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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Bonus Faction Competition
Thread: Bonus Faction Competition This thread is 13 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 · «PREV / NEXT»
GenieLord
GenieLord


Honorable
Legendary Hero
posted September 27, 2007 02:37 PM

The round will end in the 10th of Octobet.

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Fofa
Fofa


Famous Hero
Famous? Me?!
posted September 28, 2007 03:16 AM

Quote:
Quote:
Quote:
The race of the next round is Elementals (Conflux).
Enjoy.


What a coincidence! I was just planning an Elemental faction. Guess I'll be entering this round then. I just have to get stats and stuff done finished first though.


Remember to be realistic with your stats & placement of creatures.
Your weakness is overpowerful creatures & specialties in the town.
As well as placing creatures in the wrong placements.
Like say lv 7 should be lv 5 & lv 6 should be lv 7 etc.
Otherwise keep it up


Would you PLEASE stop antagonizing me at every opportunity? Can't you pick on someone else for a change?
____________
Creator of the Guild and Prison towns for ICTC.

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted October 04, 2007 05:03 PM
Edited by Nirual at 21:23, 05 Oct 2007.

Town/Faction: Elemental Conflux

Before the world of Asha was formed, there were the elements: fire, earth, air, water aswell as light and shadow. As Asha, Primordial Dragon had formed the world using these elements and left it in the care of the Elemental Dragons, the elements became mixed and intertwined to form the many aspects of the world, like rivers, forests, deserts and mountains.
Due to the mixing, the elements by themselves became nearly unnoticable for most beings.
However, there are places in the world where the elements are still strong, and such a place called Conflux, a natural habitat for elemental beings. Over time, many magicians have come into contact with these special places, either by accident, or searching for them, as control over such places promised a wealth of power over the elements. Most of them didn't return.
Instead, the contact with the powers of the conflux had turned them into Elementalists, a mystic class able to feel the elements connected with every place, and accompanied by Elemental creatures who are sensistive to them, aswell.
Unlike the elementals often called upon by Summoning Magic, these creatures are by and large, rather intelligent creatures with their own interests, mostly the desire to guard their sacred sites. The recent events however sent the elements into turmoil, forcing the Conflux guardians to take action in the World of Asha.

Native Terrain: none, but terrain penalties are reduced by 25%.
Prefered rare Ressource: none, Silo provides a random rare resource)
Relations: Conflux is unknown to many factions, but both Dark and Sylvan Elves have heard of the Conflux, as have the Academy Wizards, but as a unknown factor, the Elementals are met with mistrust by many. The Elementalists themselfes hold no grudge against most, except for those that have toyed with the Elements too much.

Mage guilds: Destructive, Summoning Magic

Special structures:

Elemental Garden (5000g, 5 of each resource):
Increases Earthen, Ashkin, Spray and Windrider growth by 1 each.
Increases elemental attunement effects by 5% (cumulative with other gardens)
Also increases luck for defending heroes by 1.

Elemental Tear (Tear of Asha)
Increases creature growth by 50%, provides 5000g per day, and all stats of Elementalist heroes of the kingdom are increased by 1.
During a siege, this building provides a random third element to attune in addition to the 2 already present.

Hero class: Elementalist (hybrid with a slight tendency towards magic)

Stat Division: 30% spellpower, 30% knowledge, 20% attack, 20% defense

Faction skill: Attunement
Provides stat boosts and elemental protections based on terrain (same rules as Summon Elementals, for example, on Grass Terrain, Earth and Air are attuned.).
Air: +10% ini
Earth: +10% def
Fire: +10% att
Water: Magical damage recieved -5%, dealt +5%
Elemental Protections are 10% per skill level

Perks:
Mark of the Elements:
Combat ability. Marks a target to take 50% more effect from the attuned elements without immunity.
(only uses half of the turn. Immune targets take half of the usual damage. Targets with Magic-proof or Elemental Protection have these effects negated instead)

Absorbtion:
Conflux creatures under the hero's command absorb elemental damage from destruction spells cast by the hero instead of taking damage.
(reduces damage taken by 50%, stacking with any other type of magic protection. If the resulting percentage is over 100, the stack will be healed for the excessive amount)

Change Attunement:
Combat ability. Exchanges one of the current active elements against an unused one, changing the effect of Attunement.
(Also affects the types of elementals that can be summoned by Summon Elemental)

Ultimate: Absolute Attunement:
In battle, adds a third element to those already attuned normally.

Faction-exclusive perks:

Destructive Magic: Feedback (requires Secrets of Destruction, Mark of the Elements)
Whenever creatures under the heroes command suffer elemental damage from enemy creatures (Spells, Abilities or perks like Fiery Wrath), the responsible creatures suffer 50% of the damage in the opposite element.

Summoning Magic: Elemental Crusade (requires Master of Conjuration, Change Attunement)
Any elemental summoned by the hero in battle (including Elemental Balance) that is still present at the end of battle has a 2% chance to join the Elementalist's cause permanently. Additionally, a small amount of Elementals join the hero as a one-time bonus.
(Amount depends on the week. 1 + 1 elemental for every two weeks that passed, to a maximum of 5)

Attack: Elemental Wrath (requires Battle Frenzy, Absorbtion)
Elemental creatures under the heroes command deal 20% more damage when facing an elemental of the opposite element.

War Machines: Elemental Aid Tent (requires First Aid Tend, Absorbtion)
Allows the First Aid Tent to target Elemental creatures and gives it an additional use.

Sorcery: Drain Magic (requires Arcane Training, Mark of the Elements)
Drains mana from enemy casters whenever they cast a summoning or destructive spell, increasing the mana cost of these spells by 1 mana and restoring one mana to the hero when cast (affects both heroes and creatures.
No effect on spells cast using a Staff of... or spells that are cast without mana, like the Djinns random spells or Helmar's Sacred Hammer effect. The mana restoration will not take place if the spell is resisted).

Hero specialities (without the usual creature specialities):
Master of Summons: Specializes in the Summon Elemental spell. Spellpower for that spell is increased by 1 every four levels. Additionally, summoned Elementals gain Attunement effects.
(begins with Basic Summoning Magic and Master of Conjuration, aswell as the Summon Elemental Spell)

Master of Invoking: Destructive spells deal 1% for every two hero levels more damage if their respective element is attuned.
(begins with Basic Destructive Magic and Mark of the Elements, aswell as the Icebolt spell)

Creatures

Tier 1: Shardling
Shardlings are beings created by binding elemental essences into small stones. While easy to create and willing servants, shardlings are rather unstable and explode when suffering melee damage, harming everyone around them.

HP: 4, Attack: 2, Defense: 1, Damage: 1-2, Speed: 4, Initiative: 7, Weekly Growth: 16, Cost: 24

Abilities: Explosion, Elemental

Explosion: Whenever part of the unit stack dies from melee attacks, an explosion occurs. It deals elemental damage based on Attunement in a 3x3 area centered on the stack. Elemental protection against this effect is increased. (deals 1 damage per fallen shardling. Elemental Protection counts twice against this)

Tier 1a: Unstable Shardlings

By careful manipulation, this type of Shardling makes better use of the Explosions caused by their death, and can even explode on purpose.

HP: 5, Attack: 3, Defense: 1, Damage: 1-3, Speed: 4, Initiative: 7, Weekly Growth: 16, Cost: 40

Abilities: Improved Explosion, Suicide, Elemental

Improved Explosion:
Explosion: Whenever part of the unit stack dies from melee attacks, an explosion occurs. It deals elemental damage based on Attunement in a 3x3 area centered on the stack. Elemental protection against this effect is increased. (deals 2 damage per fallen Unstable Shardling. Elemental Protection counts thrice)

Suicide (activated ability):
Once per battle, part of the stack can explode on purpose, with more devastating results. (kills 10% of the stack and deals 3 damage per Unstable Shardling used. Elemental Protection counts thrice, the stack itself takes no damage from this ability)

Tier 1b: Stable Shardlings

These Shardlings have been carefully improved to eliminate the explosions. As an unexpected side-effect, they have been found to aborb magical energies to increase their numbers. As this also happens with natural mana, their numbers grow over time.

HP: 5, Attack: 2, Defense: 2, Damage: 1-3, Speed: 4, Initiative: 7, Weekly Growth: 16, Cost: 40

Abilities: Mana Feed, Feed Mana, Growth, Elemental

Mana Feed: Whenever the stack is affected by any type of magic, the stack size increases by 5%, limited by the base mana cost of the spell.
(i.e if Haste is cast on them, the stack can grow by 4 if there are already 100 or more in the stack.)

Feed Mana (activated ability):
Once per battle, this ability can be used to drain mana from the owning hero to increase the stacks numbers.
(Raises 2 shardlings per point of Spellpower at the cost of 1 mana, with a maximum of 10% of the stack size.)

Growth:
Stack size increases every week.
(one extra shardling for every 2 weekly growths in the army)

Tier 2: Corelings

While similiar in nature as their lesser cousins, the shardlings, Corelings are quite different in their abilities and the effects of elemental attunement.

HP: 10, Attack: 2, Defense: 2, Damage: 2-4, Speed: 5, Initiative: 6, Weekly Growth: 13, Cost: 45

Abilities: Attuned, Elemental, Enraged

Attuned:
Elemental boni are doubled for these creatures. (when lead by a foreign hero, they recieve the basic effect regardless)

Tier 2a: Guardian Coreling

Guardian Corelings are sworn protectors of the Conflux. Their skin is extremly hardy and protects them from missiles and magic attacks.

Abilities: Hardened Skin, Attuned, Elemental, Enraged

Hardened Skin:
Only takes half damage from ranged attacks and is 60% magic proof.
(additive to Elemental Protection, where applicable)

HP: 13, Attack: 2, Defense: 4, Damage: 2-4, Speed: 5, Initiative: 6, Weekly Growth: 13, Cost: 65

Tier 2b: Servant Coreling

Using the strong link to the elements these creature posseses, Servants are able to amplify the magical prowess of their allies.

HP: 12 Attack: 2, Defense: 3, Damage: 2-5, Speed: 5, Initiative: 6, Weekly Growth: 13, Cost: 65

Abilities: Magical Amplifier, Absorb Mana, Attuned,Enraged, Elemental

Magical Amplifier:
Grants additional spellpower to casters in the heroes army and the hero himself.
(one spellpower base, +1 spellpower for every three weekly growths for heroes every 6 weekly growths for caster creatures)

Absorb Mana: Restores one point of mana to the hero everytime a spell is cast in combat, provided the stack is big enough.
(only takes effect if the stack is equal or bigger than four weekly growths)

Tier 3: Ashkin

Ashkin are fire elementals that have lost much of their power. Instead of shooting fire, they merely throw hot ashes at their enemies.

Abilties: Fire Affinity, Shooter, Elemental

HP: 25, Attack: 6, Defense: 3, Damage: 5-7, Speed: 5, Initiative: 7, Weekly Growth: 9, Cost: 100, Shots: 5

Fire Affinity:
Effects from fire attunement are tripled, all others are halved.

Tier 3a: Reignite

Ashkin that have regained their inner fire by beeing feed elemental energies.

HP: 28, Attack: 6, Defense: 3, Damage: 5-8, Speed: 5, Initiative: 7, Weekly Growth: 9, Cost: 150, Shots: 5

Abilities: Ignite, Fire Shield, Fire Affinity, Shooter, Elemental

Ignite:
Attacks have a chance to set the enemy on fire, reducing defense and dealing damage over time.
(Damage is equal to the number of creatures. Defense is reduced by 1 plus 1 for each weekly growth. Both effects last 3 turns. Chance is calculated the same way as Cripple)

Tier 3b: Fireweaver

Instead of being reignited, these Ashkin have gained a depth of control over their own element unmatched by any other fire elemental. They can unleash a steady stream of fire, incinerating friend and foe alike in it's wake.

HP: 27, Attack: 7, Defense: 4, Damage: 6-7, Speed: 6, Initiative: 7, Weekly Growth: 9, Cost: 150

Abilities: Fireweave, Fire Affinity, Elemental

Fireweave(Activated ability):
Unleashes a stream of fire from the caster to the target (similiar to mages), dealing fire damage to any target in the line. Can be used three times per battle. (Deals 6 damage per Fireweaver)

Tier 4: Earthen

Earthen are intelligent beings consisting out of earth and minerals. Unfortunately, they are as slow as the materials they are made out of, putting them at a severe mental disadvantage compared to other sentinent creatures. However, their strong skin and strength makes them good, albeit slow, warriors.

HP: 35, Attack: 5, Defense: 5, Damage: 5-7, Speed: 5, Initiative: 5, Weekly Growth: 8, Cost: 270

Abilities: Elemental, Enraged, Earth Affinity

Earth Affinity:
Effects from Earth Attunement are tripled, all others are halved.

Tier 4a: Earthen Warrior

Earthen Warriors have slowly learned skills that are vital for survivial in the field of battle. Instead of using their fists as weapons and their skin as armor, they use a shield and a club.

HP: 38, Attack: 6, Defense: 6, Damage: 5-8, Speed: 5, Initiative: 5, Weekly Growth: 8, Cost: 330

Abilities: Large Shield, Elemental, Enraged, Earth Affinity

Tier 4b: Earthen Mender

The clerics of the Earthen, able to call upon their native element to support their allies in the field of battle. Using these abilities makes them rather vulnerable compared to other Earthen, however.

HP: 36, Attack: 5, Defense: 6, Damage: 5-8, Speed: 5, Initiative: 5, Weekly Growth: 8, Cost: 330

Abilities: Mend, Elemental, Enraged, Earth Affinity

Mend(activated ability):
Once per battle, Menders can call upon the powers of Earth to aid in battle. The targeted Elemental or Wall will be healed and ressurected depending on the number of Menders. Earth Attunement increases the effect.
(heals 3 health per Mender. If Earth Attunement is in effect, the total is increased by 1.5, 2,5 for Earthen. Only your own walls can be targeted)

Tier 5: Spray

Sprays are beings of water, and much like their feral Water Elemental brethren, able to call upon the forces of it to damage their opponents.

HP: 40, Attack: 7, Defense: 7, Damage: 9-11, Speed: 5, Initiative: 10, Weekly Growth: 6, Cost: 370

Abilities: Caster (Ice Bolt, 12 mana), Elemental, Water Affinity

Water Affinity:
Effects from Water Affinity are tripled, all others are halved.

Tier 5a: Icicilies

Icicilies have lived in the snowy regions of Asha for a long time, and have adapted to the climate themselves. Their frost magic has become even more deadly as a result, and attackers might find themselves getting frozen.

HP: 43, Attack: 7, Defense: 9, Damage: 9-12, Speed: 5, Initiative: 10, Weekly Growth: 6, Cost: 450

Abilities: Caster: (Ice Bolt, Circle of Winter, 18 mana), Master of Ice, Ice Shield, Elemental, Water Affinity

Master of Ice:
Improves Ice spells cast by this creature with the Master of Ice effect, freezing targets for a short time.

Ice Shield:
When a creature attacks this creature in melee, there is a 30% chance that the attacker becomes frozen for one turn and takes 10% more damage from physical attacks due to frostbites.

Tier 5b: Steamer

Sprays that were exposed to extremely high temperatures. Steamers have lost their control over water, and have instead become quite similiar to fire elementals. Their attacks can penetrate even the thickest armor.

HP: 45, Attack: 8, Defense: 7, Damage: 9-13, Speed: 7, Initiative: 11, Weekly Growth: 6, Cost: 370

Abilities: Steam Attack, Elemental, Fire/Water Affinity

Steam Attack:
Half of the damage done by this creature on any attack completely ignores enemy defense (but not damage reduction from the Defense skill. The damage is considered magical for Magic Protection, but not for Resistance. Its also considered magical for Water Attunement effect).

Fire/Water Affinity:
Effects from Water and Fire Attunement both are doubled, but the others are halved.

Tier 6: Windrider

Windriders are beings of wind. Their name is to be taken literally, they really ride the winds to cover the distance.

HP: 85, Attack: 19, Defense: 18, Damage: 18-29, Speed: 8, Initiative: 17, Weekly Growth: 3, Cost: 1175

Abilities: Large Creature, Flyer, Elemental, Air Affinity

Air Affinity:
Effects from Air Attunement are tripled, all others are halved.

Tier 6a: Windcharger

Windchargers are especially great at using the winds as their advantage, building up force as they charge the enemy.

HP: 93, Attack: 20, Defense: 21, Damage: 18-31, Speed: 8, Initiative: 17, Weekly Growth: 3, Cost: 1450

Abilities: Wind Charge, Impact, Large Creature, Flyer, Elemental, Air Affinity

Wind Charge:
Creatures get +1 attack for each tile walked before the attack.

Impact:
If the creatures walked 4 or more tiles before the attack, the enemy will be pushed back by the attack one tile, 2 tiles if flying. The attacked creature will also lose some initative (0.2).
(as with Paw Strike, enemy retaliation will not occur if the enemy is pushed out of reach)

Tier 6b: Windchanneler

Windchannelers manipulate the winds to their advantage.

HP: 95, Attack: 23, Defense: 22, Damage: 18-31, Speed: 8, Initiative: 17, Weekly Growth: 3, Cost: 1450

Abilities: Favoring Winds, Cyclone, Large Creature, Flyer, Elemental, Air Affinity

Favoring Winds:
All flying creatures in the owning heroes army get +1 speed.

Cyclone (activated ability):
Once per battle, Windchannelers can call upon the winds to encase a target in air. The target will not be able to act for a duration depending on the power difference of the using stack and the targeted stack, but also cannot be attacked or targeted by spells (Can be used on allied and enemy stacks).
(minimal duration is 1 turn at equal power. Any stack that has has more power than the Windchannelers cannot be targeted. Maximal duration is 8 turns, if the Windchannelers power is 4 times greater than the target)

Tier 7: Meta Elemental



Meta Elementals are the pride and glory of the conflux, combining all elements in one creature.

HP: 185, Attack: 25, Defense: 25, Damage: 55-65, Speed: 7, Initiative: 12, Weekly Growth: 1, Cost: 4875

Abilities: Large Creature, Flyer, Elemental, Meta Affinity, Attuned Power

Meta Affinity:
All attunement effects are multiplied by 1.5

Attuned Power (activated ability):

Once per battle, the Meta Elemental can create effects for each of the present attunements.

Fire: Ignites all enemies, dealing 5 damage per creature for 3 turns and casts Fire Shield on all allies (returns 2% of physical damage for 3 turns).
Earth: Decreases speed of all enemies by 2 for their next turn and casts Earth Shield on all allies (reduces physical melee damage taken by 10%, lasts 3 turns).
Water: Sends a tidal wave at all enemies, dealing 1 damage per creature in each affected stack and casts Water Shield on all allies (reduces magical damage taken by 20% for 3 rounds)
Wind: Sends a wind blast at all enemies, decreasing their Initative (0.3) and casts Wind Shield on all allies (reduces ranged damage taken by 20%, lasts 3 turns)
(Hero attacks are not affected)

Tier 7a: Urelemental

Some say these unpredictable elementals were orignally created by  Urgash, the Primordial Dragon of Chaos. Wether this is true or not, they are known to be hard to control, and prone to affect their allies with their wild powers.

HP: 205, Attack: 27, Defense: 27, Damage: 55-70, Speed: 7, Initiative: 12, Weekly Growth: 1, Cost: 5700

Abilities: Large Creature, Flyer, Elemental, Meta Affinity, Attuned Force, Chaos Strike

Attuned Force:
Once per battle, the Urelemental can use the attuned forces on the field to inflict damage. All enemy stacks suffer 10 damage of each present element per Urelemental. All allied stacks also suffer a percentage of the damage depending on luck.
(the base value is 30% and is reduced by 5% for each point of luck, down to a minimum of 10%. Negative luck can increase the share up to a maximum of 55%)

Chaos Strike: Each attack also deals an additional 20% damage of a attuned element in a 3x3 area centered on the attack, the attacking stack excluded.

Tier 7b: Primal Elemental

The pure essence of the attuned elements. This majestatic creature can absorb a large share of elemental forces thrown it's way, and becomes even stronger when doing so.

HP: 200, Attack: 25, Defense: 25, Damage: 55-68, Speed: 7, Initiative: 12, Weekly Growth: 1, Cost: 5700

Abilities: Large Creature, Flyer, Elemental, Meta Affinity, Attuned Power, Absorb Elements, Power of the Elements.

Absorb Elements:
Takes 20% less damage from elemental spells.

Power of the Elements:
Whenever Absorb Elements absorbs 100 damage, the Primal Elementals attributes increase depending on the element for the duration of the battle. Regardless of the element, the Primal Elemental also gains +1 morale for a turn for every 100 damage absorbed.
Fire: +1 attack
Earth: +1 defense
Air: current ATB value goes up by 0.05
Water: heals and ressurects creatures in the stack for 10 health per creature in the stack.
____________
In ur base killing ur doods... and raising them as undeads.

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xerox
xerox


Promising
Undefeatable Hero
posted October 04, 2007 06:33 PM

wow!

It really looks they you have worked a lot on this faction, its great!
And finally we get one (complete) faction for this round

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted October 04, 2007 07:17 PM

just kinda came flowing to me, except for working out the stats. I just hope I didn't overdo it with special abilities.
____________
In ur base killing ur doods... and raising them as undeads.

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Mystic_Genie
Mystic_Genie


Adventuring Hero
posted October 04, 2007 08:09 PM

Great faction. for a moment there I thought that I'l be the only one participating in this round.

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Fofa
Fofa


Famous Hero
Famous? Me?!
posted October 05, 2007 04:17 AM

I just need to finish the cost of the dwellings I have and a few other things and then I'm done, unless a hero bio is needed.
____________
Creator of the Guild and Prison towns for ICTC.

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted October 05, 2007 07:08 PM

updated my faction.

Changelog:
-improved the layout a bit
-improved the explainations on some abilities
-added some faction-specific perks
-Power of the Elementals: Water effect improved from 8 to 10 health
____________
In ur base killing ur doods... and raising them as undeads.

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GenieLord
GenieLord


Honorable
Legendary Hero
posted October 05, 2007 07:09 PM

Great to see (and to hear about) some new entries!

@Fofa: I'm exited to hear you're going to post a Conflux entry.
@Nirual: I'm amazed by the effort invested in this entry, the originalty and the balance. Great job!

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted October 05, 2007 09:26 PM

another update, got an artist friend of mine to draw a Meta Elemental. He usually only draws black and white, but I might try to color it sometime.
____________
In ur base killing ur doods... and raising them as undeads.

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xerox
xerox


Promising
Undefeatable Hero
posted October 05, 2007 11:55 PM

Looks great.

For upcomming rounds i suggest "Mythology Factions".
You know like norse, greek, chinese, egyptan mythology based factions!

Like norse should get Giants, greek should get Manticores, egyptans should get Anubises and chinese wyrms etc.

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Fofa
Fofa


Famous Hero
Famous? Me?!
posted October 08, 2007 03:22 AM

Quote:
@Fofa: I'm exited to hear you're going to post a Conflux entry.



And here it is:

Gate:
AKA: Elementals
Alignment: Neutral
Associated Colours: None
Worship: Seeing as they are the eyes to the mortal world for the dragons, they serve all of them.
Core Philosophy: "There is more than meets the eye."
Country/Kingdom: None; they reside all around Ashan
Capital: While they technically don't have a kingdom, they have a central base of operations at the very center of Ashan (that not even the most skilled wizards cannot open). It's name is Berin.
Rival: None
Key Symbols: Six beams of all the elements heading to a center
Magic Schools: Summoning (Primary) and Destructive (secondary)
Native Terrain: None
Purpose: As an entry to the Bonus Faction Competition

History:
104 YSD: The Dragon Knights become a Secret Order
As the Dragon Knights become a hidden order, the dragons send representatives to try to convince them to join the dragons as their eyes to the world. The Dragon Knights politely decline.

585 YSD: Demon Implication
While the Dragon Knights present evidence to the elves of Brythigga's burning, the dragons are forced to decide to create their own eyes to the world, separate from their children and followers. They create the neutral elementals as a result, as the elementals give no judgment, unlike their offspring.

600 YSD: Creation of Summoning
The dragons find that the elementals have a difficult time getting to the material plane. After debating for a solution, they discover that magic is the way to get them out, and so the dragons connect the elementals to summoning magic, knowing that mages would call them out. The Wizards of the Seven Cities are the first to discover this.

Culture and Society:
Since the elementals were created with the sole purpose of examining the material world, their contacting with each other is strictly business. Elementals that fight have little to no personality. Planeswalkers, elementals in charge of commanding their own kind in the battlefield, have a little more, but not by much.
The elements of fire, water, earth, and air are easier to tap into by magicians, so these forms are more common knowledge, but it is quite rare, and in need of a lot of spell power, to conjure a light or dark elemental.
On a side note, elementals don't actually have genders: they just take forms that make them easily recognizable.

Relations with Other Towns:
Most people know that the elementals are summoned from their respective planes, but they don't realize their purpose: to give a neutral eye for the dragons to see the world. As such, they simply disregard the elementals as fodder. However, the elementals don't mind, as they know that have fulfilled their purpose. The elementals gain no morale changes for any army. (The elementals had no morale to begin with anyway.)

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

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

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

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

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

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

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

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

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

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

Blacksmith: Provides visiting and garrisoned heroes with an Ammo Cart at cheaper prices.
Requirements: None
Cost: 1000 gold and 5 wood

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

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

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

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

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

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

Unique Buildings:
Fusion Altar: Allows the visiting hero to combine spells by the Mysticism racial skill.
Requirements: Magic Guild Level 1, Town Level 6
Cost: 2500 gold,10 ore, 5 mercury, 5 sulfur, 5 crystal, 5 gem

Mana Well: Supplies visiting hero with double their mana pool until it is used. Can only be used once per week.
Requirements: Magic Guild Level 2, Town Level 9
Cost: 2500 gold, 5 wood and 5 ore

Portal of Conjuring: Connects with all of the player's owned external dwellings and allows one dwelling's creatures to be recruited in the town. Changes each week with priority to Elemental Confluxes.
Requirements: Town Level 12
Cost: 2000 gold, 5 ore and 5 gems

Eternal Eye: Standard Grail effects and boosts Spell Power and Knowledge of all heroes by +3.
Requirements: None
Cost: Tear of Asha

Creature Dwellings:
Opening of Light: Produces 8 Light Elementals per week.
Requirements: None
Cost: 500 gold

Door of Light: Produces 8 Shine/Ray Elementals per week.
Requirements: Opening of Light
Cost: 800 gold

Whirlwind of Air: Produces 7 Air Elementals per week.
Requirements: Town Level 3
Cost: 1500 gold, 5 mercury and 5 crystal

Hurricane of Air: Produces 7 Hurricane/Fog Elementals per week.
Requirements: Whirlwind of Air, Town Level 3
Cost: 2000 gold, 5 gem and 5 mercury

Dome of Fire: Produces 5 Fire Elementals per week
Requirements: Town Level 6
Cost: 2000 gold, 5 ore, 5 sulfur

Palace of Fire: Produces 5 Smoke/Solar Elementals per week.
Requirements: Dome of Fire, Town Level 6
Cost: 3000 gold, 10 wood, 5 mercury and 5 sulfur

Lake of Water: Produces 4 Water Elementals per week.
Requirements: Dome of Fire, Town Level 9
Cost: 3200 gold, 5 gem and 10 crystal

Ocean of Water: Produces 4 Sea/Rain Elementals per week.
Requirements: Mana Well, Lake of Water, Town Level 9
Cost: 4000 gold and 5 mercury

Shrine of Earth: Produces 3 Earth Elementals per week.
Requirements: Whirlwind of Air, Town Level 9
Cost: 4000 gold and 10 ore

Altar of Earth: Produces 3 Jewel/Mud Elementals per week.
Requirements: Fusion Altar, Town Level 9
Cost: 5000 gold, 5 gem, and 5 sulfur

Tower of the Abyss: Produces 2 Dark Elementals per week
Requirements: Door of Light, Town Level 12
Cost: 6500 gold, 10 gem and 10 crystal

Temple of the Abyss: Produces 2 Shade/Sorrow Elementals per week
Requirements: Tower of the Abyss, Town Level 12
Cost: 9000 gold, 10 wood, 5 ore, and 5 crystal

Scale of Balance: Produces 1 Planetar per week.
Requirements: Door of Light, Tower of the Abyss, Town Level 15
Cost: 10000 gold, 10 wood, 10 ore, 5 gem and 5 crystal

Scale of Judgment: Produces 1 Aasimar/Tiefling per week.
Requirements: Portal of Conjuring, Magic Guild Level 2, Town Level 15
Cost: 11500 gold, 20 ore, 10 sulfur and 10 mercury

Town Specialties:
Berin: Reduced prices when using the Fusion Altar
Bio: At the center of the elementals plains, matching where the center of Ashan would lies the center of the elementals. As the center of the elementals, it is usually the first place where Planeswalkers gather to discuss their findings, and the dragons have made the fusions rituals of spells made by them easier here as a result.

Hero Type: Planeswalker
Steed: The elementals do not ride steeds.
Trail: Traces of elemental magic follow the hero and gather where it stands. Naturally, the stronger the army is, the stronger the trail is.

Racial Skill: Mysticism
Basic: Allows the hero to combine first and second level spells
Advanced: Allows the hero to combine third level spells
Expert: Allows the hero to combine fourth level spells
Ultimate: Allows the hero to combine fifth level spells

Mysticism In-depth:
Mysticism allows the Planeswalker hero to combine spells of the same level for an added kick, or an extra boost.
As mentioned in the skill description, only spells of the same level and school can be combined, and can only be merged in a specific Gate town structure called the Fusion Altar. Resources are also used up when spells are combined as well, and the resources required depend on the school of magic the spells are from, and the level of the spells.
The process of merging the spells happens only once a day per hero at any Gate town. Once the process is finished, the new spell is placed in the hero's spell book (the original spells also remain). The cost of the new spell is the combined total of the two older spells: the mixture of Stone Spikes and Eldritch Arrow, for instance, costs 9 mana.
A few skills that are a part of Mysticism can bend a few of the rules concerning which magic schools can be mixed.
The only spell that cannot be combined with another one is Armageddon, for obvious reasons.
(Note: I would've presented a few examples, but you the deadline for the competition. . .)

Other skills with Mysticism:
Elemental Command: If the hero uses the "Summon Elemental" spell at one point in the battle, a portion of the summoned stack may join the army. Chance depends on the summoned stack and if it's present in the hero's army.
Part of: Leadership
Requires: Master of Conjuration (Summoning), Recruitment (Leadership)

Elemental Aid: The First-Aid tent can heal and revive elementals in the hero's army.
Part of: War Machines
Requires: First-Aid (War Machines)

Eldritch Ballista: Sets an empowered Eldritch Arrow spell on the ballista, dealing extra damage. Drains hero's mana until it runs out.
Part of: War Machines
Requires: Ballista (War Machines),

Light and Dark: Allows Light and Dark magic schools to be mixed with the Mysticism skill.
Part of: Mysticism
Requires: None

Opposing Forces: Allows Summoning and Destructive magic schools to be mixed with the Mysticism skill.
Part of: Mysticism
Requires: None

Eldritch Power: Allows spells of the first to third circles to be combined.
Part of: Mysticism (Ultimate)
Requires: Eldritch Ballista (War Machines), Secrets of Destruction (Destructive), Stand Your Ground (Defense)

Starting Stats:
Attack: 0
Defense: 0
Power: 3
Knowledge: 2

Stat Growth:
Attack: 15%
Defense: 20%
Power: 35%
Knowledge: 20%

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

Individual Heroes: (Work in progress should I find the initiative. . .)

Creatures:
Level 1: Light Elemental
Hit Points: 5
Attack: 2
Defense: 1
Initiative: 12
Speed: 5
Shots: N/A
Size: 1x1
Damage: 1-2
Mana: N/A
Specials: Elemental, Immunity to Curses, Flyer
Cost: 20 gold
Description: Composed of light magic, the Light Elemental is a bit weak in comparison with the others, but it one of the more common kinds, despite their difficulty in being summoned.

]u]Level 1 Upgrade: Shine Elemental
Hit Points: 8
Attack: 3
Defense: 3
Initiative: 12
Speed: 5
Shots:  N/A
Size: 1x1
Damage: 2-2
Mana: 10
Specials: Elemental, Immunity to Curses, Flyer, Caster (Haste [Basic], Righteous Might [Advanced])
Cost: 45 gold
Description: Shine Elementals are able to cast simple spells that may not seem like much, but they are helpful to their allies.

Level 1 Alt Upgrade: Ray Elemental
Hit Points: 8
Attack: 4
Defense: 2
Initiative: 12
Speed: 5
Shots: N/A
Size: 1x1
Damage: 2-3
Mana: N/A
Specials: Elemental, Immunity to Curses, Flyer, Ray Strike (Activated; every other turn; strikes at enemy target in a similar manner to the Mage's range strike)
Cost: 45 gold
Description: As their name suggests, Ray Elementals send rays of damaging light to their targets, and the damage does not discriminate between friend or foe until it reaches the opponent.

Level 2: Air Elemental
Hit Points: 10
Attack: 3
Defense: 2
Initiative: 13
Speed: 6
Shots: N/A
Size: 1x1
Damage: 2-4
Mana: N/A
Specials: Elemental, Flyer, Immunity to Lightning/Air, No Enemy Retaliation
Cost: 40 gold
Description: Sentient beings formed of nothing more than wind and light, Air Elementals are nevertheless dangerous foes. Their familiarity with storms makes them immune to lightning, and their insubstantial form makes it impossible to retaliate against their attacks.

Level 2 Upgrade: Hurricane Elemental
Hit Points: 14
Attack: 6
Defense: 4
Initiative: 13
Speed: 6
Shots: N/A
Size: 1x1
Damage: 3-5
Mana: N/A
Specials: Elemental, Flyer, Immunity to Lightning/Air, No Enemy Retaliation
Cost: 60 gold
Description: The ferocity of thunder, lightning, and storms composes the Hurricane Elemental. While they aren't many differences in their attack patterns compared to the Air Elementals, the fury that hides in them makes them tougher and more powerful than their cousins.

Level 2 Alt Upgrade: Fog Elemental
Hit Points: 12
Attack: 5
Defense: 5
Initiative: 13
Speed: 6
Shots: N/A
Size: 1x1
Damage: 3-4
Mana: N/A
Specials: Elemental, Flyer, Immunity to Lightning/Air, No Enemy Retaliation, Summon Fog (Adds fog to the battlefield that lasts for a few turns), Hide (Lowers melee damage dealt to the Fog Elemental as long as their is fog on the battlefield)
Cost: 65 gold
Description: Formed mostly of air mixed with water magic, the Fog Elemental creates fogs that weaken the enemy, while providing substance for it to hide into.

Level 3: Fire Elemental
Hit Points: 12
Attack: 5
Defense: 4
Initiative: 8
Speed: 5
Shots: 5
Size: 1x1
Damage: 5-7
Mana: N/A
Specials: Elemental, Immunity to Fire, Shooter
Cost: 100 gold
Description: Brazen spirits of the great molten core and elementals of all that burns, these entities are protected by a potent Fire Shield. The fire elemental also had a ranged attack, which makes it dangerous at any distance.

Level 3 Upgrade: Smoke Elemental
Hit Points: 15
Attack: 6
Defense: 6
Initiative: 10
Speed: 5
Shots: 8
Size: 1x1
Damage: 5-7
Mana: N/A
Specials: Elemental, Immunity to Fire, Shooter, Smoke Shield (Besides the regular Fire Shield, it also weakens ranged damage)
Cost: 125 gold
Description: Smoke Elementals are not just fire, as they have taken in some air magic as well. The air magic helps to divert ranged attacks, reducing such damage.

Level 3 Alt Upgrade: Solar Elemental
Hit Points: 15
Attack: 7
Defense: 6
Initiative: 10
Speed: 5
Shots: 8
Size: 1x1
Damage: 6-9
Mana: N/A
Specials: Elemental, Immunity to Fire, Shooter, Solar Shield (Besides the regular Fire Shield, a burn that is similar to poison [dealing damage that is 1.5x the number of Solar Elementals] is added when the weather is sunny), Sun Call (Adds a sunny environment to the battlefield that lasts for a few turns; activated)
Cost: 125 gold
Description: Solar Elementals are flames from the sun itself. Opponents foolish enough to come into contact with it during blazing periods of sunlight with be cursed with a horrifying burn that continues to inflict damage.

Level 4: Water Elemental
Hit Points: 20
Attack: 6
Defense: 6
Initiative: 10
Speed: 5
Shots: N/A
Size: 1x1
Damage: 8-12
Mana: 12
Specials: Elemental, Immunity to Water/Ice, Caster (Ice Bolt [Basic], Circle of Winter [Basic])
Cost: 250 gold
Description: Like their brethren, these elementals are spirits formed of the primary matter of Ashan. The Water Elemental is doubly dangerous, being immune to all cold spells while casting said element upon its foes.

Level 4 Upgrade: Sea Elemental
Hit Points: 30
Attack: 9
Defense: 9
Initiative: 10
Speed: 5
Shots: N/A
Size: 1x1
Damage: 10-15
Mana: 27
Specials: Elemental, Immunity to Water/Ice, Caster (Ice Bolt [Advanced], Circle of Winter [Advanced]), Summon Whirlpool (once per battle; if it doesn't kill the entire stack, all enemies caught in the 3x3 radius are sent to random areas of the battlefield)
Cost: 310 gold
Description: Water Elementals that are composed of the salty sea water are called Sea Elementals. Apart from having a larger mana pool to cast spells from, they can summon whirlpools that send survivors scattered across the battlefield.

Level 4 Alt Upgrade: Rain Elemental
Hit Points: 25
Attack: 9
Defense: 10
Initiative: 12
Speed: 5
Shots: N/A
Size: 1x1
Damage: 8-12
Mana: 27
Specials: Elemental, Immunity to Ice/Water, Caster (Ice Bolt [Advanced], Circle of Winter [Advanced]), Rain Dance (Adds a rainstorm to the battlefield that lasts for a few turns), Absorb (Creature has regeneration as long as it's raining)
Cost: 310 gold
Description: Rain Elementals are formed from puddles that are created only from rain water. They call upon to weather to rain, and as long as it rains, the elementals are capable of regenerating their numbers.

Level 5: Earth Elemental
Hit Points: 50
Attack: 8
Defense: 14
Initiative: 8
Speed: 5
Shots: N/A
Size: 1x1
Damage: 11-15
Mana: N/A
Specials: Elemental, Immunity to Earth, 50% Magic Proof, Unlimited Retaliation
Cost: 550 gold
Description: Solid and unyielding as the rock and soil from which they come, Earth Elementals have complete immunity to earth and half immunity to other forms of magic.

Level 5 Upgrade: Jewel Elemental
Hit Points: 60
Attack: 10
Defense: 16
Initiative: 8
Speed: 5
Shots: N/A
Size: 1x1
Damage: 12-18
Mana: N/A
Specials: Elemental, Immunity to Earth, 50% Magic Proof, Unlimited Retaliation
Cost: 590 gold
Description: Jewel Elementals are Earth Elementals that have laid dormant in the earth for hundreds, if not thousands, of years. As a result, many layers of the earth, from dirt to precious jewels like diamonds, form a tough shield around the elemental's already solid body.

Level 5 Alt Upgrade: Mud Elemental
Hit Points: 55
Attack: 12
Defense: 14
Initiative: 10
Speed: 6
Shots: N/A
Size: 1x1
Damage: 14-18
Mana: N/A
Specials: Elemental, Immunity to Earth, 50% Magic Proof, Mud Splash (When attacking, mud is splashed three tiles in front of the Mud Elemental, reducing speed and initiative of those caught for two turns)
Cost: 590 gold
Description: Beings created from the mixture of water and earth, Mud Elementals spread around their namesake when they attack, making movements for those caught in it to sluggish and difficult.

Level 6: Dark Elemental
Hit Points: 85
Attack: 20
Defense: 18
Initiative: 12
Speed: 4
Shots: N/A
Size: 2x2
Damage: 12-20
Mana: N/A
Element: Earth (Dark doesn't exist in Elemental Chains either. . .)
Specials: Elemental, Immunity to Slow, Surround Attack, No Enemy Retaliation
Cost: 1300 gold
Description: As incarnates of dark magic, they travel in shadows and as such, they cannot be slowed down. Their shadowy nature is also reflected in their attack patterns, as they are able to strike with enough force against all surrounding foes to prevent retaliation.

Level 6 Upgrade: Shadow Elemental
Hit Points: 95
Attack: 21
Defense: 20
Initiative: 12
Speed: 4
Shots: N/A
SIze: 2x2
Damage: 15-25
Mana: N/A
Element: Earth and Air
Specials: Elemental, Immunity to Slow, Surround Attack, No Enemy Retaliation, Magic Proof 25%
Cost: 1500 gold
Description: Shadow elementals are basically just stronger, fiercer Dark Elementals, with capabilities of resisting harmful magic.

Level 6 Alt Upgrade: Sorrow Elemental
Hit Points: 85
Attack: 20
Defense: 22
Initiative: 12
Speed: 4
Shots: N/A
Size: 2x2
Damage: 15-20
Mana: N/A
Specials: Elemental, Immunity to Slow, Surround Attack, No Enemy Retaliation, Eye of Sorrow (Lowers enemy morale by -1; -2 if they already suffer a mixed army penalty)
Cost: 1500 gold
Description: It's not exactly known why these elementals are able to bring down the spirits of their opponents, but one idea suggests that they retrieve horrible memories or bouts of depression in their victims, making them easier to fight against.

Level 7: Planetar
Hit Points: 160
Attack: 25
Defense: 25
Initiative: 10
Speed: 3
Shots: 5
Size: 2x2
Damage: 40-45
Mana: N/A
Specials: Immunity to Mind Control, Shooter, No Melee Penalty
Cost: 3500 gold + 1 sulfur
Description: Planetars are beings made by the elementals that resemble traits of the mortal races, but still eternally loyal to their creators. They release shots of non-elemental damage at foes, but the real potential in these beings are their minds: they can take the powers of light or darkness and base their future abilities on their choice.

Level 7 Upgrade: Aasimar
Hit Points: 190
Attack: 24
Defense: 28
Initiative: 10
Speed: 3
Shots: 6
Size: 2x2
Damage: 45-50
Mana: N/A
Specials: Shooter, No Melee Penalty, Immunity to Mind Control, Resistance to Evil (takes less damage from "Evil" aligned creatures)
Cost: 4200 gold + 2 sulfur
Description: Planetars who have chosen the path to law, order, justice, and good become Aasimars. Being the embodiments of all good alinements, they cannot be harmed by anything that aligns itself with evil.

Level 7 Alt Upgrade: Tiefling
Hit Points: 160
Attack: 28
Defense: 24
Initiative: 10
Speed: 3
Shots: 6
Size: 2x2
Damage: 45-60
Mana: N/A
Specials: Shooter, No Melee Penalty, Immunity to Mind Control, Resistance to Good (takes less damage to "Good" aligned creatures)
Cost: 4200 gold + 2 sulfur
Description: Planetars who have chosen the path to chaos, disorder, distrust, and evil become Tieflings. Since they are the personification of all evil elements, anything that sides with good cannot damage them.
____________
Creator of the Guild and Prison towns for ICTC.

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Aculias
Aculias


Responsible
Undefeatable Hero
Pretty Boy Angel Sacraficer
posted October 08, 2007 05:31 AM

Oh man.
Wait till I have 3 days off before i read all of that & say the truth about it
____________
Dreaming of a Better World

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Fofa
Fofa


Famous Hero
Famous? Me?!
posted October 08, 2007 08:06 AM

Quote:
Oh man.
Wait till I have 3 days off before i read all of that & say the truth about it


*eyebrow twitches*
____________
Creator of the Guild and Prison towns for ICTC.

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Jindary
Jindary

Tavern Dweller
posted October 08, 2007 08:44 AM
Edited by Jindary at 16:53, 09 Oct 2007.

Hi, I'm new here!

Here's my entry for the contest:

It's not completed yet...

Elementalix

Description:

The Elementalix Faction diverges from the usual 4 elementals (Air, Water, Fire and Earth). The creatures that make up this faction are refugees - rejects of their former tribes and friends.

Born differently, they were casted out of their homes once their powers surfaced. The outcasts vowed never to return and soon found other creatures in similar circumstances.

Together, they forged strong bonds of friendship, united as one to turn the tables against those who once left them.

Summary:

This faction is basically a mixture of units that do not share similar physical characteristics but all are alingned to one element or other.

Creatures:

Tier 1: Pheasant -> Golden Pheasant | Alternate: Bird of Paradise

1) Pheasant

Attack: 1
Defense: 1
Damage: 1 - 1
Hit Points: 3
Speed: 5
Initiative: 12
Shots: 0
Mana: 0

Abilities: Flyer, Food

Food: Can be eaten by other creatures to regain health. (Health regained is 5 per Pheasant).

2) Golden Pheasant

Attack: 1
Defense: 4
Damage: 1 - 1
Hit Points: 8
Speed: 5
Initiative: 10
Shots: 0
Mana: 0

Abilities: Flyer, Dazzle, Sacrificial Protection

Dazzle: Reduce all physical damage by 20%.

Sacrificial Protection: Takes damage to increase defense of a selected unit (Defense increased is 0.5 per Golden Pheasant killed). (Activated )

3) Bird of Paradise

Attack: 2
Defense: 2
Damage: 2 - 2
Hit Points: 6
Speed: 6
Initiative: 12
Shots: 0
Mana: 0

Abilities: Flyer, Elemental Attack

Elemental Attack: All attacks will be of a random element.

Description:

Pheasants were the first supply of food offered to the refugees when they attempted to settle down. These birds were aplenty in those lands.

Golden Pheasants and Birds of Paradise were only accidentally introduced later when selective breeding and experiments were conducted in an attempt to raise their numbers.

Tier 2: Flame Specialist -> Pyromancer | Alternate: Fire Dancer

1) Flame Specialist

Attack: 2
Defense: 3
Damage: 2 - 3
Hit Points: 12
Speed: 5
Initiative: 8
Shots: 8
Mana: 0

Abilities: Shooter, Fire Attack

Fire Attack: The Flame Specialist's element is always Fire.

2) Pyromancer

Attack: 2
Defense: 5
Damage: 3 - 3
Hit Points: 12
Speed: 5
Initiative: 9
Shots: 12
Mana: 0

Abilities: Shooter, Fire Attack, Summon Fire Elementals

Summon Fire Elementals: The Pyromancer can summon Fire Elementals. (10 Pyromancers summons 1 Fire Elemental). (Activated)

3) Fire Dancer

Attack: 4
Defense: 3
Damage: 2 - 5
Hit Points: 15
Speed: 6
Initiative: 10
Shots: 5
Mana: 0


Abilites: Shooter, Fire Attack, Fire Dance

Fire Dance: Adds 5 Shots to the Fire Dancer. (Activated)

Description:

Flame Specialists, Pyromancers and Fire Dancers were all humans who attained the ability to control fire. As fire had a resenting link to the fiery demons of Sheogh, those who showed signs of fire control were thrown out to die.

Tier 3: Ice Priestess -> Glacia | Alternate: Frost Hag

1) Ice Priestess

Attack: 3
Defense: 4
Damage: 3 - 5
Hit Points: 22
Speed: 5
Initiative: 8
Shots: 0
Mana: 10

Abilities: Caster, Frost Attack

Caster: Ice Bolt (6 Mana), Divine Strength (4 Mana)

Frost Attack: The Ice Priestess' element is always Water.

2) Glacia

Attack: 4
Defense: 6
Damage: 4 - 6
Hit Points: 26
Speed: 5
Initiative: 8
Shots: 8
Mana: 15

Abilities: Shooter, Caster, Frost Attack, Ice Shards

Caster: Ice Bolt (6 Mana), Divine Strength (4 Mana), Frost Nova (10 Mana)

Frost Nova: Freezes all units for a certain time. (Similar to Master of Ice Ability). Units frozen have their defenses doubled. (Time Frozen is 0.05 turns per Glacia). 3x3 Area Effect.

Ice Shards: Range Attack hits 3 adjacent tiles instead of 1. Thus area is 1x3.

3) Frost Hag

Attack: 4
Defense: 4
Damage: 4 - 5
Hit Points: 24
Speed: 7
Initiative: 10
Shots: 0
Mana: 0

Abilities: Frost Attack, Accursed Frost

Accursed Frost: All Water Damage done in battle has a chance to inflict a dark spell onto the target. (40% first level, 30% second level, 15% third level, 10% fourth level and 5% fifth level). Mastery is at Advanced Level.

Spellpower depends on the number of Frost Hags.

Description: These creatures of the Frost were Elves and Dark Elves rejects. Unable to perform Nature or Dark Magic offhand, they became outcasts.

Tier 4: Storm Harpy -> Lightning Harpy | Alternate: Empusa

1) Storm Harpy

Attack: 8
Defense: 6
Damage: 5 - 9
Hit Points: 30
Speed: 7
Initiative: 12
Shots: 8
Mana: 0

Abilities: Large Creature, Shooter, Air Attack, Lightning Strike

Air Attack: The Storm Harpy's element is always Air.

Lightning Strike: The Storm Harpy's Attack is in the form of summoning lightning. Thus it has no range penalty.

2) Lightning Harpy

Attack: 10
Defense: 7
Damage: 6 - 10
Hit Points: 35
Speed: 7
Initiative: 11
Shots: 8
Mana: 0

Abilities: Large Creature, Shooter, Air Attack, Lightning Strike, Mass Lightning

Mass Lightning: Once per combat, the Lightning Harpy can summon lightning onto every creature within a 3x3 area.

3) Empusa

Attack: 9
Defense: 11
Damage: 7 - 8
Hit Points: 40
Speed: 6
Initiative: 10
Shots: 0
Mana: 0

Abilities: Large Creature, Air Attack, Charge, Discharge

Charge Energy Orb: The Empusa can create an energy orb to be used as a range attack. Each charge increases the orbs attack area by 1x1.

Discharge: Discharges the Energy Orb. If an attack hits the Empusa before the Orb is discharged, it is discharged in a random direction.

Description: Once followers of the Stronghold creatures, the Harpies were out-competed by the Thunderbirds. Empusas were too considered "sub-Succubi" and thus set out to be acknowledged.



Tier 5: Arion -> Pegasus | Alternate Upgrade: Thestral

1) Arion

Attack: 15
Defense: 15
Damage: 15 - 17
Hit Points: 58
Speed: 7
Initiative: 10
Shots: 0
Mana: 0

Abilities: Large Creature, Time Reversal, Magic Proof 50%

Time Reversal: Once per combat, the Arion can cause the battle to revert back to 2 turns earlier. (All killed units, Spell Mana iand original unit positions are returned).

2) Pegasus

Attack: 15
Defense: 20
Damage: 15 - 17
Hit Points: 70
Speed: 7
Initiative: 12
Shots: 0
Mana: 0

Abilities: Large Creature, Flyer, Eternal Light, Magic Damper

Eternal Light: Only Light spells can be casted on the Pegasus.

Magic Damper: All Spells casted within a 2x2 radius around the Pegasus have their effects halved.

3) Thestral

Attack: 18
Defense: 15
Damage: 18 - 21
Hit Points: 66
Speed: 6
Initiative: 11
Shots: 0
Mana: 0

Abilities: Large Creature, Flyer, Deathly Shroud, Scavenge

Deathly Shroud: Only when a stack of creatures has died, then can the  Therestral be seen on the combat map. It is invisible even to the player who controls it, no spells/abilities can be casted till a stack has died.  

Enemy Retaliation does only halve of the damage when invisible.

Scavenge: Can consume corpses on the battlefield. (20% of the stacks hit points transferred to the Therestral) Can resurrect fallen Therestrals. (Activated)

Description: These stallions were once horses that did not make the cut at the various other factions. Only until did the Elementalix mages put in their magic, that they gained mystical powers and a thirst for revenge against their former masters.

Tier 6: Terraformer -> Naturalist | Alternate: Aqua Mage

1) Terraformer

Attack: 22
Defense: 18
Damage: 20 - 25
Hit Points: 82
Speed: 5
Initiative: 8
Shots: 0
Mana: 20

Abilities: Caster, Terra Walker

Caster: Terraform - Lava (10 Mana)

Terraform - Lava: Causes a 3x3 area of land to become magma. All creatures who are not Fire-based, take damage. Duration depends on spellpower.

Terra Walker: Does not incur effects or penalty from terrains.

2) Naturalist

Attack: 22
Defense: 20
Damage: 22 - 26
Hit Points: 88
Speed: 6
Initiative: 9
Shots: 0
Mana: 30 Mana

Abilities: Caster, Terra Walker

Caster: Terraform - Lava (10 Mana), Terraform - Sandstorm (15 Mana), Terraform - Blooming Grove (15 Mana)

Terraform - Sandstorm: Causes a 3x3 area to become a Sandstorm. All units except Earth-based take damage and flying units have their initiaive lowered by 2 while in the sandstorm. Duration depends on spellpower.

Terraform - Blooming Grove. Causes a 3x3 area to become lush vegetation. All units have Entangling roots casted on them. Duration depends on spellpower.

3) Aqua Mage

Attack: 24
Defense: 21
Damage: 23 - 26
Hit Points: 95
Speed: 6
Initiative: 9
Shots: 0
Mana: 30 Mana

Abilities: Caster, Terra Walker

Caster: Terraform - Marsh (10 Mana), Terraform - Ice (10 Mana)

Terraform - Marsh: Causes a 3x3 area to become marshland. All units take 2 speed to move through one tile of marsh. Duration depends on spellpower.

Terraform - Ice. Causes a 3x3 area to freeze into ice. All units, except Water-based ones have a 30% chance of ending their turn immediately per tile of ice. Duration depends on spellpower.

Description: Terraformers are hybrids of Druid and Mage parentage. Unable to gain any "status" in either, they have retired to moutains to practice their art of Terraforming.

Since the Elementalix faction was organized, these ancient mages have joint in the ranks to prove their might (and magic).

Tier 7: Rock Wyrm -> Sand Wyrm | Alternate: Muck Serpent

1) Rock Wyrm

Attack: 20
Defense: 45
Damage: 28 - 33
Hit Points: 200
Speed: 4
Initiative: 6
Shots: 0
Mana: 0

Abilities: Large Creature, Elemental, Magic Proof 50%, Stone Skin, Eat Resource.

Stone Skin: The Rock Wyrm's defence cannot be lowered.

Eat Resource: The Rock Wyrm can eat War machines, Battlefield Obstacles, Fortifications and Moats (even the enemies) to regain health and resurrect themselves.

2) Sand Wyrm

Attack: 23
Defense: 38
Damage: 30 - 35
Hit Points: 240
Speed: 5
Initiative: 7
Shots: 0
Mana: 0

Abilities: Large Creature, Elemental, Magic Proof 50%, Sand Stream, Sand Tomb

Sand Stream: All damage received is reduced by 30%.

Sand Tomb: The Sand Wyrm can encircle a target, causing it to be trapped within the "sand circle". Encircled units cannot move or shoot, but can cast spells or attack the Sand Wyrm. Attacks do not work on the target. The Sand Wyrm can receive damage during this channeled abilty. The Sand Wyrm needs to be adjacent to the target to use Sand Tomb. (Activated).  

3) Muck Serpent

Attack: 26
Defense: 30
Damage: 35 - 43
Hit Points: 220
Speed: 6
Initiative: 9
Shots: 0
Mana: 0

Abilities: Large Creature, Elemental, Swamp Creature, Infectious Bite

Swamp Creature: For each tile in marshland, the creature only uses 0.5 speed.

Infectious Bite: Each time the Muck Serpent attacks, it decreases its opponents attack and defense by 3, total hit points by 5% and initiative by 1.

Description: These elemental creatures were formed by the combined efforts of all the Elementalix refugees. Combining what power they had, the constructed creatures of Mother Nature to inflict damage and strike fear into their opponents.

Racial Skill

Elemental Magic

Unique Elementalix Skill, gives Elementalix heroes a separate spell book. Spells are a mixture of current and new ones.

Basic Elemental Magic: Allows Elementalists to cast Level 1 - 2 Elemental Magic.

Advanced Elemental Magic: Allows  Elementalists to cast Level 3 - 4 Elemental Magic.

Expert Elemental Magic: Allows Elementalists to cast Level 5 Elemental Magic.

Ultimate Elemental Magic: All Elemental Spells, regardless of their original elements, do Air, Water, Earth and Fire damage.

Supportive / Correlated Skills

Amplify Magic (Req: Basic Elemental Magic): All spell damage associated with an element is increased by 10%.

Psycho Shift (Req: Basic Elemental Magic): Hero can change a creature's element to one of the four available.

Elemental Reinforcements: (Req: Advanced Elemental Magic) Once per battle, Hero has the ability to call forth a certain number of elements.

Call of the Elements (Req: Rage of Fire, Frozen Death, Spark, Nature's Wrath): All Elemental Spells affect all target creatures (enemy or friendly) in combat.

Rage of Fire (Req: Master of Fire, Battle Frenzy): All Fire attacks do 10% more damage and the damage is irresistible.

Frozen Death (Req: Expert Dark Magic, Master of Ice): When an enemy unit dies, its body freezes, making it immune to resurrection spells.

Spark: (Req: Archery, Master of Storms): If a shooter does not possess the "Air Attack" ability, it can do additional air damage through its range attack.

Nature's Wrath (Req: Master of Earthblood, Ballista, Catapult): Ballista now can damage Fortifications and Catapults can attack enemy units.


Elemental Spells

Spells also incoporate the usual spellbook ones. Especially useful for those that require Spell Mastery.

Level 1

1) Eldritch Arrow: Fire
2) Stone Spikes: Earth

3) Glacial Wall: Water - Creates a 4x1 ice wall that prevents movement. Attacks on this wall cause the attackers to lose 1 initiative for 1 turn.

4) Static: Enhances a friendly unit with a small electrical charge. All creatures around it take small amount of damage per turn. Creatures with "Static" or are Air-Based, don't take damage.

Level 2

1) Lightning Bolt: Air
2) Ice Bolt: Water

3) Melt Weapons: Fire - Destroys 10% of a stacks ability to attack, if they hold a weapon. Cumulative casts allowed.

4) Mud Bomb: Earth - 2x2 Area damage. With "Nature's Wrath", can lower initiative.

More to come...
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xerox
xerox


Promising
Undefeatable Hero
posted October 08, 2007 12:07 PM
Edited by xerox at 16:17, 10 Oct 2007.

Very good factions!
I am att school now so i dont have very much to read them but they look AWESOME!
When i get home from school in a couple of hours i will read through them.

Also i think it was boooorriiinnng to judge so replace with somebody else in the next round...


WARNING!
The contest ends today, its the 10th.

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GenieLord
GenieLord


Honorable
Legendary Hero
posted October 10, 2007 07:05 PM

Summarizing Post - 2nd Round

Your entries have been rated by me and Xerox according to the following Categories:
Basic information, history, creatures, racial skill and miscellaneous (buildings, heroes, etc).



1st Place: Fofa
2nd Place: Nirual

Congratulations!

For the next round, you can do any mythological race. You can use the Egyptian Mythology, the Greek Mythology, the Norse Mythology, the Celtic Mythology, the Indian Mythology, etc.
Thanks Xerox for the idea.

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xerox
xerox


Promising
Undefeatable Hero
posted October 10, 2007 07:09 PM
Edited by xerox at 22:32, 10 Oct 2007.

Congratulations Fofa!
Your faction was really good and you deserved to win
Thanks for those who joined this round

Remeber that i WILL NOT judge this round, i wll join it

Im going to make a Egyptan-based faction, and Mummies will be included of course!

And i thougt it was boring to wait for all the factions so i will post it as soon as i begin with it.


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Fofa
Fofa


Famous Hero
Famous? Me?!
posted October 11, 2007 06:34 AM

Quote:
Congratulations Fofa!
Your faction was really good and you deserved to win


Sweeeet. Thanks.

Guess I'll assist the judging for this round.
____________
Creator of the Guild and Prison towns for ICTC.

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Aculias
Aculias


Responsible
Undefeatable Hero
Pretty Boy Angel Sacraficer
posted October 11, 2007 07:28 AM

I got to admit. it was not that bad.
Maybe you do listen to me after all
After all I do make alot of sense!
____________
Dreaming of a Better World

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