Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
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»
xerox
xerox


Promising
Undefeatable Hero
posted October 25, 2007 07:17 PM
Edited by xerox at 19:20, 25 Oct 2007.

Nope, i already have those in my faction.

They are half lion/cat and half human.
They almost look like Rakshasas, almost.

Lord Evil: Sorry, i had no idea you also had that idea.
I just called my town pyramid because the town is... an pyramid.
I didnt mean to copy you.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Lord_Evil
Lord_Evil


Famous Hero
Evil lolcat
posted October 25, 2007 08:21 PM

so what do you think about my faction?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
xerox
xerox


Promising
Undefeatable Hero
posted October 25, 2007 10:51 PM

If you asked me, i cant say ;P
And ask the judges, im not a judge in this round.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Fofa
Fofa


Famous Hero
Famous? Me?!
posted October 26, 2007 06:39 AM

Quote:
Nope, i already have those in my faction.

They are half lion/cat and half human.
They almost look like Rakshasas, almost.


Huh. . .can't think of anything else that fit the description.
____________
Creator of the Guild and Prison towns for ICTC.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Lord_Evil
Lord_Evil


Famous Hero
Evil lolcat
posted October 26, 2007 12:29 PM
Edited by Lord_Evil at 16:28, 26 Oct 2007.

@judges: so what do you tink about my faction?

@Xerox: what i meant to say is what all of you HC posters think about my faction.

@Fofa: i think Xerox meant a Lioness (its not theyr name but i call them like this (more easy to remember)

this is a male

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
xerox
xerox


Promising
Undefeatable Hero
posted October 26, 2007 03:14 PM

Yepp, but the "Lionesses" in my town will be female casters.
Updating with creatures soon.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Lord_Evil
Lord_Evil


Famous Hero
Evil lolcat
posted October 26, 2007 04:33 PM
Edited by Lord_Evil at 16:38, 26 Oct 2007.

my misteike i added 2 S to Liones also there are more creatures like this (half human half big cat, but not minotaurs): Panteres,Taigeres...

BTW: also there are lycantropis in the form of big cats but thet is a dipp subject and dont ask me how i know this thats eaven a dipper

@Xerox: the full name of the liones creature is leonine or meiby leonine is when you mean liones only male(?)

sorry for my spelling

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
xerox
xerox


Promising
Undefeatable Hero
posted October 26, 2007 04:49 PM

I just made up my own name for them.
It is a mix between Lioness and Leonine.
Those creatures in my faction are called:

Leoniess-Sun Priestess-Moon Priestess

I have added the lv1 Slave creature, one of the most useless creaturés in the game.
I will probably add even more later this evening (iys 16.51 in Sweden).

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jindary
Jindary

Tavern Dweller
posted October 26, 2007 06:42 PM
Edited by Jindary at 08:23, 07 Nov 2007.

I guess I post mine.

It follows the town of Atlantis - so Atlantean Mythology.

Atlantis

Basic Information

AKA: The Atlanteans
Associated Colours: Sky Blue and Lush Green
Worships: The three major Gods - Oranos, Gaia and Kronos and many minor ones.
Core Philospophy:"One with Nature, Time and Space".
Country/Empire: Atlantis
Capital: Atlantis
Key Symbols: Atlantis Cross

History:

To be determined.

Creatures

Tier 1: Nun -> Sister of Light | Alternate: Caladria

1) Nun

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

Abilities: Caster, Death Ward, Passive

Caster: Benediction (0 Mana), Cleansing (10 Mana) - Advance Mastery

Death Ward: All undead creatures and dark magic do 50% of the usual damage or effect on the Nun.

Passive: The Nun is unable to attack.

Description: Nuns help to run the Atalatean Temples in which the people of Atlantis worship the Titan Gods. Blessed by both major and minor Titan Gods alike, Nuns have achieved the ability to buff their armies with the power of the Gods.

2) Sister of Light

Attack: 0
Defense: 6
Damage: 0 - 0
Hit Points: 11
Initiative: 8
Speed: 4
Shots: 0
Mana: 20

Abilities: Caster, Death Ward, Passive

Caster: Benediction (0 Mana), Cleansing (10 Mana) - Expert Mastery, Word of Light (11 Mana) - No Mastery

Description: These Holy Atalateans have achieved communion with the Gods they worship. Like their lower counterparts, they are bathed in holiness, reducing the likelihood of undead attacks. Similarly, they can cleanse or bless troops but now carry forth holy strength to smite undead in their path.

3) Caladria

Attack: 1
Defense: 2
Damage: 1 - 1
Hit Points: 8
Initiative: 10
Speed: 6
Shots: 0
Mana: 0

Abilities: Flyer, Healing Chain

Healing Chain: Heals 4 targets. Effect is similar to Chain Shot/Lightning. 1st target heals 100% of its health (the target), 2nd heals 50%, 3rd heals 25% and 4th heals 12.5%. Health gained does not resurrect creatures.

Description: These female flyers are Nuns who have chosen to focus their worshiping on Oceanus - the Titan God of Water. Blessed by his holy waters, they have developed spiritual wings and gained the ability to heal allies.

Tier 2: Murmillo -> Katapeltes | Alternate: Fanatic

1) Murmillo

Attack: 2
Defense: 3
Damage: 1 - 3
Hit Points: 10
Initiative: 9
Speed: 5
Shots: 0
Mana: 0

Abilities: Bleed

Bleed: The Murmillo has a chance to severe an opponent, causing it to bleed. Bleeding causes the opponent to lose 1 Defense and 1 Initiative for 5 turns. Effect is cumulative.

Description: Murmillos are Atlantean men who have a strong desire to fight for their country and her survival. They have undergone rigorous military training to be able to rip through enemy armour and tear their flesh with short swords.

2) Katapeltes

Attack: 3
Defense: 3
Damage: 2 - 3
Hit Points: 13
Initiative: 9
Speed: 5
Shots: 0
Mana: 0

Abilities: Bleed, Anti-Charger

Anti-Charger: The Katapeles has +2 Attack and +3 Defense against creatures with more than 10 Initiative. Jousting ability has its effect reduced by 25%.

Description: Early Atlanteans were short on anti-calvary units, lacking the might to fend off from large and fast creatures. Thus many chose the path of a Katapeles - a warrior suitable against fast strikers but weak against normal enemies.

3) Fanatic

Attack: 6
Defense: 1
Damage: 2 - 5
Hit Points: 10
Initiative: 11
Speed: 6
Shots: 0
Mana: 0

Abilities: Bleed, Fervor

Fervor: The Fanatic cannot be slowed or blinded. It lacks the ability to wait or defend. If it does not attack or move, the Fanatic loses 3 Attack.

Description: Murmillos tired of slow warfare have turned to the Acolytes for a better future. Deep in their veins runs the magic of Hekate, the Titan Goddess of Wildness and Chaos.

Tier 3: Clayian -> Promethean | Alternate: Automaton

1) Clayian

Attack: 4
Defense: 4
Damage: 3 - 5
Hit Points: 25
Initiative: 8
Speed: 5
Shots: 0
Mana: 0

Abilities: Large Creature, Elemental, Insubstantial, Magic Proof 25%

Insubstantial: Physical Damage is reduced by 20%.

Description: Creatures made of out clay by the hand of Prometheus - the Titan God of Wisdom and Creation.

2) Promethean

Attack: 5
Defense: 5
Damage: 3 - 6
Hit Points: 30
Initiative: 8
Speed: 5
Shots: 0
Mana: 0

Abilities: Large Creature, Elemental, Insubstantial, Magic Proof 50%, Split

Split: The Promethan can spilt into 2 Promthean Youths with stats:

Attack: 3
Defense: 2
Damage: 2 - 3
Hit Points: 15
Initiative: 8
Speed: 5
Shots: 0
Mana: 0

Abilties: Large Creature, Elemental, Insubstantial, Magic Proof 25%, Rebond

Unit Numbers split into half. Blessings, Curses and Effects are inherited.

Rebond: Forms a singular Promethean stack from 2 Promethean Youth stacks. Blessings, Curses and Effects are inherited.

Description: These advanced Clay men are sculpted in likeness of the God himself. Imbued with Godly magics, these creatures can split themselves as if their bodies were liquefied.

3) Automaton

Attack: 5
Defense: 6
Damage: 4 - 6
Hit Points: 27
Initiative: 8
Speed: 5
Shots: 0
Mana: 0

Abilities: Large Creature, Elemental, Magic Proof 50%, Regeneration, Repair

Regeneration: Heals 10 - 15 Hit Points each turn.

Description: Mould, shape and heated. These 3 steps were all necessary to create an Automaton. These were Leto's, the Titan Goddess of Secrecy, subjects.

Tier 4: Satyr -> Elite Satyr | Alternate: Satyr Encourager

1) Satyr

Attack: 6
Defense: 8
Damage: 7 - 9
Hit Points: 36
Initiative: 10
Speed: 6
Shots: 0
Mana: 0

Abilities: Large Creature, Mirth

Mirth: Can increase a seleced friendly unit's moral randomly for 1 - 3 morale. Can be dispelled by Harm Touch and Purge. (3 charges)

Description: Bound to the forests where they lived, Satyrs partied with the animals from dawn till dusks. It is no wonder that they have the ability to raise one's spirits.


2) Elite Satyr

Attack: 11
Defense: 9
Damage: 8 - 12
Hit Points: 42
Initiative: 10
Speed: 5
Shots: 8
Mana: 0

Abilities: Large Creature, Shooter, No Melee Penalty, Spear Saturate

Spear Saturate: Can throw spears (using 4 shots) at a 2x2 area. Does normal range damage.

Description: Protectors of the grove, Satyrs have evolved to hold weapons when the time of danger is imminent.

3) Satyr Encourager

Attack: 7
Defense: 10
Damage: 7 - 10
Hit Points: 50
Initiative: 12
Speed: 6
Shots: 0
Mana: 0

Abilities: Large Creature, Mirth, Optimism

Optimism: All adjacent friendly units around the Satyr Encourager gets +1 Morale. The Satyr Encourager has no less than +1 Morale.

Description: As all creatures need leaders, so do the Satyrs. A chosen few have come out to lead the many clans. They strive improve all morale, not just a chosen few.

Tier 5: Time Weaver -> Oracle | Alternate: Nature's Herald

1) Time Weaver

Attack: 13
Defense: 12
Damage: 10 - 13
Hit Points: 50
Initiative: 11
Speed: 6
Shots: 0
Mana: 16

Abilities: Teleport, Caster

Caster: Teleport (8 Mana) - Expert Mastery

Description: Kronos', Titan God of Time, Messangers. They have the ability to bend time and space and transport allies through time.

2) Oracle

Attack: 16
Defense: 12
Damage: 11 - 16
Hit Points: 62
Initiative: 10
Speed: 6
Shots: 0
Mana: 16

Abilities: Teleport, Caster

Caster: Teleport (8 Mana) - Expert Mastery, Chain Lightning (16 Mana) - Advanced Mastery

Description: Messengers of Oronos, Titan God of the Sky. Wield their masters wrath and fury, they can summon bolts of lightning onto unsuspecting enemies.

3) Nature's Herald

Attack: 13
Defense: 16
Damage: 10 - 15
Hit Points: 65
Initiative: 11
Speed: 6
Shots: 0
Mana: 16

Abilities: Teleport, Caster, Lush

Caster: Wasp Swarm (5 Mana) - Expert Mastery, Summon Hive (15 Mana) - Basic Mastery , Earthquake (7 Mana) - Basic Mastery

Lush: Surrounds town fortifications with Gaia's magical vegetation. All fortifications regain 50 hp per turn if not destroyed.

Description: Messengers of Gaia, Titan Goddess of the Earth. Preferring less violent tactics, these heralds invoke the creature of the land to attack invaders. They can also summon massive earthquakes to quell an opponent.  

Tier 6: Roc -> Windrider | Alternate: Stymphalian Bird

1) Roc

Attack: 20
Defense: 15
Damage: 20 - 22
Hit Points: 90
Initiative: 12
Speed: 7
Shots: 0
Mana: 0

Abilities: Large Creature, Flyer, Transport

Transport: The Roc can carry a small creature to a tile within its movement range. Unit to be transported has to be adjacent to the Roc before transportation.

Descriptions: These large birds were befriended by the Atlanteans when they first arrived. Not to leave out their newfound friends, the citizens periodically feed them whilst they provide excellent transportation.

2) Windrider

Attack: 22
Defense: 17
Damage: 21 - 25
Hit Points: 110
Initiative: 12
Speed: 7
Shots: 0
Mana: 0

Abilties: Large Creature, Flyer, Graceful Flight, Aerial Ace, Transport

Graceful Flight: Initiative impairing effects/spells only do 50% of their original effect on the Windrider.

Aerial Ace: Once per combat, the Windrider can attack a unit in line of sight without retaliation. Defense is ignored.

Description: Tamed Rocs were attempted to be rode on by Murmillos. Successful, Windriders were formed. These sky warriors have immense accuracy at striking their foes.

3) Stymphalian Bird

Attack: 20
Defense: 25
Damage: 20 - 23
Hit Points: 100
Initiative: 10
Speed: 6
Shots: 6
Mana: 0

Abilities: Large Creature, Flyer, Shooter, Armoured, Magic Resistance 50%, Metallic Slash

Metallic Slash: Melee Attacks do 75% of the usual damage and inflict "Bleed" on the target.

Description: Rocs that fed on the metallic ores the island produced developed metallic feathers and features. Due to their armour, they have lost some speed but make up for their ability to inflict pain on their opponents, both in ranged and melee.

Tier 7: Acolyte -> Lampade | Hekatic

1) Acolyte

Attack: 24
Defense: 20
Damage: 22 - 33
Hit Points: 120
Initiative: 11
Speed: 5
Shots: 6
Mana: 18

Abilities: Shooter, Caster, Ritual of Death

Caster: Confusion (9 Mana) - Basic Mastery, Frenzy (15 Mana) - Advanced Mastery

Ritual of Death: Once per combat, the Acolyte loses 2 turns to revive all dead units on the combat field. Revived units have their numbers depending on the spell power of the Acolyte. They last for 5 turns. They can be killed like regular units. Once units are revived, the revived numbers are subtracted from the original if another Ritual of Death is to take place.

Description: Temple worshiped who have deviated from the norm and focused on Hekate. Gaining the powers of the underworld, Acolytes can revive the dead, though not permanently.

2) Lampades

Attack: 25
Defense: 23
Damage: 25 - 35
Hit Points: 150
Initiative: 12
Speed: 5
Shots: 6
Mana: 18

Abilities: Undead, Shooter, Caster, Chaos, Ritual of Death, Immune to Word of Light

Caster: Confusion (9 Mana) - Advanced Mastery, Frenzy (15 Mana) - Advanced Mastery, Deathly Grasp (18 Mana)

Deathly Grasp: The Lampades has the ability to instantly pull souls of the living to the underworld. This spell instantly kills a number of units, depending on the spell power (similar to Hand of Death in H4.)Units killed cannot be revived.

Chaos: When the Lampades attacks, it has a chance of casting Frenzy onto the target. Frenzy is casted with Advanced Mastery.

Immune to Word of Light: The Lampades is not affected by the Word of Light spell.

Description: Lampades are nymphs of the underworld, having once lived as Acolytes. Harnessing the dark magics, they wield strange powers to make up for their weak frames. Chaos is their best bet.

3) Hekatic

Attack: 25
Defense: 25
Damage: 29 - 36
Hit Points: 160
Initiative: 11
Speed: 5
Shots: 6
Mana: 20

Abilities: Shooter, Caster, Summon Tartarean Gate, Immune to Mind Control

Caster: Blindness (10 Mana) - Basic Mastery, Puppet Master (18 Mana)- Basic Mastery, Hekate's Will (10 Mana)

Hekate's Will: The Hekatic has the ability to invoke the wildness of Hekate into a friendly unit, granting it +5 Attack, +1 Initiative and the "Fervor" ability.

Summon Tartarean Gate: Once per Combat, the Hekatic can summon a gate to anywhere on the combat map from Tartarus. This gate spawns 3 Tartarean Demons with stats:

Attack: 15
Defense: 15
Damage: 15 - 18
Hit Points: 60
Initiative: 10
Speed: 4
Shots: 0
Mana: 0

Abilities: Demonic, Neutral, Berserk, Continuous Spawn

Neutral: The Tartarean Demon is neutral and will attack both player's units. It cannot be controlled by Puppet Master or Seduce.

Berserk: The Tartarean Demon has to move each turn or attack. If it does not move, its attack decreases by 5 for 1 turn.

Continuous Spawn: After a Tartarean Demon dies, another one spawns at the Tartarean Gate to replace it. Only destroying the gate can stop all spawning and end combat.

A Tartarean Gate must be destroyed before combat ends. A Tartarean Gate has 100 - 1000 Hit points depending on the spell power of the Hekatic. Only one gate can be on the field at anytime.

Description: Living worshipers of Hekate, Hekatics are those who have dwelt too deep into the secrets. Crazed by the power that the Goddess provided, they now can summon demons to the realm of the living. However, not immortal, the lack the strength to control their summons.


Racial Skill

Favorism

The Atlanteans can receive and are blessed with the favor of the Titan Gods.

Favor is basically a separate resource - similar to wood, ore or gems.

It can be used in the marketplace to trade for resources. The exchange rates are slightly lower than the usual marketplaces. But it not vice versa.

8 Favor = 1 Wood or Ore

5 Favor = 1 Crystal or Gem or Sulphur or Mercury

1 Favor = 100 Gold

Favor can only be obtained by killing a stack of enemies and the amount of favor generated is scaled to the number of creatures killed.

Some Atlantean Spell book Abilities require favor to use.

An Atlantean Hero has the choice of replacing Mana with Favor.

Ranks

Basic Favorism: Allows Favor generation. (1 killed unit = 0.25 Favor) Max Favor pool allowed is 50.

Advanced Favorism: Increases Favor generation.(1 killed unit = 0.5 Favor)  Max Favor pool allowed is 100.

Master Favorism: Increases Favor generation. (1 killed unit = 0.75 Favor) Max Favor pool allowed is 150.

Ultimate Favorism: Increases Favor generation. (1 killed unit = 1 Favor) Max Favor pool allowed is 300.

Heroes

Atlantean Heroes are known as Titanians. They bring forth their beliefs and invoke the Titan Gods powers at the battlefield.

Titanian's Skills

Favorism:

Worship: Titanian Hero can spent one day to gain favor 3 times his/her level.

Godly Blessed: Favor from killed stacks is 1.5 times the amount.

Conversion: Can use Favor instead of Mana. (1 Mana = 2 Favor) (Req: Advanced Favorism)

Revenge of the Titans: Titanian gains the ability to invoke the power of Kronos, Gaia or Oranos in the Battlefield. Depends on skills learnt.

Kronos: Time Infliction - Enemy units are inflicted with this sickness that causes them to receive damage (scaled by Heroes spell power) and randomly teleports them 1 - 3 spaces away from Atlantean units after before they move. Lasts for 5 turns.

Req: Expert Destructive Magic, Master of Fire, Expert Dark Magic and Master of Curses, Arcane Exaltation

Gaia: Nature's Protection - Covers walls in vines, creating a natural barrier. Fortifications have +300 Health and enemy flying units cannot breach the inside without destroying the walls first.

Req: Expert Defense, Protection, Stand Your Ground, Master of Earthblood, Tremors

Oranos: Fury of the Sky - All friendly units have Expert Haste casted on them. The Haste spell is 3 times as difficult to dispel with Slow or Cleansing. All friendly creatures also gain +1 speed and movement retarding spells/abilities are dispelled.

Req: Expert Light Magic. Master of Wrath, Magic Resistence, Expert Logistics, Teleport Assault

Each God Power costs 100 Favor to cast.

Buildings

Dwellings

Tier 1: Temple of Atlantis -> Shrine of Atlantis

Growth: 8 per week

Cost: Nun (35 Gold), Sister of Light | Caladria (50 Gold)

Tier 2: Infantry Lodge -> Infantry Facility

Growth: 7 per week

Cost: Murmillo (60 Gold), Katapeltes | Fanatic (120 Gold)

Tier 3: Clay Pits -> Clay Mystics

Growth: 7 per week

Cost: Clayian (90 Gold), Prometheus | Automaton (160 Gold)

Tier 4: Mirthic Grove -> Commanding Grove

Growth: 5 per week

Cost: Satyr (250 Gold), Elite Satyr | Satyr Encourager (400 Gold)

Tier 5: Time Portal -> Nature Portal

Growth: 4 per week

Cost: Time Weaver (500 Gold), Oracle | Nature's Herald (680 Gold)

Tier 6: Cliff Nest -> Ravaged Nest

Growth: 2 per week

Cost: Roc (1100 Gold), Windrider | Stymphalian Bird (1800 Gold)

Tier 7: Dark Abyss -> Chaos Abyss

Growth: 1 per Week

Cost: Acolyte (2000 Gold, 1 Mercury), Lampades (3000 Gold, 2 Mercury)| Hekatic (3000 Gold, 2 Sulphur)

Special Buildings

Heart of Clay: Add +1 population of Clayian, Prometheus and Automaton

Cost: 1000 Gold, 15 Ore

Statue of Hekate: The growth of Acolytes, Lampades and Hekatics cannot be decreased by a moon week.

Cost: 5000 Gold, 10 Wood, 10 Ore, 2 Crystal, 2 Gems, 2 Sulphur and 2 Mercury and 30 Favor

Tear of Asha Building

Titan Gate: Usual Bonuses + When hero is within 1 day of travel of the Titan Gate or in the castle, all battles will have the 3 Titan God powers casted during battle. Also generates 30 Favor per turn during battle.

Cost: Tear of Asha + 50 Favor


 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Lord_Evil
Lord_Evil


Famous Hero
Evil lolcat
posted October 28, 2007 10:36 AM

@judges: so when we get the for each faction? and what do you think about my faction?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
kraken
kraken


Famous Hero
I just love being elemental
posted October 29, 2007 10:47 PM
Edited by kraken at 22:53, 29 Oct 2007.

whats the faction for this round

jindary:

I like your elementalix better than the atlantis faction better jindary.I don't want to be a critic, but most of the creatures aren't water based anyway and what's a voodoo,a lampade and a hekatic. I still like your post though jindary.


Anyway I wanna know the new race so I can enter my race.
____________
Vini Vidi Vici

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted October 30, 2007 12:01 AM

could we have a "Silly Faction" round?
____________
How exactly is luck a skill?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
xerox
xerox


Promising
Undefeatable Hero
posted October 30, 2007 12:33 AM

Lol, how do you mean then?
Gnomes? I think (garden) gnomes are dumb and silly.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jindary
Jindary

Tavern Dweller
posted October 30, 2007 04:14 AM

Quote:
whats the faction for this round

jindary:

I like your elementalix better than the atlantis faction better jindary.I don't want to be a critic, but most of the creatures aren't water based anyway and what's a voodoo,a lampade and a hekatic. I still like your post though jindary.



Thank you!!


About Elementalix and this, I thought so too. I liked the previous one better.

Anyway, I think I better clarify that my Atlantis faction is set way before Atlantis sank - so its based on the blooming, vibrant city of Atlantis.

So the units are Atlantean citizens and its myth creatures.

I think the "voodoo" you mean is the Acolyte. Acolytes are devouted followers of a religion - in this case worshiping the Titan Gods.

Sorry, I spelled Lampade wrongly. It should be Lampades. They are nymphs of the underworld.

Finally regarding Hekatic, I created the name. Its was supposed to refer to Acolytes who have been enticed by the immense power offered by the Titan Goddess Hekate (or Hecate).  


 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted October 30, 2007 06:59 AM
Edited by Mytical at 11:48, 06 Nov 2007.

For the next round (which should give me time to complete this hehe), I have a town I would like to enter.  Not nearly as through as some (will not be putting building costs, and stats will come later), but it is one of a dozen or so I've contemplated.

Town type : Adobe
Alignment : Neutral
Symbol : Totem Pole
Color : Black with wite stars
Race Name : Gypsie (Note: they resemble more native americans, but not sure what to call them).
Heros : 2 types.  Shamans and War Chiefs.

Racial Special : Spirit Strike.
Basic : Heroes attack does 20% more damage and reduces mana of any caster unit by 10% of max.
Advance : Heroes attack does 30% more damage and reduces mana of any caster unit by 15% of max.
Expert : Heroes attack does 30% more damage, atb bar fills up 25% faster, and reduces mana of any caster unit by 20% of maximum
Master: Heroes attack does 35% more damage, att bar fills up 25% faster, and reduces mana of any caster unit by 1/4th of maximum




Mother Sky : All units gain +1 initiative and all friendly units take 1/2 damage from Lightning Spells.  All ranged units get a +1 to damage and +2 to attack.

Father Earth : All units get +3 defense and +1 hp.  All non-lightning destructive magic does only 75% of normal damage to friendly troops.

Sister Water : All totems have +50% health, and regain 10% health per heroes action.

Ultimate : Spirits of our Ancestors - Makes all units in heroes army immune to dark magic and tiers 1-3 gain an extra attack.  Requires : Father Earth, Sister Water, Mother Sky, Expert Natures Balance, Expert Logistics, Scouting, Tactics, Ambush*, War Machines, Tent, Medicine Hut, Light Totem*, Master of (whichever is the one that has mass bless hehe), Happy Hunting Grounds*


Now with the other skills (logistics, ect) will just put the new skills.  Oh and sorcery still works same as always, they still cast spells, they just need 'totems' to cast the higher level spells.

Logistics - Ambush - Your two lowest initiative stacks get to act immediately when first entering combat.  Also gives exact stats, troop number, and artifacts of enemy if in scouting range.

War Machines - Medicine Hut - Allows tent to heal twice per turn, and if limited in charges doubles the number of charges.

All other skills (attack, ect) like Sylvan.

Teir 1. Att: 2 Def: 2 H.P 4 Init: 7 Speed: 5 Damage : 1-1
Brave : No melee penalty, Ranged, Combat Shot.  Combat shot is an activated ability : Trades half of ranged damage for the ability to move half movement points right before or right after shooting.

Att: 3 Def: 2 H.P 6 Init: 6 Speed: 6 Damage: 2-2
Proven one : Double attack, Battle Cry.  Warrior Cry is activated ability that gives this stack and all nearby friendly stacks a +2 init for 2 rounds.

Att: 2 Def: 3 H.P 6 Init: 9 Speed: 5 Damage 1-4
Horse Rider : No Melee Penalty, Ranged, Ranged Retaliate, Combat Shot.

Teir 2.Att: 3 Def: 2 H.P 7 Init: 8 Speed: 6 Damage:1-3
Falcon : Actually spirits that take on bird shape.  Flying, Support Braves.  Support Braves : For each stack of Falcons the Braves (or their upgrades) get a +1 speed.  The number of Falcons must be at least 1/2 the number of braves to give this bonus.

Att: 5 Def: 1 H.P 9 Init: 9 Speed: 6 Damage 2-4
Eagle : Flying, Claw.  Claw : Can blind enemies.  Immune to blind.

Att: 1 Def: 5 H.P 7 Init: 7 Speed: 7 Damage 1-5
Hawk : Flying, Support Brave, Dive.  Dive (Activated Ability) : No not a version of battle dive .  Dive does 15% more damage, but the Hawk Stack recieves an ammount of damage equal to 10% of modified damage ((Base damage -/+ att/def adjustment)x115%)x10%.

Teir 3 : Att: 5 Def: 3 H.P 25 Init: 10 Speed: 6 Damage : 5-5
Brother Bear : Spirit that takes form of a bear. It is said that the fierest of warriors are inhabitted by the bear.  They are savage in battle, fear unknown to them.  Immune to mind altering magic, Battle Rage, Rend.  Rend : Their great strength allows them to peirce even the strongest armor.  Every blow they land on an enemy ignores defense that is greater then their attack (ie defense is always = to or less then their attack).

Att: 10 Def: 1 H.P 30 Init: 9 Speed: 7 Damage : 5-10
Grizzled Brother : Terrible Blow, Immune to Mind altering Magic, Battle Rage, Rend. Terrible Blow : Has Chance to stun enemy.

Att: 8 Def: 5 H.P 25 Init: 10 Speed: 6 Damage : 5-8
Snow Bear : Immune to Elemental magic, two attacks, Frosty bite.  Gets two attacks, one pawswipe one bite.  The bite has a chance to deep freeze an enemy.

Att: 5 Def: 5 H.P 25 Init: 10 Speed: 6 Damage : 5-7
Teir 4 : (stats would be really low for fourth tier creatures)
Spirit Wolf : Insubstantial (50% of attacks miss), Pack Spirit.  The wolf is one of the greater of the spirits that they respect.  It's presence on the battle field symbolizes good luck.  Pack Spirit grants +1 to morale and luck.

Att: 7 Def: 5 H.P 30 Init: 11 Speed: 6 Damage : 6-9
Shadow Wolves : Insubstantial, Terror Howl, Mark Prey (activated ability).  Unlike their other breathern they do not possitively effect the towns luck and morale.  Instead right before they strike an enemy they sometimes (effected by soldiers luck and no of units) unleash a terrifying howl that prevents retaliation and lowers defense as if by vulnerabily at basic skill (again affected by number of creatures, but not soldiers luck)).  They can also Mark Prey 1x per combat.  Once marked the stack of shadow wolves are instantly teleported to a square next to the enemy so marked on their next move.  Each time the enemy moves, the stack is instantly placed right next to it.

Att: 6 Def: 6 H.P 20 Init: 12 Speed: 5 Damage : 8-10
White Wolves : While all wolves are considered powerful and sacred, the white wolf is condidered an especially powerful omen.  Insubstantial, Pack Spirit, Spirit Vengence.  If a stack of the white wolves are destroyed, all other friendly units on the battlefield get rightious might for 1 attack.  This can not be cleansed or negated in any way, and lasts until after that unit has successfully attacked an enemy unit (retaliation does not count).

Teir 5 :Att: 10 Def: 13 H.P 40 Init: 10 Speed: 8 Damage : 9-16 Shots:7
Rain Spirit : Ranged, Can not retaliate (even melee), No Range Penalty, Caster, Point blank shot.  Fires bolts of ice that also have a non-magical aspect to them (if a creature is immune to ice or magic they only take half damage).  Spells are : Ice Bolt and Circle of Ice at Expert Level.  They can not retaliate at all, but can do full ranged damage even if in melee combat.

Att: 10 Def: 17 H.P 45 Init: 10 Speed: 8 Damage : 9-16 Shots:8
Thunder Spirit.  Ranged, Can not Retaliate, No Range Penalty, Stun Arrow, Caster, Point Blank Shot.  Every attack has a chance to stun their enemies, and any enemy behind those within 2 squares.  Reduces initiative by .01 per 30 up to a maximum of .5.  Spells are: Eldritch Arrows (at expert), and Implosion (no skill) enough mana to cast one implosion only.

Att: 14 Def: 13 H.P 45 Init: 12 Speed: 8 Damage : 9-16 Shots:12
Lightning Spirit.  Ranged, Rapid Fire, No melee penalty, Lightning arrow.  Rapid Fire is an activated ability.  Fires 4 shots at 1/2 strength, but atb bar takes 2.5x as long to fill up.  Though they do not have point blank range, they have no melee penalty.  Very fast.

6: Att: 18 Def: 18 H.P 60 Init: 11 Speed: 6 Damage : 20-20
Ancestral Guide : Can't Attack, Unlimited Retal, Encouragement, immune to magic. Encouragement : All other friendly troops get +1 damage and +1 morale for each stack of ancestral guides.

Att: 20 Def: 20 H.P 65 Init: 12 Speed: 7 Damage : 22-22
Ancestral Spirit: Insubstantial, Can't attack, unlimited retal, Encouragement, Immune to magic.  

Att: 20 Def: 20 H.P 70 Init: 12 Speed: 6 Damage : 25-25
Vengeful Spirit: Can not retaliate, Insubstantial, No Retal, and Haunt.  Haunt : When a stack destroys one of these (ranged, magic, or melee) it takes 5 damage each turn for 2 turns for each one destroyed.  It is also sufferes the effect of slow and suffering for that time (unless immune).  Can be cleansed.

Teir 7: Grandmother Buffalo.  Wise old woman who is said to turn into the white and black buffalo.  Very powerful and mysterious.
Caster, Balance, Totem restore.  Balance makes all morale and luck 0 for both sides, stops any spells which effect either from working.  Totem Restore is an activated ability.  Repairs any totem without cost.  (Note : any ultimates override balance). Caster : Mass Haste, Mass Slow, Firewall, Chainlightning (only enough mana to cast the highest mana costing one of these).

Black Buffalo : Duplicate Dark, Dark Balance, and Totem Devour.  After making all morale and luck 0 the enemy suffers -1 to morale and luck.  (Note: Any Ultimates override Dark Balance).  Duplicate Dark (activated ability) Casts for no mana the last dark spell cast at same expertise and spellpower that is dependant on number of Black Buffalos.  If single target the hero that controls the Black Buffalo gets to choose the target.  May Devour a totem to resurrect (without any hp penalties) 1/2 that totems hp in health.

White Buffalo : Duplicate White, Blessing, refresh. Blessing: Morale and luck can not fall below 2 (does not effect enemy morale and luck and Ultimates override this).  Can cast last white spell for no mana at expertise of person who last cast with spellpower dependant on number of White Buffalo in stack.  If single target the hero that controls the White Buffalo chooses the target.  Refresh acts as a mass tent (heals up to 10 hp or to max health, whichever is lower to all friendly units).


History.

The exact date and time that this faction came into being is a mystery.  It was during one of the many times when Sylvan and Humans were fighting over the forests.  It was near the end of this particular conflict, and the humans sent out a delegation to the Sylvan people.  Ammoung them was a half-sylvan elf.  He would be known eventually as Spiritwalker.  While they camped and waited for the Sylvan delegation to decide to meet them, Spiritwalker was visited by a vision.  An old lady told him that the spirits were angry over all the fighting, and that only by a great sacrifice would they be appeased.  The sacrifice would be Spiritwalkers life.

She continued saying that he would not die, but that he and his men must live ammoung the Sylvan people and learn some of their ways.  During which she would also visit, and he would get to know the ways of the spirit more.  Spiritwalker agreed, and when the Sylvan delegation arrived everything went smoothly.  Peace was once again established.  For years he and his men lived ammoung the Sylvan people and were soon regarded as great men.

Each month a new spirit would visit Spiritwalker, and teach him it's ways.  The wolf, the bear, the eagle, ect all came to visit.  He grew strong and wise.  Finally he was visited by the elderly woman again, who told him it was time for him and his people to leave.  Not to go back to the towns of the humans, but to live a nomadic life at one with nature.  

Many times his people would be endangered, but each time he would call on the spirits and they would answer.  Even the Inferno legions could not stand up to his full might, and eventually he and his people were left alone.  He was blessed with a long, healthy life, and toward the end there is tell that he did not die, but became one of the spirit guardians of his people.  Those that came after could never quite match his connection to the spirits, but the spirits still respected his sacrifice and came when called.

His people are a proud but stubborn people that overcome adversity frequently.  The spirits travel with them, and aid them, and even sometimes in great need possess them.  A possessed warrior is a sight to scare even the undead.
____________
Message received.

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
kraken
kraken


Famous Hero
I just love being elemental
posted October 30, 2007 11:41 AM

I already knew what an acolyte is I just didn't know the other creatuyres
____________
Vini Vidi Vici

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Lord_Evil
Lord_Evil


Famous Hero
Evil lolcat
posted October 30, 2007 12:17 PM

Quote:
could we have a "Silly Faction" round?

what about a food faction? i iwll go with meat .
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
mamgaeater
mamgaeater


Legendary Hero
Shroud, Flying, Trample, Haste
posted October 30, 2007 01:18 PM

jindary your faction remindsme of AOM and pokemon. forsome reason???

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Lord_Evil
Lord_Evil


Famous Hero
Evil lolcat
posted October 30, 2007 01:38 PM

what is AOM?
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jindary
Jindary

Tavern Dweller
posted October 30, 2007 03:36 PM
Edited by Jindary at 15:39, 30 Oct 2007.

Quote:
jindary your faction remindsme of AOM and pokemon. forsome reason???


AOM is Age of Mythology.

Yeah, its actually based off that, well some parts are. I like that game too !

But Pokemon? I'm not too sure. I can't seem to find any similarities.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This thread is 13 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 · «PREV / NEXT»
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.2554 seconds