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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Joint Forum Heroes 6 Project
Thread: Joint Forum Heroes 6 Project This thread is 27 pages long: 1 10 ... 13 14 15 16 17 ... 20 27 · «PREV / NEXT»
Wulfstan8182
Wulfstan8182


Famous Hero
, eh?
posted December 25, 2007 05:55 PM

don't forget the Giant Mutated Whale!
____________

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xerox
xerox


Promising
Undefeatable Hero
posted December 26, 2007 09:04 PM

Giant Mutated Whale?


Anyway.

Where does the orcs live?
I cant see their kingdom on the map or on the list.


____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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skullman
skullman


Famous Hero
banned
posted December 27, 2007 12:59 AM

thats cause they don't have a kingdom they have tribes everywhere
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xerox
xerox


Promising
Undefeatable Hero
posted December 27, 2007 02:11 PM
Edited by xerox at 14:58, 27 Dec 2007.

Ye, but they must have some area that "they control".

The Orcs are not weak and stupid.
Tge only place that i know we have seen orcs in so far is Bacorus, but the majority of the Orcs there were killed by the humans later.
´
THIS IS JUST AN IDEA: Ogres were once a part of the Orcish tribes but when the orcs almost were exterminated in Bacorus they fled across the sea. The orcs thougt that they were betrayders and followed them.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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guarder
guarder


Supreme Hero
posted December 27, 2007 03:57 PM

It fits well, but remember that it was large masses of ogres. They are the main population of Hargarran.
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xerox
xerox


Promising
Undefeatable Hero
posted December 27, 2007 05:31 PM
Edited by xerox at 17:50, 27 Dec 2007.

Great!

I have also completed the Castle faction on page six.

What should i do now?
Begin on the Wood Elven faction?

I still have some ideas for it.

Heroes: Druids and Wardens

Sylvan is all about speed.
They are led by the Druids and the Wardens.
The Druids wants to help´the Union but the Wardens and the military forces of Wis'Tarreth says no because the human broke there old promise.¨
The Wood Elves sense that an old evil is about to awaken in Chargalor.

Creature List:

1. Pixie-Sprite-Dryad
2. Scout-Sentry-Hunter/Tracker/Stalker
3. Ranger-Sharpshooter-Mystical Ranger
4. Pegasus Rider-Silver Champion-Valkyrie
5. Unicorn-Silver Unicorn-Lunar Unicorn
6. Treant-Withered Treant-Ancient Treant
7. Green Drake-Emerald Dragon-Golden Dragon


Should we call the wood elven faction Sylvan or Grove?
(or anything else if you have good ideas)
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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guarder
guarder


Supreme Hero
posted December 27, 2007 05:46 PM

you can also use Rampart. about the grand sharpshooter. How can it be grand sharpshooter while it is no sharpshooter before. I think it's better when it's called only Sharpshooter
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xerox
xerox


Promising
Undefeatable Hero
posted December 27, 2007 05:53 PM
Edited by xerox at 18:14, 27 Dec 2007.

I dont think Rampart fits with elves very much...

But you are right about the Grand Sharpshooter, it just sounded stupid so i changed it to only Sharpshooter.

However i have some problem with the tier 2 names.

I need help on the alternate upgrade.
It stands between Tracker and Hunter.
Hunter might sound to much like a shooter (tier 2 have like 2-3 shots) and tracker like some un-upgraded creature.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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GenieLord
GenieLord


Honorable
Legendary Hero
posted December 27, 2007 09:28 PM

Sorry for my delay. Anyway...
The Ogres creatures' stats are done.
Masterpost updated with links to the new excellent Haven, made by xerox. *Clapping*

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roy-algriffin
roy-algriffin


Supreme Hero
Chocolate ice cream zealot
posted December 28, 2007 06:21 AM

I think ill start on the heroes soon . Does anyone have any suggestions for the styles of the names the nagas will have? I mean just random or normal or japeneese or whatnot.
____________
"Am i a demon? No im a priest of the light! THE BLOODY RED LIGHT"

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guarder
guarder


Supreme Hero
posted December 28, 2007 11:58 AM

Done with creature cost and added music for Eltardon. The only on Tower that is not done is the High lord list, Tyndahls secrets, many heroes and costs on dwellings and normal buildings
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xerox
xerox


Promising
Undefeatable Hero
posted December 28, 2007 03:00 PM
Edited by xerox at 15:32, 28 Dec 2007.

A suggestion for Tavern music:

http://radioblogclub.com/open/145063/medieval/Medieval%20-%20Renaissance%20Music%20for%20Flute%20%26amp%3B%20-%20Two%20Medieval%20Dances

If it doesnt work then click on "Medieval Renaissance...".


I found a bad castle song
Click on "I will Also Fight" on this page http://radioblogclub.com/open/153307/forest/227%20People%20of%20the%20Forest

Classic music is not my speciality
Seriously, i suck at classic/heroes music...

However i did find three possible elven town theme.

One of them are on same page as "i will also fight".

1. "People of the Forest".

ON THIS PAGE: http://radioblogclub.com/search/0/elven

2. Forest of Silver

3. Lodoss War*: Elven Flute.
------

There is also "Ashen Soldier", both are possible for Academy and Castle.


But honestly, i suck at this and it was not my job to find music.
And the last song i found was at the top of that page.

"Main Theme".

I laughed when i heard these songs...




____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted December 28, 2007 07:37 PM

Should the links on the MP to Daystar's magic system + names go to page 7 rather than 6 of this thread?
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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted December 28, 2007 07:59 PM

Yes.  Also, I will be updating it eventually I just...haven't...yet...

It's Christmas, I have Out Hanging to do!
____________
How exactly is luck a skill?

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guarder
guarder


Supreme Hero
posted December 30, 2007 05:38 PM

New Old High Lord of Hargarran story: After the Death on the first High Lord, it was time for the contest, but it was onlt nine lords. A little tribe of Goblins had escaped from the War and set sail over the sea. After weeks, they come to land, a desert, a big desert. They follow the road, until they came to a border gate. They weren't allowed to pass so they just waited to find out what to do now. After several hours, some Phoenixes led by a terrble master called the Phoenix master went to attack. They killed the border guards and went longer into Hargarran. The Goblins where quick high into the mountains, and where soon met by some ogres and peoples. They tale the goblins with them and made the wisest of the goblins to a Lord, but to win he must deafeat the other lords and kill the phoenix master. He extabilised a base that he called Cythalon. Soon the phoenixes cam deeper into Hargarran through the only Vulcano in Hargarran, under Cythalon. Masraizh(the goblin lord) built an altar and praid to the Scarlet Serpent. She answered him and gave him a sword, a spellbook and a staff. The phoenixes hd grown to a major treath. Masraizh united all the lords and fight back on the phoenixes. Only the Phoenix master was living, and he struck at Masraizh with all his powers and killed Masraizh. But the Scarlet serpents had other plan in her minds, she resseructed the Goblin mage and with her powers, Masraizh killed the Phoenix master. Since then Masraizh was the servant of the Scarlet Serpent, but in his deathbed, he gave this mighty ability(the servant of the scarlet serpent) to the killer of a demon agenda. He must be a high lord and a pretty good fighter. After death, he got the place as Serinas judge. He judges now living and dead. Is added to Tower asterpost
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xerox
xerox


Promising
Undefeatable Hero
posted December 30, 2007 06:50 PM
Edited by xerox at 23:33, 18 Feb 2008.

Grove
No one knows where the Wood Elves comes from.
All we know is that they may have connections to the Snow Elves of Vanatlost in the North and that they have lived in the great forests of Wis'Tarreth since long before the humans came to Mirgade.
Wood Elves are also immortal and sworn protectors of the world.
Only the Wood Elves themself knows there full histroy and they will never reveal there secrets to the mortals.

The Great Forests of Wis'Tarreth are divided into two big parts.
The External Woods and the Interior Woods, they are split by the great river of Aqueva.
Most of the Wardens, military leaders, and there forces resides in the External Woods to guard the elven kingdom.
Most Druids, the spiritual leaders of Wis'Tarreth, resides in the Interior Woods.

The Druids are the Keepers of Secrets and are the source of the Wood Elven power. Because it was the Druids who communicated with nature itself and created the alliance between Dragons, Wood Elves and Nature.

This happened long ago when the world was young and demons roamed Chargalor. The Wood Elves quickly stormed Chargalor, an stronghold of Demonic Hordes, with there new allies before the demons grew to strong. All the demons didnt die however and humans batteled demons when there own empire was wrong.
But the Wood Elves didnt want the Humans to be involved in the battle against evil and when all demons outside the Burning Heart of the World was killed they erased the memories of the humans.
That war was not there concern and it should never be either.

We can never understand why the Wood Elves did this.

Wood Elves controlled the Essence of Life, or easier said, there element of magic was Water, shaper of planets, bearer of lands, mysterious and undeniably powerful.
The Wood Elves are indeed responseble for almost everything that happens in the world along with some other races.

Much has not happened in the Wood Elven history, not what we know anyway as humans discovered Wood Elves thousands of years (maybe even more) after the Wood Elves was born.

Later when the humans had discovered the Wood Elves and begun to communicate with them a war started about the forest.
The humans begun to cut down there beutiful land and ignored the Wood Elves warning.
No one won for in the end the current ruler of the humans made an promisé with the people of the forest.
The humans would only cut down a very little bit of the forests but they wóuld also need to help the Wood Elves when they needed the humans. In truth they meant something more like this:
"When the time comes, you must aid the world, fight the evils and help us against them".

Recently the Humans broke there old promise with the Wood Elves and the first civil war of the Wood Elves in history (or the first civil war we know) started.
The Wood Elves are aware of Nadelas Union and all Wood Elves sense that an evil grows in the world.
The Druids wants the Wood Elves to help the Sceracion Union against the growing forces of evil but the Wardens says no.
The Humans destroyed there old promise and we should not help them, they say.

The Wood Elves build there towns scattered through Wis'Tarreth and most likley in carefully chosed enchanted and mystical Groves.
The Druids have often placed an gigantic tree in the middle of these groves to hide there towns against enemies.

An real war has just started, and it threatens to consume the whole world into flames...



Basic Info
The Wood Elves are split into to major factions.
The Wardens and the Druids.
There is an civil war going on in Wis'Tarreth between these.
Wood Elves are the wardens of life and some of the protectors of Sceracion.

Racial Colors: Blue, Silver, Green, Brown
Worship: Life & Mother Earth aka Nature & The Dragon Mother
Core Philosophy: Protect the World
Country/Kingdom: Wis'Tarreth
Capital: Fasdoniel
Symbol: The Great Tree, The Golden Dragon
Motto: "Protect the World, and the World will Protect You".
Alingment: Good
Special Relations: None
Allies: None
Enemies: Everything Evil


Creature Line-Up
1. Sprite-Pixie-Dryad
2. Scout-Sentry-Tracker
3. Ranger-Sharpshooter-Mystical Ranger
4. Pegasi Rider-Windmaster-Silver Valkyrie
5. Unicorn-War Unicorn-Lunar Unicorn
6. Treant-Tainted Treant-Ancient Treant
7. Green Drake-Rust Dragon-Emerald Dragon


Lv1 Flyer. Sprite
Sprite are small mystical forest spirits and guardiens. They are the ancestors of the Faeries and they look like small globes of mystical light when they fly. Sprites are very fast flyers but also die very fast thats why they are used to lure enemies into the great forests of Wis'Tarreth. They are often lured into the Groves where they are shoot down by the guards.
Attack: 2
Defense: 1
Damage: 1-2
Health: 4
Iniative: 12
Speed: 7
Mana: N/A
Shoots: N/A
Growth: 15
Cost: 30g
Abilities: Flyer, No Enemy Retailation

No Enemy Retailation: Enemies never retaliate after melee attacks by creatures with this ability.

Sprite Upgrade. Pixie
Pixies are more sinister their cousins and thus they prefer to fight for the Wardens. Unlike the Sprites, Pixies like to deal with enemies themselves. They do annoying strike and return attacks and are the strongest of all Elemental Spirits.
Attack: 3
Defense: 1
Damage: 2-3
Health: 7
Iniative: 13
Speed: 8
Mana: N/A
Shoots: N/A
Growth: 15
Cost: 80g
Abilities: Flyer, No Enemy Retailation, Strike and Return

Strike and Return: Creature attacks and returns to its previous position.

Sprite Alternate Upgrade. Dryad
You can say that the Dryads are the mothers and gardeners of all trees and plants in Wis'Tarreth. Dryads sees Druids as there best friends. Dryads are one with nature and can even regenrate health. Like the Pixies, Dryads dont fight much. They can summon a group of Wisps who drains enemeis to them while the Dryads cast spells.
Attack: 2
Defense: 1
Damage: 1-2
Health: 10
Iniative: 13
Speed: 7
Mana: 10
Shoots: N/A
Growth: 15
Cost: 80g
Abilities: Flyer, Caster, Summon Wisps, Minor Regenration

Summon Wisps: This creature can summon a group of Wisps somewhere on the battlefield. The wisps drains a very large amout of threat from other creatures.
Easier said: It drains enemies to attack it. Lasts for 3 turns or untill killed. This is not a controlable creature and it cannot move or act.

Minor Regenration: This creature restores its hit points each turn and can even ressurect some of its own stack.
Amount of health regenrated depends on the number of creatures.

Spellbook

Haste: Increases speed and initiative for the selected unit. 10 Mana.

Summon Wasps: This is H5 Wasp Swarm. 5 Mana.

Lv2 Hybrid. Scout
Elven Scouts search the woods for intruders and are used as a spies in areas that the forest eagles cannot reach.
They are armed with a shortbow but prefer to fight in melee combat. Scouts have a really good camoflaugo.
Attack: 3
Defense: 1
Damage: 1-5
Health: 14
Iniative: 13
Speed: 5
Mana: N/A
Shoots: 3
Growth: 13
Cost: 110g
Abilities: Range Penalty, No Melee Penalty, Shooter, Camouflage

Range Penalty: Shooter always inflicts only half the normal damage to the target but doesn't incur any penalty on melee attack.

Camouflage: This creature can turn invinsible. If the creatures moves the invisibilty will break.
Attacks will have 50% to break the camouflage effect.
An succesful attack will do 50% more damage then normal.
Lasts 3 turns. Once per battle.

Scout Upgrade. Sentry
Sentries are the members of the Emerald Forestguard and watch over the borders of Wis'Tarreth.
Unlike Scouts, these are real soldiers that has been trained for years. Sentries wear silver-armour and can switch between bow and elvish longsword in a short amount of time.
Most Sentries serve the Wardens. Like the scouts, Sentries are not trained for ranged combat. Sentries are both basic defenders and attackers of the Wood Elven armies.
Most Sentries started as scouts.
Attack: 3
Defense: 4
Damage: 1-5
Health: 20
Iniative: 12
Speed: 5
Mana: N/A
Shoots: 3
Growth: 13
Cost: 200g
Abilities: Enraged, Magic-Proof 25%, Range Penalty, Unlimited Retaliation, No Melee Penalty, Shooter

Unlimited Retailation: Creature always retaliates after melee attacks by enemies except when attacked by creatures with No Enemy Retaliation ability.

Enraged: This creature's Attack increases during combat when any stack of friendly units dies (except resurrected creatures or creatures summoned on battlefield by magic).

Magic-Proof 25%: Attacking spells inflict 25% less damage to this creature.

Scout Alternate Upgrade. Tracker
Unlike the rather defensive and more known Sentries, Trackers spend there time outside the towns, tracking betrayders, criminals and dangerous enemies. Trackers are one with nature and the animals and can with ease find any enemy in the great woods of Wis'Tarreth.
Enemies rarely see them before they get shot and die.
Trackers are much more closer to Scouts than the elven guards, the Sentries.
Attack: 4
Defense: 2
Damage: 4-5
Health: 14
Iniative: 13
Speed: 6
Mana: N/A
Shoots: 3
Growth: 13
Cost: 200g
Abilities: Range Penalty, No Melee Penalty, Stealth, Steady Shot, Tracker, Shooter

Tracker: This creature can see all kind of stealth/camoflage/invisibility effects and spells.

Stealth: This creature can become invisble and move invisible. Attacks have 40% chance to break the stealth effect but succesful attacks will do 65% more damage then normal.
3 turns, 2 times per battle.

Steady Shot: In an succesful ranged stealth attack this creature has an 30% chance to stun his target for 2 turns, making him lose all iniative.


Lv3 Shooter. Ranger
Rangers are the main infantry and soldiers of the Wood Elves. They live in peace with nature but people should not think they are flower-sniffing and weaklings. Rangers attack with swift strikes and nothing in the whole world of Sceracion can stop them.
Very few survives there sharp and swift arrows.
Attack: 8
Defense: 3
Damage: 6-8
Health: 17
Iniative: 12
Speed: 5
Mana: N/A
Shoots: 12
Growth: 6
Cost: 230g
Abilities: Shooter, Double Shot, Elven Arrows

Double Shot: Nothing can stop this creature from shooting two shots.

Ranger Upgrade. Sharpshooter
The Wardens train the elite-rangers of Wis'Tarreth.
The Sharpshooters.
Sharpshooters live up to there name as they will never miss and always deal massive damage. Sharpshooters can do many forms of shooting formations, including the famous Arrow Barrier.
Attack: 11
Defense: 5
Damage: 8-10
Health: 17
Iniative: 13
Speed: 5
Mana: N/A
Shoots: 12
Growth: 6
Cost: 320g
Abilities: No Range Penalty, Elven Arrows, Arrow Barrier, Rain of Arrows

Elven Arrows: Any blocking bonuses doesnt work against this creatures ranged attacks, -morale and luck doesnt affect its ranged attacks and the attacks can never miss.

Rain of Arrows: Area-effect shooting: damage is inflicted to all enemy targets located within the selected area (4 by 4 tiles). The amount of damage inflicted to each creature is normal damage.
An upgraded version of Scatter Shot, once per battle.

Arrow Barrier: Once per battle this creature can send out an barrier of arrows at a group of enemies that is in 1x6 tiles.
Damage is 20% greater then normal.

Ranger Alternate Upgrade. Mystical Ranger
While elite-archers battle on the Wardens side the druidic and peaceful Mystical Ranger fights for the Dragons, Nature and the Druids. They guard the great druidic trees that rise in the middle of the Groves. Mystical Rangers are both archers and drudis.
They have imbued there arrows with druidic powers which will fascinate even the best warrior or archer in the world.
Attack: 9
Defense: 6
Damage: 6-9
Health: 20
Iniative: 14
Speed: 5
Mana: N/A
Shoots: 12
Growth: 6
Cost: 320g
Abilities: Elvrn Arrows, Double Shot, Imbued Arrows, Restoration

Imbued Arrows; This creature has a chance to entangle an enemy with his attack. Entangling Roots damages the affected creatures each turn and roots him so that he cannot move.
Lasts two turns.

Restoration: This creature can heal other Grove creatures (Pegasis, Sprites, Unicorns, Dragons, Treants + there upgrades) to 100%. 50% of the damage healed will return to the Mystical Rangers and can ressurect some of them.
Fir example: Mystical Ranger heals Ancient Treant to 100%, the amount of healed damage returns to the Mystical Ranger and can even ressurect him.


Lv4 Flyer. Pegasi Rider
Pegasis are strong, swift and friendly creatures that lives in the Great Forests of Wis'Tarreth. They are so swift that enemies cant retailate when they attack and only the most skilled Wood Elfs can ride an Pegasi.
Attack: 9
Defense: 6
Damage: 10-11
Health: 21
Iniative: 12
Speed: 7
Mana: N/A
Shoots: N/A
Growth: 5
Cost: 260g
Abilities: Flyer, No Enemy Retailation, Large Creature

Pegasi Rider Upgrade. Windmaster
Windmasters are the elites of the sky.
They can move at great speed and do many unexpected tricks against their enemies. They are also so swift that attacks will sometimes miss them.
Attack: 12
Defense: 6
Damage: 11-14
Health: 25
Iniative: 13
Speed: 8
Mana: N/A
Shoots: N/A
Growth: 5
Cost: 368g
Abilities: Flyer, No Enemy Retailation, Dive Attack, Sky Wave, Swift Creature, Large Creature

Swift Creature: Enemy attacks has a 10% to miss this creature.

Dive Attack: Once per battle this creature performs delayed air attack on selected tile on the field, causing double damage to any creatures, including friendly ones, which happen to be on the tile at that moment. Following the attack, the creature returns to a randomly selected location on the field (activated ability).

Sky Wave: Once per combat this creature can perform an air attack against all the enemies in a line in the selected direction (activated ability).

Pegasi Rider Alternate Upgrade. Silver Valkyrie
Valkyries are Wood Elfs who have been blessed by the Golden Dragon herself. In combat their main purpose is to bless and heal their allies. Together with the mysterious Silver Pegasis they have created an magical aura which improves spells for friendly heroes and weakens spells from enemy heroes.
Attack: 10
Defense: 8
Damage: 10-11
Health: 28
Iniative: 12
Speed: 7
Mana: 25
Shoots: N/A
Growth: 5
Cost: 368g
Abilities: Flyer, Silver Healing, Caster, Magical Aura, Large Creature

Silver Healing: Same as the Mystical Archers Restoration except that it works on all good creatures.

Magical Aura: Increases the effect of your heroes spells and reduces mana cost of your spells by 15%.
Decreases the effect of enemy heroes spells and increases mana cost of their spells by 15%.

Spellbook

Birth: Increases the number of creatures in two stacks.  However this requires a male and female (of the same species) to be standing next to each other. 10 Mana.

Mirth: Greatly raises morale, but the creature drops down the initiative bar. 6 Mana.

Deflect Missiles: Reduces ranged damage dealt to the selected unit. 8 Mana

Haste: Increases speed and initiative for the selected unit. 5 Mana.


Lv5 Walker. Unicorn
Unicorns are some of the most mystical creatures of the Forests. They seem to be some early species of horses who have been blessed by the dragons like Valkyries. When the armies of Wis'Tarreth goes to battle they always bring Unicorns with them because their horns are dragonblessed and can protect against magic.
Attack: 12
Defense: 10
Damage: 10-12
Health: 40
Iniative: 12
Speed: 6
Mana: N/A
Shoots: N/A
Growth: 4
Cost: 580g
Abilities: Aura of Magic Resistance, Large Creature

Aura of Magic Resistance: Nearby friendly creatures have a 30% chance to resist an enemy spell.

Unicorn Upgrade. War Unicorn
War Unicorns have been trained there whole life to kill. Their horns are filled with wrath and hate. Like all elder Unicorns the magic of their horns are so powerful that it will make enemies blind.
Attack: 14
Defense: 10
Damage: 16-18
Health: 40
Iniative: 12
Speed: 7
Mana: N/A
Shoots: N/A
Growth: 4
Cost: 1000g
Abilities: Aura of Magic Resistance, Large Creature, Twisted Horn, Armoured, Powerful Magic

Twisted Horn: When this creature attacks there is a 20% chance thta it will cast a random level 1-3 direct damage spell.

Armoured: This creature is not affected by effects that decrease defense.

Powerful Magic: This creature has a chance that this creature will blind an enemy creature.
Depends on the number of unicorns. 1 Unicorn = 2% chance.

Unicorn Alternate Upgrade. Lunar Unicorn
Lunar Unicorns are wild, old, wise and special gifted Unicorns who can cure, raise morale and luck with their enchanted horns.
Like the twisted War Unicorns they can blind creatures with their powerful magic.
Attack: 12
Defense: 11
Damage: 12-16
Health: 55
Iniative: 13
Speed: 6
Mana: N/A
Shoots: N/A
Growth: 4
Cost: 1000g
Abilities: Aura of Magic Resistance, Large Creature, Enchanted Horn, Powerful Magic

Enchanted Horn: This creature can touch friendly creatures with the horn, raising their morale, luck, blessing them or curing a spell or doing many of the effects at the same time.
Four times per battle.¨

Lv6 Tank. Treant
Treants are the ancient protectors of the Grove lands. Even if they are one with nature all of them doesnt ally with the Druids, but both the Wardens and the Druids. They like both sides.
Many Treants thinks that the humans has failed them and thats one of many reasons they have joined the wardens while others knows that an alliance must be made to save the forests and the world and join the Druids. However, the Wardens also exploits the creatures of the forest, but keep those facts for themself.
Treants can survive long. They can root themself in the ground and are vurnuble to fire.
Attack: 10
Defense: 23
Damage: 10-14
Health: 95
Iniative: 7
Speed: 4
Mana: N/A
Shoots: N/A
Growth: 3
Cost: 1180g
Abilities: Root, Vurnuble to Fire

Root: This creature can take roots, doubling its defense but the creature loses the effect to move. While rooted it can shoot stones at enemies. But at half the normal damage.

Vurnuble to Fire: This creature takes 50% more damage from fire spells, attacks and effects.

Treant Upgrade. Tainted Treant
Long ago when the forces of the woods batteled demons and part of Wis'Tarreth was destroyed and tainted by the demonic corruption and magic of death and destruction.
There the creatures are sick and enraged. The wardens exploit this creatures. They enslave them in brutal ways and attacks their minds, forcing them to join the wardens. They do this to the creatures there since most of them join the druids and all of the forests creatures wins against the Wood Elven soldiers.
Tainted Treants can also taint other creatures. However they cant root or entangle. They are more offensive and enraged.
Attack: 20
Defense: 22
Damage: 16-22
Health: 95
Iniative: 10
Speed: 6
Mana: N/A
Shoots: N/A
Growth: 3
Cost: 1750g
Abilities: Vurnuble to Fire, Toxic Corruption, Unlimited Retailation, Enraged

Toxic Corruption: When this creature attacks there is a 35% chance that it will infect the creature with Toxic Corruption. Toxic Corruption has three parts.
First the creatures health reduces by 50% and its attack by 4. After that the creature will take 25% more damage from all kinds of spells. And the last effect will enrage them, making them frenzied, attacking the closest creature with 30% increased damage.
It takes 1 turn between part 0 to 1, 2 turns from part 1-2 and three turns from part 2-3.
Part 4 lasts for four turns.

Treant Alternate Upgrade. Ancient Treant
The most ancient and wisest Treants have a stronger bond to nature and the forest Dragons then a group of fifty Wood Elves together.
Earth spells will just heal them and they are not vurnuble to fire like other treants. It can take a very long time to kill them and when you see one dont be suprised to soon find yourself in a prison of thorns and roots.
Attack: 10
Defense: 25
Damage: 10-14
Health: 135
Iniative: 7
Speed: 4
Mana: N/A
Shoots: N/A
Growth: 3
Cost: 1750g
Abilities: Root, Entangle, Gift of the Earth

Gift of the Earth: Earth damage heals this creature. The amount of damage is converted to health.


Lv7 Flyer. Green Drake
Drakes are younger dragons. Green Dragons are as all dragons children of the great Golden Dragon who lives in the great Sun Mountain of Wis'Tarreth. Green Dragons have been the only dragons to not leave Wis'Tarreth, the ancient home of all dragons.
Green Drakes have not developed their poison to hundred percent yet´but still they are some of the forests fastest and most dangerous hunters. Wood Elves respect dragons and worship the Golden Dragons as much as the dragons themself do. Dragons and elves are one, and it has always been that way, and will always be.
Attack: 24
Defense: 16
Damage: 25-30
Health: 155
Iniative: 13
Speed: 7
Mana: N/A
Shoots: N/A
Growth: 1
Cost: 2666g 1 Crystal
Abilities: Venom Bite, Flyer, Large Creature, Gift of the Earth

Venom Bite: Poisones an enemy creature. Inflicting damage to them for each turn.
Inflicts the creatures normal damage x 2.

Green Drake Upgrade. Rust Dragon
Its a sad that even these great beasts can fall and be tainted and sick. And exploited by the Wardens. Only young drakes join the Wardens, and the sick. Other dragons hates wardens for what they do against these damned beasts.
These dragons are sick, like Tainted Treants but worse. The demons tainted many of the dragons eggs and the results were strange mutated dragons that were a venom, a poison themself.
They infected other dragons and soon their skins begun to rust´by the powerfull poisons they were born with.
To look at an Rust Dragon is to look at death itself. You can see the Rust Dragons flesh, you can see how its scales has sundered to pieces. You can feel the toture they will go on with each day, forever since they are immortal. Each second they a totured. Each second of thousands years they have been infected.
Rust Dragons has not begun to rust themself, but their extremly poisones breath also turns even the gretest armor to dust.
The wardens can force them to sucicde missions. When the Rust Dragons sleep the soldiers of the Wardens poisones them so they wont awake and then they cut through their broken skin and destroys their "poison sacks" so when they awake and the Wardens send them to battle they explode in a cloud of poison. Rust dragons are ticking bombs of poison and venom.
No other creature is as corrupted, totured, pained and poisnous as those. Not even demons suffer more. And no one wants them, not even the Golden Dragon-Mother herself.
Attack: 33
Defense: 16
Damage: 30-50
Health: 155
Iniative: 13
Speed: 7
Mana: N/A
Shoots: N/A
Growth: 1
Cost: 4900g 2 Crystal
Abilities: Venom Sea, Suicide Form, Rust Breath, Large Creature, Flyer, Poison Bomb

Venom Sea: Area of Effect version of Venom Bite.
When this creature attacks a sea of venom is created. Creatures who step in it will get a poison effect.

Suicide Form: Becomes a ticking bomb. Each turn the creatures health is lowered by 25%. While in this form poison damage is x 3 times the normal damage and reduces armor by 20 for four turns.
When it dies it explodes in poison. Poison an area of 5x5. The poison bombs hurts surrounding creatures for extremly high damage. Poison bomb also hurts friendly creatures.

Poison Bomb: When this creature dies it explodes. It will poison an area of 3x3. The poison bombs hurts surrounding creatures for extremly high damage. Poison bomb also hurts friendly creatures. Each turn decreases this creatures health by 10%.

Rust Breath: Each attack reduces enemies defense by 5.
Stacks three times.

Green Drake Alternate Upgrade. Emerald Dragon.
Emerald Dragons are adult dragons. Those who joins the Wood Elfs are choosen of the Great Golden Dragon-Mother.
Emerald Dragons carries her aura and are gifted by all the dragonic elementals.
Attack: 30
Defense: 18
Damage: 25-42
Health: 185
Iniative: 13
Speed: 7
Mana: N/A
Shoots: N/A
Growth: 1
Cost: 4900g 2 Crystal
Abilities:  Gift of the Elementals, Aura of the Dragon-Mother, Venom Bite, Flyer, Large Creature

Aura of the Dragon-Mother: Increases luck, morale by 1 and health by 25% to surroanding friendly creatures.

Gift of the Elementals: Same as Gift of the Earth but affects ALL DAMAGE SPELLS.

Blomming Towers: Increases the damage of your towers and the Warding damage by 10%

Statue of Leadership: Increases the damage of your towers and the Warding damage by addintional 20%

Starwells: Every week you get some extra rare rescourses.

Fountain of Dragon Tears: Increases your heroes mana by 20, spellpower and knowledge 2.



Racial Skill
Same but its called "Warding" now.


Building descriptis comming later if i have time.
But only maybe they will come. I thimk i will skip them since i want to join the ICTC.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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xerox
xerox


Promising
Undefeatable Hero
posted January 01, 2008 09:28 PM

Hmm.

Should we use this creature line-up:

1. Pixie-Sprite-Dryad
2. Scout-Sentry-Master Hunter
3. Ranger-Sharpshooter-Mystical Ranger
4. Pegasus Rider-Hippogriff Champion-Silver Valkyrie
5. Unicorn-Silver Unicorn-Lunar Unicorn
6. Treant-Withered Treant-Ancient Treant
7. Green Drake-Emerald Dragon-Golden Dragon'


or this:

1. Pixie-Sprite-Dryad
2. Scout-Sentry-Master Tracker
3. Faun-Satyr Rogue-Faun Bard
4. Ranger-Sharpshooter-Mystical Ranger
5. Unicorn-Silver Unicorn-Lunar Unicorn
6. Treant-Withered Treant-Ancient Treant
7. Green Drake-Emerald Dragon-Golden Dragon

?



____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Guarder
Guarder


Supreme Hero
posted January 02, 2008 02:09 PM

I like number 1 best, but something does not fit well. Pegasi is upgraded to HippgriffMay work.

Also i don't like the Lunar unicorn name, but that is maybe only me.

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xerox
xerox


Promising
Undefeatable Hero
posted January 02, 2008 06:06 PM

Silver Valkyries are pegasis (or there mounts are pegasuses).
Hippogriffs are "forest griffins".
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Guarder
Guarder


Supreme Hero
posted January 03, 2008 07:35 AM

Yes, i know about the Pegasi-Valkiry, but i wonder how a Pegasi may be upgraded to a Hippogriff?

Pegasi=
Hippogriff=
____________

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