same idea....

either way, GRRR! This was a thread (it is not my entry, btw) that I started a while back, and I feel that it has been copied too thuroughly by bixie's entry!  And I wouldn't complain, except that now I have to rework my entry. arg.  I just wanted to get that out there....


cool your jets, daystar. the only think that is the same, to my mind, is the motto, and thats it. i haven't got any of the cool units you have.

Quote:

also, it's kinda like The Norse, at least racial skill wise.  grumble grumble....


yes, it is a bit similar to the norse racial skill, however, in my skill, the music is already written, which kinda sucks. yours was very good, in the fact that you could write your own music, choosing what speed its at, what insturments play what, its incredibly complicated, but fun.

any way, you can still enter your town.
____________
Love, Laugh, Learn, Live.

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GenieLord
GenieLord


Honorable
Legendary Hero
posted May 12, 2007 10:49 AM

Important Notification

In this round (the third, Werewolves) a third place is chosen as well, and gets 1 point.
What means that 1st and 2nd places get more points.

This is the situation:
First place gets 3 points.
Second place gets 2 points.
Third place gets 1 point.

Is everything clear?

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Lesij
Lesij


Famous Hero
posted May 12, 2007 02:24 PM

Y
____________

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GenieLord
GenieLord


Honorable
Legendary Hero
posted May 12, 2007 02:32 PM

Simply becuase there are so many good entries, and we want more to be prised with points.
It makes the contest to more intresting.

Picking two first places is extremely hard, and more deserve to get points, not just two.
So a small prise goes to the 3rd place, and the 1st and 2nd places' prises are increased.

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted May 12, 2007 02:45 PM
Edited by Daystar at 13:27, 30 May 2007.

Well, here's my unfinished essay.  I'll write the history in computer class since I finish the assignments before they get assigned.

Greed and fear,
The end draws near,
Heart hued Black,
The night's attack.
Stripped of sinew,
yet life renewed.
Frailest form,
That spells conform.
Emotionless as the sun...

From unholy rites
the leathered flights
escape the cycle
of bones recycled.
Hiding in shadows,
Or in high meadows.
Once noble, once eternal,
Now merely weak nocturnals,
Fearing the arrows of the sun...

Then, as they are weak and weary,
Sleeping in a dead moor dreary,
Awaiting the twilightened night,
With one of three at her hight,
A hiding one finds the lost,
She howls with a head back tossed,
Calling others of her kind,
To come observe her newest find,
And discuss it at the rising of the sun...

Seeing a hope for another glory,
Another chapter in their story,
The half ensouled look at old foes,
Whose wrongs no one living knows.
Ancient wrongs that bear no name,
Commited by those of silver mane,
Pass to naught as the noble beasts
Host for the lost a Hero's feast,
Hiding the Undead from the sun...


The Sanctuary

"I stand at the mouth of death, and its going to swallow me whole.  And it'll choke on me."

Aka: The Vamps, The Werewolves, The Lost/Forgotton
Colors: Moonlight Grey, Blood Red, Midnight Blue
Worship: The Vampires do not worship, for they feel that they have been forgotton, and do not wish to be remembered, in case they would fall into bad favor.  The Werewolves have various religions, brought by those they have turned.
Core Philosophy (Werewolves): "We were forgotton long before anyone remembered us.  We must make a name for ourselves, or all our years will be nothing."
Core Philosophy (Vampires): "Too long we have fled from the sun.   Too long we have looked with horror at our kin as they burn.  We're through hiding.  We just became an army.  We just declared war.  We're going to fight back against Daylight itself, and when the battle ends, we will be free."
Country/Kingdom: Northern Heresh
Capital City: Baldur

Hero: Revenant:


History

Roughly 120 ysd:  Warriors: In the first recorded incident of werewolf history, a pack of werewolves is hired by the duke of the Greyhound Dutchy as shock troops for his army.  This move proved fatal for almost all of the warriors on the battle field on either side.  

A few years later: Trial: Werewolves are brought to trial for war crimes.  The courts eventual decision is that they are innocent of the charges, but are too dangerous to be allowed to live near civilized people.  They are banished to the remote places, and all documents concerning where they were are (supposedly) burned.

231 ysd: Saber Migration: The sabers begin to migrate west, out of the unknown east over the mountains.

462 ysd: A rash of attacks is reported in the South East of the Empire.  Werewolves are blamed until those who were supposedly dead and buried are seen again, walking around.

751 - 770 ysd: Purge of the Necromancers - Civil war in the Seven Cities: Jealous of the power acquired by the Necromancers, the Wizards of the Seven Cities initiate has broad-scale persecution, ranging from the seizing of to their properties, to banishment, to the public spectacle of executions. With civil length and gruesome war ensues. The ancient cities are destroyed and much of the Land is rendered uninhabitable.  The necromancers leave, forming their own civilization over the mountains.

916 ysd: Questions: Alfonce, a high ranking Vamp, protests the fact that mortals are being killed by the Necromancers, stating that their purpose is to sustain life, not end it.  He is supposedly silenced.  Several of his pupils and sirees continue his work.  

1000 ysd: Ragnarok: Dark Messiah, Ancient Ritual, Godsent Meteor Crashing into Earth, Blah Blah Blah, read my other threads.  After the smoke clears, the necromancers smile about the death.  Alfonce’s disciples protest, stating the aforementioned objection.  This leads to the persecution of their ways, and the dusting of one of their secretaries.  For their own preservation, they leave Heresh.  Most Vamps join them.  The ones that don’t find their social status declines quickly, and they meet with a dusty ending.

1005 ysd: The Forgotton Ones find the Lost: The Vamps that make it into northern Heresh find that the world is hard and violent, and inhospitable in daylight.  Their numbers are decimated.  Then, one night with one of Ashans two moons full, the Vampires are rescued by none other than a pack of Werewolves.

1012 ysd: The werewolves and Vampires join together as one group, founding the sanctuaries.  Where they would previously have been hunted to extinction, in the times of destruction other nations are content to leave them in peace.



Level 1: Black Saber
The Sabers are large cats, with giant teeth that stick out of their mouths.  Their roars are fearsome, and may destabilize their prey.
Abilities: Roar
Level 1 Upgraded: Moon Saber
Moon Sabers have spent enough time with the werewolves that the moonlight has crept into thier fur, and when the moonlight is upon them, their fur thickens.
Abilities: Roar, Moonlit

Level 2: Adolescent
Adolescents are young werewolves who have had their first full coat grown and shed.  The first full change causes them to be confused about who they are, inside and out, and thus they act impulsivley.
Abilities: Lycanthropy, Impulses
Level 2 Upgraded: Juvenile
Juveniles are the hunters for their kind.  They are at the age when every werewolf  lives for the hunt, and as such the bloodlust is on them in both forms.
Abilities: Lycanthropy, Impulses, Bloodlust, Howl

Level 3: Harpy Hunter
Harpies were a mix of women and nighthawks created by the Wizards to exterminate the Werewolves, who were a lasting testament to the power of the gods.  The harpies were at first effective warriors, but as conditions grew harsher for them, they struck up an alliance with the Werewolves.  
Abilities: Flying, Moonlit, Dive Bomb
Level 3 Upgraded: Harpy Slayer
Harpy slayers were the elite of their kind.  With razorsharp beaks and talons they are efficiant shredders of enemy flesh.  
Abilities: Flying, Moonlit, Dive Bomb, Shred


Level 4: Vampire Noble
Vamire Nobles are named such for two reasons: They are the royal fighters for their kind, but it is their creed to fight honorablly.  Whenever possible, they allow their victims to unlive on as another of their kind.
Abilities: Nosferatu, Convert, Life Drain
Level 4 Upgraded: Vampire Revenant
The Revenants spend less time training but more time meditating, and as such are able to achieve higher levels of conciousness and a conection to the night, possessing the power to shapeshift into creatures of shadows.
Abilities: Nosferatu, Convert, Life Drain, Midnight Meditations

Level 5: Werewolf Swiftpaw
Werewolves can pass on their lycanthropy in one of two ways: biting or scratching.  The swiftpaws make a calcualted inscison in the enemies they fight, attempting to let them survive enough to change.
Abilities: Lyacanthropy, Large Creature, Convert
Level 5 Upgrade: Werewolf Strongjaw
The strongjaws take a different aproach to dealing with enemies.  They bit into them hard.  Though the enemy is usually quite hurt, many of them recover and find themselves shapeshifting.
Abilities: Lycanthropy, Large Creature, No Enemy Retaliation, Convert

Level 6: Vampire Rider
The Vampires who spend too much time in the form of the bat find that they loose the power to change back.  However, they retain their intelligence, and their need for blood, so they are enlarged with magics to a size that makes them usefull again.
Abilities: Large Creature, Flying, Caster (Shrink, Grow)
Level 6 Upgrade: Midnight Rider
The black riders and their mounts form a strong bond, and as such they are able to coordinate strikes in a special way.
Abilities: Large Creature, Flying, Battle Strike, Caster (Shrink, Grow, Rightous Might)

Level 7: Company
The comanies are bands of warriors, both Werewolves and Vampires.  They work together to channel the magics of midnight that their two races alone cannot control.
Abilities: Large Creature, Caster (Ice Ring, Vampirism)
Level 7 Upgrade: Cavalclade
Cavalclades are not only powerful sorcerors, but in downtime are able to plan coordinated strikes against all enemies at once, not only an adjacent one.
Abilities: Large Creature, Coordinated Strike, Caster (Ice Ring, Vampirism, Moonlight, Rightous Might)

The Vampires have one critical weakness: They die very quickly when exposed to sunlight.  For every moment they are in the light, the stack takes one hit point of damage for every turn taken, theirs, their allies, even enemies or war machines, or for every tile they cover in the light.  Their way of survival is to stay close to their hero.  The hero's "Shining" power causes the moonlight to shine on them stronger than the sunlight, and thus they do not die.  Werewolves, by their very nature, recieve a more obvious change: They shapeshift.  The werewolves all look the same.  Their stats change by +1 attack, -1 Defense, +4 min/max damage, +2 speed and initiative, +10 health, and +20 Mana.  However, as moonlight is not always common in Ashan, they make use of Shining.
Shining
Shining works in an increasingly large area depending on the amount of skill.  It automatically radiates around the hero, and can be cast like a spell in various areas of the battle feild with focusing.
Basic Shining: The Hero Emits light in a radius of 3 tiles around himself.
Advanced Shining: The Hero Emits light in a 4 tile radius circle around himself.  2% extra boost to previously noted boosts.  
Expert Shining: The Hero Emits light in a 5 tile radius circle around himself. 5% extra boost to previously  noted boosts.
Ultimate Shining: The Hero Emits light in a 6 tile radius circle around himself. 10% extra boost to previously noted boosts.

Aditional Skills
Focusing: The Hero Gains a skill that allows for the aiming of moonlight into a selected area of the combat map. Radius is 2x2 + 25% of hero level.  Duration is 1.00 turns + 10% per hero level.
Eye of the Moon: The hero can select a stack and invoke a ray of the moon upon them.  (Turns: 2.00 + 10% of hero level)  
Glow: The hero can select a unit.  The unit will emit moonlight.  Radius: 42% of Hero Level.  Duration: 1.00 + 25% of hero level.
Ultimate Abillity: Full Moon: The Hero gains the ability "Mass Glow" which applies to all stacks and doubles in size and radius.

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How exactly is luck a skill?

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