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Heroes Community > Age of Heroes Coliseum > Thread: ICTC 3: Sanctuary
Thread: ICTC 3: Sanctuary This thread is 2 pages long: 1 2 · NEXT»
xerox
xerox


Promising
Undefeatable Hero
posted February 22, 2008 01:45 AM
Edited by xerox at 13:58, 23 Mar 2008.

ICTC 3: Sanctuary

Sanctuary
Home of the Dragonknights and the Blind Brothers.

Long ago there were two great and powerful creatures called the Primordial Dragons or the Primordial Twins. The Dragon of Order Asha, one of the primordial twins, created the world of Ashan. She also gave birth to the lethal creatures and incarnactions of her called the Elemental Dragons. They created the elder races of Ashan.

The other twin, the Dragon of Chaos Urgash, created the mighty demon Sovereigns, to counter the Elemental Dragons. He also created the massive hordes of demons that one day would make the destruction of Ashan. The demons were meant to counter the races of Ashan.
Can light exist without darkness? Can good exist without evil? Can peace exist without war?
And most important...

Can Order exist without Chaos?
Think about it, because it going to be really important in the history of Ashan...

This ancient age ended with war between the twins.
None really won.
Asha banished Urgash, weakned him and sendt him into the fiery core of Ashan. But Urgash minions, the demons, were not.
Instead they were sealed under the earth, beneath the kingdom of the Faceless, bordering Urgash realm.
But the demons prison was not strong, and so some found ways to escape or had just been left on the surface.
Asha was also very weakened and lost almost all here remaining powers when she locked Urgash in the fiery core of Ashan.
She buried herself on Ashans moon.
And waited to heal and for someone to release her when the time was right.
She had also locked herself inside the moon, preventing any demon or any other beign to hurt her and prevent the healing and awakening of her.

In the times to come new civilizations awokened in Ashan and many was destroyed by wars or just disappeared.
The few that survived were several times attacked by demons who had escaped their prisons. A wizard called Sar-Elam (who was connected by Asha) then sacrificed himself to seal the demons from Ashan forever. His Disicples helped him but something went wrong and made the demons able to invade each lunar eclispe which they did.

Sar-Elam was known as the seventh dragon and there is only one remain from him. His skull. Now called the Skull of Shadows it was locked away in an ancient stronghold of Asha on an distant island.

Sar-Elams best disciples created the Blind Brothers, who would search into the future, preparing the known races of Ashan for war.
And his guards and warriors created the Order of the Dragonknights, the Defenders of Ashan and the Primordial Dragon of Order.

Sar-Shazzar, a powerful disciple, once predicted an important part of the future of Ashan. He created a prophecy about a half human half demon how would have the fate of the world in his hands and bring the ultimate desturction of Ashan.

But before the full prophecy was spread to the other mighty keepers of lore and wise leaders he died in his sleep.
And when his body was moved into an necropolis his body crumbled to ashes.

Around thirty-five years ago in the sixth eclipse and the very end of Queen Isabels War the leader of the Dark Elfs, Raelag, disappeared with some dark elven troops to search the Free Cities of the East for demon corruption. He left the rank of King of the Dark Elves and made Ylaya Martial Blood Queen of the Dark Elves.
As we know the dark elven kingdom was later destroyed by the Faceless because of various reasons and Ylaya died along with most of the Dark Elven troops which had not followed Raelag.
The surviors had heard about Raelags journey to the Free Cities and searched for the fallen trade towns, they found him and got a real suprise.

Anyway. When Raelag came to the Free Cities of the East he was very suprised. The cities seemed to have no defense at all and the people was not scared of seeing armies of Dark Elves marching into their towns. He also felt safe and some kind of good and peaceful aura in the cities. He soon became friend with an old priest called Sar-Antor.
Raelag remebered the name from some old book but maybe it was only similar and he almost didnt remeber anything from that old book anyway. Also he was suprised to not see any demon corruption in the Free Cities at all.
Later the mystery of the Free Cities was uncovered.

When Queen Isabels War had started and the demons invasion begun the leader of the Dragonknights Sar-Badon sendt a message to all the hidden storngholds of the order. The Dragonknights had shattered long ago and gone into hidden stronghold but now some hundred years later he wanted them to regroup.
The Order of the Dragonknights was soon reformed and they allied with the Blind Brothers, like in ancient times.
Looking for a rather isolated but strong and large place to begin forge plans against the demons.
The Free Cities was perfect and with the diplomatic powers gifted by the learning of Asha the people gladldy accepted the honor of beign the most important countries in the world.

The Dragonknights and the Blind Brothers managed to speak to Asha for a short amount of time even thought it took much of there powers and energy. She told them what to do and a little bit about Urgash plans because shé had some kind of bond to him.
They were very suprised when they found out that they would let Necromancerns roam free.

When they told Raelag about there true identiy he understood everything. His journey had not only been controlled by himself, but also by Asha. The power he had felt in his mind was her, calling for him. And now the Dragonknights wanted to recruit him, following orders by Asha.
He accepted it and with pride they begun to build up a empire begun to establish a foothold in the destroyed lands of Paleadra (the continent).

That was the day the Dark Elves left the shadows.
And after around thiry-five years the Ashanian Offensive was formed and this new faction brings hope to Ashan. Because of one reason.

Darkness cannot exist without light.
Evil cannot exist without good.
Chaos cannot exist without order.
Darkness, Evil or Chaos cannot exist without Hope.



Basic Information
Aka: The Ashanian Offensive
Worships: Asha, the Dragon of Order, Ylath, the Dragon of Air
Racial Colors: Silver, Gold and Black/Moon, Hope , Order
Racial Symbols: The Silver Lunar Eclipse which means the comming of Asha instead of demons.
Core Philospophy: "Darkness, Evil and Chaos can never exist without Light, Good and Order"
Race Description: Dark Elves and Dragonknights of many races. Mostly humans, wood elves and humans. Others become Disciples.
The people of the Blessed Sanctuaries belive in Sylath and now Asha too, most dont fight but it happens. They also belive in all elemental dragons.
Where: You can find the Free Cities and the new hidden strongholds of the Ashanian Offensive in the mountains between the forlorn Holy Unicorn Empire to the west, Ranaar to the north and the Nagalish colonies to the east. They control the coast lines under Stonehelm, which is beign rebuilt later and some other areas that borders to the Nagalish temple and colonies.
Country/Empire: Dragonion, The Dragons Tail (the mountains) Blessed Sanctuaries of the East, Dragonion, Blessed Land of the Guardiens, Yes it has many current names
Capital: Elamsar, in the honor of Sar-Elam. The Crystal Temple of the Middle.
Friends: Grove (Wood Elves), Rampart (Orcs), Stronghold (Dwarf)
Neutral: Palace (Naga), Fortress (Humans),
Suspicious: Academy, Necropolis, Dark Citadel (Faceless)
Enemies: Inferno , Hive (Insectoids)
Might Hero: Avatar
Magic Hero: Oracle
Good, Neutral or Evil: Very, very, very, very good
Magic School: Light and Elemental Magic.


Note that the whole western side of the continent is completly destroyed and looks like Sheogh in Heroes VI.

Relations
The Sanctuary is led by the dragons themself, the Blind Brothers and the Dragonknights plus the people of the orginal Free Cities, but they dont do very much.
Due this the Sanctuary favors towns with strong relations to the dragons and hatred against demons.
They are arch-enemies to the most evil factions of Ashan, Inferno and the Hives.

Grove
The Wood Elves have always favored the dragons and have always seen themself as protectors of Ashan.
One of the most famous wood elfs, Tieru, was a dragonknight and led them closer to the other elemental dragons and Asha.
The Wood Elves have gladly allied with the Holy Sanctuaries and are now proud members of the Ashanian Offensive.
Together they seek to reclaim Ashan and after that restore the ancient but now tained woods of Irollan.

Rampart
The orcs hate the demons more then anything else. Althougt they were once suspicious at the Free Cities they have now quickly grew a strong relation to the Ashanian Offensive.
The orcs were one of the few races to remain at the old continent of Paleadra but many then gave up the battle against the massive hordes of demons and fled further east. The orcs have allied with the Sanctuary in hope of reclaiming their homeland, destroy the demons once for all and restore honor and pride to Father Sky Sylath and Mother Earth Asha.

Stronghold
Just like the Wood Elves the dwarfs have always had a strong relation to dragons and their elemental dragon god Arkath of the Blazing Flame. They were created as wardens of Sheogh, the realm of demons deep under the earth. Now with the invasion of demons they have joined the Ashanian Offensive to help combat the demons and seal away them once and for all.

Palace
To revive Asha requirs to gather all Elemental Dragons. All Elemental Dragons have their own people. The viscous Naga are the people of Shalassa, the elemental Dragon of Water.
The Ashanian Offensive must try to make a good relation to the Naga so that they can awake Shalassa to combat the lords of chaos, the Sovereigns.

Fortress
Humans have done much bad things and the Ashanian Offensive would punish them for there mistakes if they had not been a powerful force against the demons, they now have a great leader, 78% of the population in the Free Cities are humans and they are allied with the Angels, which are the people of Elrath.
To attack the humans would be foolish and they need to get Elrath tp awaken, revive and release Asha before Inferno releases Urgash.

Academy
The Dragonknights and Blind Brothers dislike Academy very much for various reasons. They have fled from the war and have ignored it, they have a very bad attitude, they dont even belive in the dragon gods and they have been corrupted by demon cultist many times.
However many Blind Brothers was once wizards of the Academy.
If the Wizards of the North doesnt help the other races in the war then they are ready to attack them.

Necropolis
Arantir was once one of Ashas top lietuants.
But with the new lords of the undead and several reports from spies it seems like the Necropolis isnt as noble as it once was.
Because of this they are very suspicous at the undead and the spying will contiune and increase.

Dark Citadel
The Faceless are servants of a unknown force, possible the demons.
They almost exterminated the Dragonknight Raelags race and its rather unknown what they really do, but it cant be good.
If the Faceless was not the people of the slumbering Dragon God Malassa then they would attack them through the tunnels of the Dragons Tails mountains. The Ashanian Offensive fears that the Faceless will attack them through those tunnels first though...

Inferno
Inferno is the top enemies of the Holy Sanctuaries and they are waking a unstable war against them. Kha-beleth wants to awaken Urgash and the hordes of demons are just increasing. The demons are the main threat of the world and Urgash has been Ashas enemy ever since time was born.

Insectoids
The Insectoids are the demons weapons of mass destruction and must be destroyed. They have ravaged the lands of the orcs and their numbers grow faster then ever. The Ashanian Offensive seeks to find the leader of these mindless beasts and slay them to stop the ravaging of the land and invasion of these milions of big insects.

About the Free Cities in Heroes of Might and Magic VI
I did this to explain some things about the people.
Why did for example the peaceful people of the east accept the Dragonknights and the disciples of the Blind Brothers?
First of all, they were legendary forces how came to their cities. They had heard of their heroic battles and so on.
Second of all the Dragonknights and the Blind Brothers (we call them the Ashanian Offensive since they will be called that later) offered the people food, medicin and other gifts but also protection.
Which was good since they could reduce the gold they sendt to the army (which was not needed anymore) and work on other things.
Nagas had also been seen to the east and orcs to the north, most people lived in the mountains because of that but now they have begun to build settlements outside of the mountains.
The Free Cities were also almost only for trade and a while after Queen Isabels War had started  the trade was destroyed and slowly but notable the Free Cities drowned to their doom.

So there were many reasons to accept their kind offers.
So why did the Ashanian Offensive let Stonehelm be destroyed?
They had told the plans of Asha and simply let the story of Dark Messiah happen since that was Ashas plan.
Of course they have said before the attack happened that most civilans should evacuate to the tunnels leading into the Dragons Tail mountains.

Now under the Asharian Offensive they will soon be the most legendary people ever to live and one of the mightiest kingdoms of Ashan.
And when times of peace come they together with their new allies will restore order and balance to the world of Ashan once again.
The Guardiens have awakened from their deep slumber.
Times of Glory has arrived.

Races of the Holy Sanctuaries of the East
The Dragonknights recruited all races of Ashan to join them and the Blind Brothers. However, most Dragonknights and Disciples are elves and humans. Recently lots of orcs have been recruited.
Mostly humans lived in the orginal Free Cities. They were mostly traders and miners. But farming did also exist. There was not much farming because of the difficult terrain. Because of this the people have created terraces on the hill and mountainsides.
The orginal Free Cities didnt only have humans both also lots of other races since the Free Cities were a center for trade.
So the Free Cities really had lots of diffrent races among them, but mostly humans then elves and dwarfs.
Most humans which were not born in the Free Cities were wizards from the Silver Cities.

The People
The people of the new Free Cities (now the Holy Sanctuaries) live in cities. There are not many towns in the Sanctuaries because when Queen Isabels War started the Free Cities colapsed because of many diffrent reasons. And the people was not in need of more cities.
Small towns existed in the mountains, but those were mostly camps for mining, hunting and farming.
Most people live in small cottages. In the past when the Sanctuaries were trade cities many people lived in shops or taverns.
In the past around 60% of the small population were traders.
Now around 10% are traders because of the fall of the Free Cities in the begining of the last war.

In War and Peace
The Free Cities were peaceful neutral towns in the past.
They only traded, as i said before the Free Cities were built for trade and was the heart of trade on the continent.
Even demon cultlists, warlocks and necromancer walked the streets of the Free Cities in harmony.
The demons didnt care about them inte the war since the people of the Free Cities already starved and died slowly.
Now when the Ashanian Offensive controls the cities the people both feel afraid and safe.
Afraid because of the dark news, because demons stand at their borders. Safe because the dragons have promised to protect them and restore the population and the whole country.
Most people of the Holy Sanctuaries doesnt go to war.
The Ashanian Offensive plans to free Asha and gather the Elemental Dragons to stop the summoning of Urgash and counter the Sovereigns before its to late.
The civilans are hidden in new towns deep inside the mountain valleys, protected by a shield of elemental energies.

Sanctuary Creatures Info
Sanctuary creatures are very powerful but very expensive and have a low growth rate. Favor helps Sanctuary to recruit their troops cheaper and special buildings.

Creature Line-Up
1. Foot Soldier-Battleguard/Hatchling-Destructive Hatcling
2. Star Sister-Night Maiden/Moon Daugther
3. Draconiad-Draconiad Lietuant/Draconiad Guardien
4. Hill Screecher-Mountain Patriarch/Adept-Disciple
5. Dragon Rider-Dragon Lord/Dragon Templar
6. Archon-High Prophet/Dragon Hound-Chromatic Drakeadon
7. Lunar Dragon-Gold Dragon-Mega Dragon

Lv8 Tear/Blood of Asha/Urgash Creature: INCARNATION OF ASHA
Sanctuary Creatures

Lv1 Tank. Foot Soldier
While the old Free Cities didnt really have an army they did have many guards in their cities since almost any race could visit them to trade or just relaxe inte the peaceful and beutiful mountains. The trade was however destroyed after Queen Isabels War started and the Free Cities started to fall apart untill the Ashanian Offensive saved them from their ultimate doom.
The Ashanian Offensive protects the now called Blessed Sanctuaries of the East and protects and fights for the people of the old Free Cities. But some of the soldiers has refused to just sit home and do nothing. Some brave soldiers whishes to fight for Ashan among legendary heroes.
Attack: 3
Defense: 1
Damage: 2-3
Health: 10
Mana: N/A
Shots: N/A
Speed: 5
Iniative: 9
Cost: 48g or 1 Favor
Growth: 8
Abilties: Brave, Shieldwielder

Brave: This creature will always have atleast one morale.

Shieldwielder: Ranged attacks does 25% less damage on this target. This is not counted with magical ranged attacks.

Comment: A nice unit which can be both offensive and defensive aswell and survive well. Sadly Sanctuary doesnt have any shooters untill tier 4 so it really has nothing to tank. I would save this for later game when it does something but still, if you dont like the Hatchlings which has better damage but die pretty fast then buy these.
They do moderate damage and survive well but a quite slow.
I would buff them with haste with an Oracle and maybe some spell that increases damage if i used them early in the game.


Yes, they are the same units as the Stonehelm Guards in Dark Messiah, they look the same too.

Foot Soldier Upgrade. Battleguard
Since almost all human soldiers were guards the best of the Foot Soldiers have gotten the honorable title of Battleguards.
They guard the battle, they guard victory for the Ashanian Offensive.
Battleguards have even bigger shields than the Foot Soldiers and are more defensive. The Disicples have enchanted their swords so when enemies strike they can parry it easy. Battleguards are hard to kill and bring great morale to the drops of the Sanctuary.
Attack: 3
Defense: 5
Damage: 2-3
Health: 16
Mana: N/A
Shots: N/A
Speed: 5
Iniative: 9
Cost: 87g or 1,5 Favor
Growth: 8
Abilties: Commanding Prescense, Large Shield, Parry

Commanding Prescense: Nearby creatures will always have atleast 1+ in morale.

Large Shield: Ranged attacks does 50% less damage at this creature and cavlry attacks 25% less damage.
Ranged magical attacks doesnt count and effect nearby allies.

Parry: This creature has a 25% to parry a creature when it attacks, making his attack unsuccessful.
This do not affect certain attacks like the dragons firebreath or spells.

Comment
Battleguards are a strong improvment of the Foot Soldiers. Maybe not damage wise but defense wise. Now their Bravery AND improved shield is an aura, making them perfect defense creatures. Magic will probably kill them but they are still a good defender for your tier 4 shooter if you will choose those. Its always nice if your almost über protected shooter gets another shoot because of the extra morale?
And when fightning necro your defender will not just stand their and get bad morale. After all, Sanctuary is the great anti-evil faction.


The light on this picture is stupid, making large parts of him dark and making him look evil. He may look like that if there is a night or shadow effect on the battlefield but not when its sun. Then his enchanted sword and shing armor looks lika a jewel.
Dont you think it really looks like an upgrade of the Foot Soldier on the picture?
I think i made perfect picture choices for those two.
¨


Lv1 Flyer. Explosive Hatchling
The Dragon childs and babies are called Hatchlings.
All Hatchlings of any dragon are always red because their firebreath have not developed yet and because of that they are full of fire which they cant release, making them look red. When a Hatchling dies it explodes.
The Dragonknights could not see their beloved dragon babies explode in a sea of fire and blood. Instead the Draconiads of the Dragon Forces have created a new breed of dragons.
Explosive dragons. They increase the fire power within them, causing enourmous damage if they detonate themself. But its also a risk to have Explosive Hatchlings, because they also explode when they are killed... They are very fast and can quickly detonate themself in enemy armies.
Few Explosive Hatchlings grow up since they will be able to fire breath then. Red Dragon are normal dragons how have contiuned to more fire in themself then other dragons, thats why they are red like dragon hatclings.
Attack: 4
Defense: 1
Damage: 1-5
Health: 5
Mana: N/A
Shots: N/A
Speed: 7
Iniative: 11
Cost: 50g or 1 Favor
Growth: 8
Abilties: Detonate, Explosive, Flyer

Detonate: This creature can dentonate itself, causing massive damage in an area.
Affected area is 2x2 tiles.

Explosive: When this creature is killed it will exploded causing much damage to all nearby creatures.
Affected area is 2x2 tiles.


One of the Explosive Hatchings. His skin is red because the unreleased fire within him is so strong. Red Dragons are normal dragons which had some problem when they were born. Something was wrong in them so they contiuned to have more fire within them than normal, but they can control their fire and see it has an advantage. They have the ability to choose if they want to explode when they die.

Comment
You can create many fun tactics with these little guys.
Split them into stacks and you have your own nuclear weapon.
Their speed helps them reach the enemy.
But use them at your own risk! For example Grove are so fast that they might shoot down your Hatchlings. The Hatchlings explode and some of your creatures dies.


Explosive Hatchling Upgrade. Destructive Hatchling
While the name "Destructive Hatchling" might sound silly for a very good faction and a bit evil. But it is times of war.
They have that name so people should watch out for them, and enemies be scared of them. They almost look like undead dragons themself because they have blood from Green Dragons within them, making them poisounes. When they die they will not only release a storm of fire, but also a sea of poison. It is times a war and the enemy is stronger then ever, the most barbaric weapons must be used.
But remember, these explosive dragons are created breed, they dont feel anything and only has one thing in their mind:
"Destroy the Evil".
Attack: 3
Defense: 2
Damage: 3-4
Health: 6
Mana: N/A
Shots: N/A
Speed: 8
Iniative: 11
Cost: 95g or 1.5 Favor
Growth:  9
Abilties: Detonate, Explosive, Venom Explosion, Flyer

Venom Explosion: When this creature dies it explodes in a sea of venom. Surroanding enemies will lose 2 iniative and take damage each turn. The damage is half of the living Death Hatchling.

Comment
Now you can charge into the enemies and detonate!
Enemeies will also get a poison on them.
They survive a little bit better and also has a little bit better iniative. But they are rather expensive, since Sanctuary is like H5 Dungeon.


The Death Hatchlings cannot breath fire or poison but they can bite very hard. Look how the poison and fire within them has affected them and it does not feel anything, or does it?
It looks like it screams...


Lv2 Walker. Star Sister
When Raelag left Ygg-Chall he couldnt left the dark elven elite troops, the Blood Furies. When they came to the Sanctuary they started follow the path of Asha and the sky.
Star Sisters uses the power of the Stars to do several hit-and-run attacks and enchant their speed and agility.
Attack: 3
Defense: 1
Damage: 4-5
Health: 14
Mana: N/A
Shots: N/A
Speed: 6
Iniative: 13
Cost: 110g or 2 Favor
Growth: 6
Abilties: Strike and Return

Strike and Return: Creature attacks and then returns to its previous location.

Comment
Usefull in creeping but dies fast. I would upgrade them to Night Maidens if i were you, since they got higher stats and No Enemy Retailation.

Star Sister Upgrade. Night Maiden
Night Maidens are elite assasins, agents and spies of the Sanctuary and the Dark Elven troops. Just like the Stars Sisters they will run to the enemy, attack it, and return to some place far away from it but there is no chance that the poor creature this bloodthirsty lady kills will attack back. Night Maidens are to fast for enemies to retailate. They look dark and twisted but why should dark colors be bad all the time? After all, Asha choosed a Necromancer as one of her champions, not a knight.
Attack: 5
Defense: 2
Damage: 4-7
Health: 16
Mana: N/A
Shots: N/A
Speed: 7
Iniative: 14
Cost: 148g or 2,5 Favor
Growth: 6
Abilties: Strike and Return, No Enemy Retailation

Comment
Very nice for creeping. High damage and the enemy wont hit you often. But i would choose the alternate upgrade later, their damage are worse but they survive and got a nice specials for a siege.


Who said darkness must be evil? One of Ashas top agents was a Necromancer.

Star Sister Alternate Upgrade. Moon Daugther
Moon Daugther looks much... much more gentle then the Night Maidens and Star Sisters. They dont deal massive damage or are the best runners of the world but they can survive longer since they have strong faith in Asha and drains powers of the moon were Asha as her own sanctuary, and prison. Moon Daugthers can jump over massive walls just because they have learned have to absorb energies of the moon.
Attack: 3
Defense: 3
Damage: 3-5
Health: 20
Mana: N/A
Shots: N/A
Speed: 6
Iniative: 13
Cost: 148g or 2,5 Favor
Growth: 6
Abilties: No Enemy Retailaton, Moon Leap

Moon Leap: Creature absorbs enerigies from the moon, allowing the creature to leap to anywhere on the battlefield dealing double damage and stunnign the targeted creature for two turns.
Two times per battle.

Comment
Deals lower damage but can leap to anywhere on the battlefield and enemies cant retailate against but she will always retailate back if they attack. On a castle siege it can be to jump to the shooters inside the walls, kill them and then jump back out.
Or on the battlefield just jump to the shooters.
Very nice creature, but damage is a little bit lower then the normal upgrade.

Lv3 Tank. Draconiad
The dragons have more troops and units then we could ever know.
Who would knew that there are hundreds, maybe even thousands, of species of dragonkins?
Draconiads are the foot soldiers of the Sanctuary and wear long pikes which they use in combat. They are excellent in defense and can do a special formation.
Attack: 4
Defense: 8
Damage: 3-6
Health: 35
Mana: N/A
Shots: N/A
Speed: 5
Iniative: 8
Cost: 170g or 3 Favor
Growth: 5
Abilties: Pike Attack, Defensive Formation

Pike Attack: When this creature does the first attack, it will attack one square away from the enemy, making the enemy creature not be able to retailate. This creature also does 25% more damage against cavalery.

Defensive Formation: Creature enters Defensive Formation, increasing defense by 4 but reduces attack by 2. However damage against cavalery is futher increased by 25% and the defense against ranged attacks and cavalery is increased by 50%. Creature gets the Unlimited Retailation ability.

Comment: This creature has tons of health and works well as a tank. So why does Sanctuary have two tanks which is almost the same level and will get one more tank later?
Because everybody didnt choose the Battleguard and its important to protect your two shooters and casters, one of them is really strong.
This creature has tons of health, medium defense and not much attack or damage but if you do the Defensive Formation you will almost be invurnable. Sanctuary is supposed to counter evil factions.
No longer can Nightmares kill your little tank in one hit or Death Knights.
But i would suggest to upgrade it. One upgrade is offensive and has nice health and nice attack while the other has 3 diffrent formations plus can become a large creature in one of them.

PICTURE COMMING SOON

Draconiad Upgrade. Draconiad Lieutenant
Draconiads of high rank becomes liteutenants.
They can not only do the Defensive Formation but also the Offensive Formation and charge into enemy troops dealing massive damage to those who stand in its way.
Attack: 6
Defense: 4
Damage: 5-7
Health: 35
Mana: N/A
Shots: N/A
Speed: 5
Iniative: 10
Cost: 220g or 3,5 Favor
Growth: 5
Abilties: Pike Attack, Defensive Formation, Offensive Formation, Charge

Offensive Formation: Creature enters Defensive Formation, increasing attack by 4 but reduces defensve by 2. However damage against cavalery is futher increased by 25%. Creature gets the      No Enemy Retailation ability.

Charge: Charges across the battlefield, causing damage to all enemy creatures in a line. The creature will also focus on one creature to charge to, causing double damage.
Once per battle.

Comment: Excellent creature.
You can do many nice combos with these creatures since the formations takes zero turns to perform.
For example: Offensive Formation, Charge, Charge Bonus Damage + lucky strike + Light magic (if you have focused on luck), Defensive Formation.
But watch out for destruction magic.

PICTURE COMMING SOON

Draconiad Alternate Upgrade. Draconiad Guardien
When a Draconiad saves atleast hundred lifes he becomes a Guardien and the warlords of Asha can them begin to teach them the arts of real defending and warfare. They have learned how to resist magic and can do the very successive Protective Formation, the hardest formation to perform.
Attack: 4
Defense: 10
Damage: 5-6
Health: 40
Mana: N/A
Shots: N/A
Speed: 5
Iniative: 8
Cost: 220g or 3,5 Favor.
Growth: 5
Abilties:  Pike Attack, Defensive Formation, Offensive Formation, Protective Formation, Magic-Proof 50%

Protective Formations: Freature performs the Protective Formation, doubling defense and gives the creature the "large creature" ability. Nearby allies will also get 25% protection against cavalery and ranged attacks. The creature will not be able to move but can retailate and attack with Pike Attack. However attack is reduced to 1.

Comment:
Very nice tanking creature. Lots of health and lots of defense. The ability to turn into a large creature is fantastic if you want to defend your archers and that inmoveable thing isnt really that bad since you can still do pike attack if the enemy creature is one square away from you. You get 20 defense with it.
And spells will not kill it in one hit.
Of course they are expensive.

PICTURE COMMING SOON!


Lv4 Walker. Hill Screecher
Hill Screechers are the cavalery of the Ashanian Offensive.
When the Dark Elfs came to the Free Cities they didnt leave the Dark Riders in Ygg-Chall. The raptors of the Dark Riders began to settle in the mountains and hills of the Blessed Sanctuaries of the East.
These units has got their name from the raptors and not the riders since it was the raptors who did the most job and it would be confusing to enemies.
Hill Screechers has gotten their names because these raptors roames the hills and mountains of the Blessed Sanctuaries and have the ability to Screech and the raptors will also assist their friends in combat.
Attack: 7
Defense: 6
Damage: 6-10
Health: 35
Mana: N/A
Shots: N/A
Speed: 6
Iniative: 11
Cost: 305g or 3 Favor
Growth: 4
Abilties: Large Creature, Screech, Raptor Bite

Screech: Increases the attack of nearby friendly creatures by 3 and reduces the morale of nearby enemy creatures by 1 and reduces their attack by 3 for two turns.
Two times per battle.

Raptor Bite: Performs an attack against neighbouring enemy and inflicts half the regular damage, if this enemy is attacked by an allied creature.

Comment: In Heroes 5 this creature was more focused on the rider but now they are more focused on the raptor.
Hill Screechers is a nice support creature which does rather high damage and is not slow or fast. I would not suggest to charge this creature into the armies of the enemy.

Hill Screecher Upgrade. Mountain Patriarch
Mountain Patriarchs are the leaders of the raptors and only the most skilled warriors may ride them. As leaders of the raptors they can summon minions to assist them in battle. Mountain Patriarchs can also leap over obstacles.
Attack: 9
Defense: 6
Damage: 6-12
Health: 55
Mana: N/A
Shots: N/A
Speed: 7
Iniative: 11
Cost: 440g or 3,5 Favor
Growth: 4
Abilties: Large Creature, Screech, Raptor Bite, Lizard King

Lizard King: Once per battle this creature can summon minions to the battlefield. They disappear after battle. The number of minions is half the number of the summoner.

Lv3 Walker. Raptor Minion
These are the minions of the raptor patriarchs. They are weaker then other raptors.
Attack: 4
Defense: 3
Damage: 3-6
Health: 25
Mana: N/A
Shots: N/A
Speed: 6
Iniative: 11
Abilties: Enraged, Raptor Bite

Comment:
Good damage but doesnt survive very well.  You can bless them and they will be really good.
Worth the cost and is a nice support creature without spells.
Why do i even write comments when i suck at Heroes 5?

Lv4 Caster. Adept
The Blind Brothers are the seers, mystics, healers, wizards and other casters of the Ashanian Offensive. They are led by powerfull Oracles which brings the messages of Asha to the rest of the faction.
Adepts are young casters and new members of the Blind Brothers. Even through they are new in the ways of the arcane all members of the Blind Brothers are gifted and trained by the elite.
Adepts can cast basic spells on their allies and their enemies. They can also regenrate mana through the orbs they always carry.
Their orbs both help them to restore energy and increase the power of their spells and attacks. They cancel their spells from the orb.
Attack: 6
Defense: 10
Damage: 5-8
Health: 38
Mana: 18
Shots: 6
Speed: 4
Iniative: 11
Cost: 290g or 4 Favor
Growth: 4
Abilties: Orb, Caster, Shooter

Orb: Each turn this creature restores a small amount of mana.
Each 10 creature is 1 mana.

Spellbook

Medium Hope: Increases morale by 2 for a selected creature.
6 Mana.

Medium Heal: Heals half of the selected creatures health points. 4 Mana.

Basic Cleanse: Cleanses one level 1-2 effect with basic mastery. 4 Mana.

Basic Divine Protection: Increases a selected creatures defense by 2. 4 Mana.

Comment: The Adept is a very nice caster with much health points and moderate defense. The orb ability makes it regenrate mana so it can cast spells all the time. If you use the "dragon hounds" later then i suggest you to choose these over the raptors.
Because their upgrade has the teleport spell from Arcane magic.
And teleport is very nice with your little dragon dogs.

Lv4 Upgrade. Disciple
When the Adepts training is completed they will become true members of the Blind Brothers and soldiers of the Ashanian Offensive, they become Disciples. Some Disciples also becomes Archons.
Disciples are some of the best spellcasters of Ashan.
There auras help their allies in many ways and the Ashanian Offensive would not have been succesful at all without the powerfull Disciples.
Attack: 8
Defense: 12
Damage: 6-8
Health: 38
Mana: 18
Shots: 12
Speed: 4
Iniative: 11
Cost: 405g or 4,5 Favor
Growth: 4
Abilties: Orb, Caster, Shooter, Ashanian Aura  

Ashanian Aura: Increases morale and attack by 2 for all creatures in your army. Increases heroes mana by 8% and its spellpower by 1.

Spellbook

Medium Hope: Increases morale by 2 for a selected creature. Lasts 4 turns.
6 Mana.

Medium Health Regenration: Heals 45% of the creatures health points each turn. Lasts 2 turns.  8 Mana.

Medium Cleanse: Cleanses one level 1-3 effect with medium mastery. 4 Mana.

Medium Divine Protection: Increases a selected creatures defense by 4. Lasts 4 turns. 4 Mana.
Yes many fours.

Basic Mana Regenration: Restores 2 per turn. Lasts one turn. 6 mana.

Basic Mana Shield: When this creature his hit by an melee attack 4 mana will be restored. Lasts one turn. 8 Mana.

Expert Teleport: Teleports the creature anywhere on the map. 18 Mana.

Comment: A creature with many spells and a nice aura which stacks with the Archons aura. Teleport is a very nice boost to the "dragon hounds" which are slow but very, very powerfull.



Lv5 Flyer. Dragon Rider
Dragon Riders are chosen people from all races which helps the Ashanian Offensive. Durning the time the Dragonknights and the Blind Brothers were hidden in their strongholds around the world they trained various diffrent races into Dragonknights and Disciples.
Like the Adepts, the Dragon Riders are apprentices and still seek training. Althougt they are still training they are some of the Sanctuaries most powerfull units. The Rider is always connected to the dragon and when the dragons or the riders die they will become enraged and then leave the land forever, cursed by their sorrow.
The Riders ride young dragons which cannot breath fire yet.
Attack: 14
Defense: 10
Damage: 10-13
Health: 60
Mana: N/A
Shots: N/A
Speed: 6
Iniative: 12
Cost: 505g or 5 Favor
Growth: 3
Abilties: Enraged, Large Creature, Flyer, Magic-Proof 25%

Comment: This isnt a super nice creature sadly. Specials aint good so i suggest you to upgrade it.


An Orc Dragonrider on his Dragvern, an mix between Dragon and their ancestor, the Wyvern.

Dragon Rider upgrade. Dragon Lord
The Dragons favor some riders more and the others. These people becomes Dragon Lords, a title of honor. Dragon Lords have the closest bonds with the dragons in the world. They are a symbol of strenght, power and the friendship between the Dragons and the mortals but they are also a symbol for another thing... The Dragons of these riders are very skilled and can do lots of advanced attacks with fire, frost, moonrays and poison. They can also do an lance attack against their enemies.
Attack: 14
Defense: 13
Damage: 10-14
Health: 80
Mana: N/A
Shots: N/A
Speed: 7
Iniative: 13
Cost:  785g or 5,5 Favor
Growth: 3
Abilties: Enraged, Large Creature, Flyer, Magic-Proof 25%, Advanced Breath Attack

Advanced Breat Attack: Does one of four random breath attacks. The breath attacks depends on the color of the dragon.
Each battle the Dragon Rider, Dragonknight and Dragon Lords dragon has one of four diffrent colors. Blue, Green, White or Silver.
Blue = Steam Spray, attacks in one square but spreads through the area (up to 3x3 tiles). Shooters will get 50% reduces damage and their attacks has a 25% chance to miss. Others will get 2- iniative and speed. Lasts 2 turns.

Green = Venom Sea, attacks in a circle, causing a venom sea. All who steps or was affected by it has 30% lowered stats on everything and takes damage each turn. Damage is the creatures normal damage. Lasts two turns.

White = Lightning Storm, attacks in four tiles. Shooters will get 75% reduces damage and their attacks has a 50% to miss. Takes damage each turn. Damage is half the creatures. Lasts two turns.

Silver = Lunar Explosion, Damage and size depends on morale. The higher morale you have, larger size. The lower morale the enemy has, more damage.


Comments:
Pretty nice creature. All breath attacks are nice. Just buff them a little bit and charge them into the enemies. And after one second, half of their army can be destroyed or weakned.

Dragon Rider Alternate Upgrade. Dragonknight
Those who complete the training successfully becomes Dragonknights who are skilled in both melee, mind and magic. They have trained from alchemy to diplomacy and beyond. Dragonsknights can separate from their dragon and cast powerfull spells on their enemies. They will only enrage when the other dies. They think its waste of energy to breath fire and only does it when they serparte.
Attack: 15
Defense: 12
Damage: 12-13
Health: 85
Mana: N/A
Shots: N/A
Speed: 7
Iniative: 12
Cost: 785g or 5,5 Favor
Growth: 3
Abilties:  Large Creature, Flyer, Magic-Proof 25%, Separate, Caster

Separte: This creature can separte, spliting into two minor creatures.

Wrath of Grief: If one of the separted creatures die the other will get the Unending Wrath effect, which is same as the Frenzy spell.

Death Sorrow: After Unending Wrath effect the creature will go into a death sorrow. Decreasing morale by 3 and attack by 5 and after two turns it will leave the battlefield and only return if the other creature is separted which is only possible if the rider dies.

Spellbook
Basic Empower: Empowers an area of the battlefield.
If there are more enemies then allies on that area then the effects and damage of spells will be increased by 15% and their spellpower will be lowered by 2 and destroys 3 mana per turn.
If there are more allies then enemies then the effect of friendly spells will be increased by 15% and their spellpower be increased by 2 and allies will restore 3 mana per turn. Lasts 2 turns.
20 Mana.

Medium Flame Arrow: Deals a moderate amount of fire damage to a selected creature. 6 Mana.

Medium Divine Strenght: Increases strenght by four for four turns. 5 Mana.

Medium Divine Protection: Increases a selected creatures defense by 5. Lasts 4 turns. 6 Mana.

Basic Crusade: Increases the maxium damage by 3 for two turns. 5 Mana.

Basic Destroy Evil: Deals low holy damage to all the evil creatures on a battlefield.
Evil factions: Palace, Necropolis, Dark Citadel, Inferno, Hive  

Lv5 Flyer. Separte <color> Dragon
This dragon is separted from its rider.
Attack: 7
Defense: 5
Damage: 5-7
Health: 45
Mana: N/A
Shots: N/A
Speed: 7
Iniative: 10
Abilties:  Large Creature, Flyer, Magic-Proof 25%, Death Sorrow, Wrath of Grief, Random Breath

Random Breath: Does a random breath attack.
Steam Breath: Small circle. Reduces shooters damage by 30% and they will have 15% to miss

Venom Bite: Bites the target, causing venom to it. Venom is half the damage.

Thunder Bite: Bites the creature causing a small chain lightning effect.

Lunar Breath: Does damage to an area of 1x2, higher morale makes higher damage.


Lv5 Walker. Separted Rider
The separted dragon rider.
Attack: 8
Defense: 4
Damage: 6-8
Health: 40
Mana: 10
Shots: N/A
Speed: 6
Iniative: 10
Abilties:  Sorrow, Wrath of Grief, Caster, Enraged

Spellbook
Basic Flame Arrow: Deals a low amount of fire damage to a selected creature. 5 Mana.

Medium Divine Protection: Increases a selected creatures defense by 5. Lasts 4 turns. 6 Mana.

Basic Crusade: Increases the maxium damage by 3 for two turns. 5 Mana.

Comment: A nice creature, if you are on low on health points and separte both will get full health again. Yes, you can become one again with full health, but only once.

Lv6 Caster. Archon
Archons are the second highest ranked members of the Blind Brothers. Archons are some of the best spellcasters in the world and has studied magic for many, many years.
They are protectors of good and slayers of evil. Archons can shield themself, so that they can cast their spells in peace.
Attack: 17
Defense: 20
Damage: 15-22
Health: 100
Mana: 30
Shots: 10
Speed: 4
Iniative: 11
Cost: 1450g or 6 Favor
Growth: 2
Abilties: Ashanian Aura, Caster, Shooter, Vindicator, Shield

Vindicator: This creature does 25% more damage to evil creatures.

Shield: This creature can shield itself, absorbing damage.
Absorbs 25% of your hit points for three turns, two times per battle. For example, you have 10 Archons. That is 1000 health. When enemy attacks 250 damage will be absorbed.

Ashanian Aura: Increases morale and attack by 2 for all creatures in your army. Increases heroes mana by 8% and its spellpower by 1.


Spellbook

Advanced Destroy Evil: Deals moderate holy damage to all the evil creatures on a battlefield. 10 Mana.
Evil factions: Palace, Necropolis, Dark Citadel, Inferno, Lair  

Advanced Exorcism: Kills 90% of a summoned stack of creatures. 6 Mana.
Mist Warriors, Gated creatures, summoned neutrals and elementals are affected.

Expert Hope: Increases morale by 4 for a selected creature. Lasts 5 turns.
7 Mana.

Expert Health Regenration: Heals 90% of the creatures health points each turn. Lasts 3 turns.  5 Mana.

Expert Cleanse: Cleanses three level 1-5 effects with expert mastery. 7 Mana.

Medium Stormwind: Increases iniative by 2 and speed by 1 for 2 turns. 8 Mana.

Comment: A very nice caster. Ashanian Aura stacks with the Disciples Ashanian Aura. Sanctuary is a morale-eating faction. It has spells to counter evil factions.  They have lots of health points to and the shield only helps them. But i suggest you to upgrade, the upgrade has mass cleanse and can regenrate mana.

Archon Upgrade. High Prophet
The High Prophets are the Oracles second hand. They are often the teachers in magic for Dragonknights. High Prophets cast even more powerful spells then the Archons and are the spiritual leaders of the Sanctuary. They can meditate to regain sleeping energies.
Attack: 18
Defense: 23
Damage: 15-25
Health: 110
Mana: 30
Shots: 10
Speed: 4
Iniative: 11
Cost: 1920g or 6,5 Favor
Growth: 2
Abilties: Ashanian Aura, Caster, Shooter, Vindicator, Shield, Meditate

Meditate: When this creature skips one turn it regenrates 5 mana.

Spellbook

Advanced Destroy Evil: Deals moderate holy damage to all the evil creatures on a battlefield. 10 Mana.
Evil factions: Palace, Necropolis, Dark Citadel, Inferno, Lair  

Expert Exorcism: Kills 100% of a summoned stack of creatures. 6 Mana.
Mist Warriors, Gated creatures, summoned neutrals and elementals are affected.

Expert Hope: Increases morale by 4 for a selected creature. Lasts 5 turns.
7 Mana.

Expert Health Regenration: Heals 90% of the creatures health points each turn. Lasts 3 turns.  5 Mana.

Expert Mass Cleanse: Cleanses three level 1-5 effects with expert mastery. Has area of effect. 15 Mana.

Medium Stormwind: Increases iniative by 2 and speed by 1 for 2 turns. 8 Mana.

Basic Elraths Tear: Increases morale, attack, defense, iniative, speed and luck by 1 and mana and health by 5.
25 Mana.

Comment: A very nice caster. Regenrates mana if it does the defend or wait command, so it can cast spells all the time. Cast Storm Wind on it to make it cast spells even more. You have mass cleanse against necro. Has lots of defense and hit points too, but is very expensive.


Lv6 Walker. Dragon Hound

Dragon Hounds are twisted experiments of the dragons.
They are a hybrid between the mysterious behemoths and dragons. These huge creatures are slow but very hard to kill. They can breath fire and are resistant to magic.
Attack: 21
Defense: 27
Damage: 9-18
Health: 180
Mana: N/A
Shots: N/A
Speed: 4
Iniative: 8
Cost: 1350g or 6 Favor
Growth: 2
Abilties: Large Creature, Thick Hide, Fire Breath

Fire Breath: Creature attacks two creatures in a line.

Thick Hide: This creature takes 30% less damage from melee attacks and has a 50% chance to resist a spell.

Comment: A very nice creature who works both as a tank and as a attacker. Disciples can teleport them to the enemy.
But i suggest you to upgrade if you want to attack with them, because they can breath up to four diffrent breaths in one turn.
Only problem is the speed, but teleport helps if you have Arcane magic or Disciples.

Dragon Hound Upgrade. Chromatic Drakeadon
Drakeadons are further developed Dragon Hounds and have two heads instead of one. In addition to the normal fire breath, they will also sometimes breath a random breath attack. These creatures are now more its own creatures than a hybrid. Because of this these creatures have been named Drakeadons, a new species of dragons.
Chromatic Drakeadons have the blood of all dragon types inside them and will sometimes be vurnuble to diffrent kinds of magic.
Attack: 21
Defense: 28
Damage: 9-18
Health: 180
Mana: N/A
Shots: N/A
Speed: 4
Iniative: 9
Cost: 1980g or 6,5 Favor
Growth: 2
Abilties: Large Creature, Thick Hide, Fire Breath, Chromatic Breath, Two-Headed Attack, Chromatic

Chromatic Breath: In addition to the fire breath there is a 10% chance that this creature will do another random breath.

Steam Breath: Small circle. Reduces shooters damage by 30% and they will have 15% to miss

Venom Bite: Bites the target, causing venom to it. Venom is half the damage.

Thunder Bite: Bites the creature causing a small chain lightning effect.

Lunar Breath: Does damage to an area of 1x2, higher morale makes higher damage.


Two-Headed Attack: This creature attacks two creatures instead of one.
Because of this, there can be up to four breaths in a row.

Chromatic: Each turn this creature will take 100% increased damage to one type of damage (fire, ice, earth, thunder etc) but immune to another.

Comment: There is almost no upgrade on stats but it gets one more iniative which is very good and new GREAT ABILITIES!
If you have a litte bit luck then you can teleport these into the enemy, attack (two headed attack + 2x fire breaths ) plus the random 2x breath. But the Chromatic ability can both help it and lower its overpowred status (along with the cost).


A new fresh Chromatic Drakeadon.



Lv7 Flyer. Lunar Dragon
Lunar Dragons are Ashas children. They await her return at the Silvria, one of Ashans two moons. Lunar Dragons breath energies of Asha and the moon itself.
Attack: 23
Defense: 27
Damage: 30-60
Health: 215
Mana: N/A
Shots: N/A
Speed: 8
Iniative: 11
Cost: 3065g 1 Gem or 7,5 Favor
Growth: 1
Abilties: Large Creature, Lunar Breath, Flyer

Lunar Breath: Does damage to an small area, higher morale makes higher damage.
Damage to an area of 1x2

Comment: A pretty nice creature. Like the Black Dragon but a little bit more defensive. Sanctuary creatures have much morale so its breath will do much extra damage. But its very expensive.
Looks pretty however, like a butterfly



Lunar Dragon Upgrade. Golden Dragon
Golden Dragon have been blessed by all the other dragonflights. They breath large explosions of lunar energies.
Golden Dragons are very brave and strong.
Attack: 28
Defense: 32
Damage: 30-70
Health: 265
Mana: N/A
Shots: N/A
Speed: 8
Iniative: 11
Cost: 3680g 1 Gem 1 Crystal or 8,5 Favor
Growth: 1
Abilties: Large Creature, Moon Breath, Flyer, Brave

Brave: This creature will always have atleast one morale.

Moon Breath: Damage and size depends on morale. The higher morale you have, the larger size. The lower morale the enemy has, the more damage.

Comment: Moon Breath is a very nice ability. If your hero is a Oracle with much spellpower plus light magic (Hope & Elraths Blessing) you will get massive size on your breath.
They survive very well too.


The head of a Golden Dragon.

Golden Dragon Upgrade. Mega Dragon
Mega Dragons are the ultimate experiments of Asha and the Elemental Dragons. Along with blood from all dragons they also have blood from Urgash himself and Asha. In addition to that, they have been blessed by the most skilled oracles.
Like Drakeadons they are chromatic and can breath many attacks, but massive breath attacks.¨
Attack: 32
Defense: 35
Damage: 35-80
Health: 305
Mana: N/A
Shots: N/A
Speed: 8
Iniative: 11
Cost: 5000g 1 Gem 1 Crystal 1 Sulfur or 10 Favor
Growth: 1
Abilties: Large Creature, Moon Breath, Flyer, Brave, Mega Breath, Chromatic

Mega Breath: addition to the fire breath there is a 10% chance that this creature will do another random mega breath.
Mega Breaths:

Blue = Steam Spray, attacks in one square but spreads through the area (up to 3x3 tiles). Shooters will get 50% reduces damage and their attacks has a 25% chance to miss. Others will get 2- iniative and speed. Lasts 2 turns.

Green = Venom Sea, attacks in a circle, causing a venom sea. All who steps or was affected by it has 30% lowered stats on everything and takes damage each turn. Damage is the creatures normal damage. Lasts two turns.

White = Lightning Storm, attacks in four tiles. Shooters will get 75% reduces damage and their attacks has a 50% to miss. Takes damage each turn. Damage is half the creatures. Lasts two turns.


Chromatic: Each turn this creature will take 100% increased damage to one type of damage (fire, ice, earth, thunder etc) but immune to another.

Comment: Sanctuaries best creature but most expensive. Its quite slow but have massive health and good defense. Its specials are very, very good. Good to have Light Magic, because you dont want to lose these. If these die, then you have just destroyed 5000g and 3 rare rescourses.


The Mega Dragon... will this beast defeat the mighty hordes of Urgash and stop the awakening of the lords of chaos and destruction)


Grail Creature. Incarnaction of Asha
Grail Creatures will only appear when enemies attack your capital and when you have the Tear of Asha or the Blood of Urgash building.
This is made because i dont want instant victory super weapons.
Attack: 48
Defense: 60
Damage: 500-1200
Health: 3500
Mana: N/A
Shots: N/A
Speed: 9
Iniative: 13
Abilties: Enourmos Creature, Moon Breath, Flyer, Mega Breath, Lunar Explosion, Ashanian Aura, Aura of Bravery

Lunar Explosion: Once times per battle this creature can channcel energies from the moon and release them in a gigantic explosion on the enemy. Destroying all their mana and do massive damage against the enemeis.
Affects an area of 6x4 tiles.

Aura of Bravery: All creatures have atleast 2+ morale.

Enourmos Creature: This creature takes 3x3 tiles on the battlefield.


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


PART 2 SOME POSTS DOWN!

____________
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 February 22, 2008 01:47 AM
Edited by xerox at 23:23, 22 Feb 2008.

I hope you like the lore so far.

This is really a challenge for me.
For various reasons.

It might be confusing for this is the second expansion town of my own Heroes 6 so the lore might be a little bit confusing as i will use this town for it.

The creature line-up is not complete either.
I will work more on my faction tomorrow.

Oh there is a new system in creature line-up.
If you dont like then say.

It goes like this.

1. H4 Style, choose, Creature 1 or Creature 2
2. H5 style. Creature-Upgrade-Alternate Upgrade
3. H5 style. Creature-Upgrade-Alternate Upgrade
4. H4 Style, choose, Creature 1 or Creature 2
5. H5 style. Creature-Upgrade-Alternate Upgrade
6. H4 Style, choose, Creature 1 or Creature 2
7. H2 Style Creature-Upgrade-Upgrades Upgrade


The H4 style creatures will now have ONE upgrade to make it more fun to play. But you will need a rare rescourse to build the upgrade building.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted February 23, 2008 02:56 PM

I think the parry ability of the battleguard is slightly overpowered. Half of the attacks will go into nothing? Thats quite the same as the incorporeal ability of the ghosts, which are tier 3 and have lesser (or equal) hitpoints! Too much for a tier 1 creature!

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xerox
xerox


Promising
Undefeatable Hero
posted February 23, 2008 03:01 PM

Yes, i will change that into 25% and increases the cost a little bit.
Thanks for seeing the balance issue.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted February 23, 2008 03:42 PM

I have to say this is a very interesting faction! Love how you have entagled your own history ideas in with the existing one. And that the creatures have quite interesting background stories too


Quote:
H5 style. Creature-Upgrade-Alternate Upgrade
H4 Style, choose, Creature 1 or Creature 2
H2 Style Creature-Upgrade-Upgrades Upgrade


The H4 style creatures will now have ONE upgrade to make it more fun to play. But you will need a rare rescourse to build the upgrade building.



Love this part. Much versatility in terms or replayability and use of tactics

Great job! And Im curious of what more to come



____________


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xerox
xerox


Promising
Undefeatable Hero
posted February 24, 2008 05:16 PM
Edited by xerox at 17:17, 24 Feb 2008.

Some changes:

PATCH 1.0.1


Hatchlings + Upgrades health reduced to not make them overpower.
Reduced speed to 7 on Death Hatchling.

You will no longer need a rare rescourse to get the upgrade building, to make it more fun to play.

The parry now has a 20% to trigger, not 25%.


ABOUT HEROES 6
Something you should know.

In my heroes 6 there are FOUR diffrent types of towns.

The first one is the normal towns.

The second one is Mercenary Towns, neutral towns which have cheaper creatures and additional service. But only 4 tiers of creatures without upgrades. There is one magic mercenary town (Nexus aka Conflux) and one might mercenary town (Beastmen/Refuge).

The third type of town is Capturable Towns.
They are towns owned by nobody but when you capture then you can choose what town it will be come.
For example.
Heroes reaches that kind of town.
He gets to choose what town it will become (Inferno, Grove, Rampart, Necropolis etc).
I hope you understand.

The fourth and last town is not really towns.
There are certain places spread through the map which can mainly be found in areas with much mines and other rescourse buildings.
On that special place (which has no name yet) you can either build an Outpost or an Settlement.
The Outpost is rather cheap and increases the amount of rescourses you get from nearby mines and lumber mills etc.
You can do basic things therel ike recruit heroes and buy ballistas etc.
The others are called Settlements. The Settlement is much more expensive but you can recruit creatures there but for a higher cost.
You can not build builidings in the areas. When your town has gotten for example the Dragon dwelling then your Settlement will also get the Dragon dwelling.
Each town has its own kind of Settlement or Outpost.
For example Sanctuary outposts are called Shrines and Settlements Temples.
An Settlement greatly increases the nearby income of rescourse building.

Tier 2 will come today.
Star Sister-Night Maiden-Moon Daugther


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

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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted February 25, 2008 10:47 PM

Wonderful idea with the 4 town types!

But I don't understand the settlement and its creatures. Are there dragons if you have already build the dragon dwelling when you build the settlement or will they bevome dragons available in a builded settlement when you build the dragon dwelling in your town? And what happens if you have more towns. Which creatures can be recruited in the settlements?

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xerox
xerox


Promising
Undefeatable Hero
posted February 27, 2008 11:00 AM

Sorry if its confused but i have changed about the Settlements and the Outposts.

Outposts can no longer recruit heroes.

Settlements can only recruit tier 1-4 creatures.
For example, if you are Haven (Stronghold) and build the peasant dwelling then your Settlement will also get the peasant dwelling.

I also thougt my own idea was great, lol

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xerox
xerox


Promising
Undefeatable Hero
posted March 02, 2008 12:40 PM

Do you think Draconiads are overpowered?

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

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted March 16, 2008 07:08 AM

Personally I think they are not overpowered.  Just my opinon.  Dragons are supposed to be tough, so a faction of them would be really tough.  Might want to put a limit on production to balance it a bit, but other then that they are good.
____________
Message received.

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xerox
xerox


Promising
Undefeatable Hero
posted March 17, 2008 12:37 PM

Added Archons and High Prophets.
Only my favorite creature, the "dragon hounds" left and the Mega Dragon and grail creature (Asha).
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Fauch
Fauch


Responsible
Undefeatable Hero
posted March 17, 2008 02:07 PM

hum, grail creature

the archon has a lots of spells

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xerox
xerox


Promising
Undefeatable Hero
posted March 17, 2008 02:56 PM
Edited by xerox at 21:16, 20 Mar 2008.

Sanctuary PART II
My faction is so big that the post became to long and things started to disappear.
Anyway here is part 2 of Sanctuary.


Trailer
The trailer for Heroes 6 last expansion, Champions of Asha.

Narrator: We guarded Ashan for centuries...
Shows a battle of dragonknigths and diciples versus demons.

Narrator: We sealed away the ancient enemies of the world...
Shows Sar-Elam and Disciples sealing away the demons.

Narrator: And then... we disappeared.

Narrator: When we disappeared the world was once again covered in chaos...
Shows important parts from Queen Isabels War.

Narrator: And when Ashan was doomed...
Shows the comming of Kha-beleth and the destruction of the old continent.

Narrator: we returned.

Shows a gigantic battle with dragons against devils, dragon hounds against pit lords, dragonknights against demons and diciples agaisnt succubuses. Narrator begins to talk when it shows scens of battles.

Narrator: Once again we are here to guard the world against the ancient evils and secure Ashan from its doom. And with new allies we are stronger then ever.
Switches scen. Now shows how armies of dark elves enter a Sanctuary town and how Raelag is promoted to one of the Dragonknights.

Narrator: The Age of Chaos has begun and desperate weapons are needed to win this war.
Shows dragonhounds, draconiads, explosive hatchlings and mega dragons in combat.

Narrator: Now its time to gather the ancient dragon gods of the past and defeat the hordes of Urgash once and for all...
Shows a battlefield full of dead corpses of demons and some dragonknights and diciples and diffrent kinds of dragons.
Shows a dragonknight that cuts of the head of the last demon on the battlefield. The demon is an archdevil.

Narrator: We are the champions of Asha and will never give up, we shall awaken the great Dragon of Order... before its to late.

Shows a last scene were the ground opens and fire and lava explodes out of it. And in the end the head, shoulders, neck and wings of a great demonic burning dragon which is huge (there will be a human next to it to show how gigantic it is) emeges from the gigantic hole and breaths a gigantic fire over Ashan, devouring all its life.

Racial Skill. Favor
By fightning for Asha the people of the Holy Sanctuaries gain favor by the Dragon Gods. Favor can be used as a rescourse or be converted into experience points.
Heroes gain favor through killing evil creatures and capturing towns, settlements and outposts. Towns, settlements and outposts generate some favor each day. The favor gained through towns depends on the town level. 1 favor per day for every five town level.
Outposts and Settlements favor per day also depends on the town level of your main town. Favor gained through settlements per day is half the favor gained from your town. Favor gained per day from outposts is half the favor gained from settlements.
So if you have town level 20 you will get 4 favor per day from your town, 2 favor from your settlement and 1 favor from your outpost per day.
The favor gained from killing evil creatures is received each week.
You gain diffrent amounts of favor for killing diffrent tiers of creatures.

Tier 1 = 1 Favor per 25 creature.
Tier 2 = 1 favor per 20 creature.
Tier 3 = 1 Favor per 15 creature.
Tier 4 = 1 Favor per 10 creature.
Tier 5 = 1 Favor per 5 creature.
Tier 6 = 1 Favor per 1 creature.
Tier 7 = 2 Favor per 1 Creature.

So if you kill 100 tier 1 creatures, 60 tier 2 creatures and 30 tier 3 creatures one week you will get 9 Favor at the begining of the next week.

Because Sanctuary creatures are very expensive you can buy them for favor instead of gold. You can also build building for favor.

Simple Favor: Your towns generate 1 additional favor per day and you will get 1 extra favor for tier 1-2 creatures.

Medium Favor: Your towns generate 2 additional favor per day and you will get 1 extra favor for tier 1-4 creatures.

Master Favor:
Your towns generate 3 additional favor per day and you will get 1 extra favor for tier 1-6 creatures.

Ultimate Favor: Your towns generate 4 additional favor per day and you will get 1 extra favor for tier 1-7 creatures.



Magic Hero. Oracle
For centuries the Blind Brothers preditcted the future and created prophecy for the good races of Ashan. The prophecies helped humans, wizards, dwarfs and elves to prepare against comming demon invasions.
These prophecies was made by Oracles, people who have been choosed by Asha and is one with her mind.
And after all these years the Oracles contiune to predict the future. Its a dark age and the Oracles will help prepare the war against the Demons, the Faceless and the Insectoids.
Without preparations and the awakening of Asha the world is doomed, and if Ashan falls then so many other worlds will...
Oracle Stats

Attack: 0
Defense: 0
Knowledge: 4
Spellpower: 1
Iniative: 11
Mana: 15
Speed: 4
Speed is only used if Battle Mode is turned on.

Might Hero. Avatar
The Dragonknights guarded the world for centuries, waging war on the evils of the world. Aided by the dragons themself they fought demons and sealed ancient evils away from civilization.
Dragonknights who did great efforts in the crusade against the evils of Ashan and gained lots of favor from the Dragons became Avatars.
Avatars were the champions of Asha and military leaders of the Ashanian Offensive. They were skilled in both magic and offense, but prefered to fight in melee combat.
The Avatars will bring great morale to the forces of good, and morale will be very needed against the enourmous demonic hordes of Urgash.
Avatar Stats

Attack: 2
Defense: 1
Knowledge: 1
Spellpower: 1
Iniative: 10
Mana: 20
Speed: 6
Speed is only used if Battle Mode is turned on.

Heroes. Avatars

Dracon
Dracon was the first Draconiad and is now the leader of them.
He leads Ashas projects and is a paragon for his people. Dracon can make his Draconiads the most dangerous troops on the battlefield.

Draconiad Commander: Specializes in Draconiads. All Draconiads, Draconiad Lietuants and Draconiad Guardiens in hero's army gain +1 to their attack and defense for every two levels of the hero, starting on first level.

Simple Favor: Your towns generate 1 additional favor per day and you will get 1 extra favor for tier 1-2 creatures.

Simple Attack: Increases damage dealt by your hero and creatures in melee combat by 5%.

Simple Defense: Decreases damage dealt to your hero and creatures in melee combat by 5%.


Tyron
Tyron is a Dark Elf who is a very close friend to Raelag.
Because of this relation he is rather rich.
And because of that he can supply his army and his towns very good. Tyron is also a mayor of some small towns and villages and has good political skills.

Noble
Tyron gains some extra gold from the towns each day. The number of gold depends on the town level.
Each town level gives 13 gold for all towns.

Simple Favor: Your towns generate 1 additional favor per day and you will get 1 extra favor for tier 1-2 creatures.

Medium Nobility: Reduces the cost of all creatures and building by 4%.


Lyrnia
Lyrnia is a former Blood Fury from Ygg-Chall and was a high priestesses of Malassa. She followed Raelag in hope of destroying demon cultists. It was demon cultists who slaugthered her family.
Now one of the Avatars she has promised to hunt down every single demon she can find.

Demon Hunter
This hero and its army deals 35% more damage to demons.

Simple Favor: Your towns generate 1 additional favor per day and you will get 1 extra favor for tier 1-2 creatures.

Simple Logistics: Increases hero's movement speed over land by 10% and heroes speed on the battlefield by 1.

Simple Light Magic: Allows hero to learn Light Magic spells of the third circle and makes Light Magic more effective overall.


Andavo
Andavo is one of the Wood Elfs and one of the few Avatars who prefers ranged combat. He has became a Ranger Commander of the Sanctuary armies and its rare that enemy troops even get close to his foot units.

Ranger Commander
Specializes in shooters. All shooters in hero's army gain +1 to their attack and defense for every third levels of the hero, starting on first level.

Simple Favor: Your towns generate 1 additional favor per day and you will get 1 extra favor for tier 1-2 creatures.

Simple Attack: Increases damage dealt by your hero and creatures in melee combat by 5%.

Attack: Archery: Increases damage dealt by hero and hero's creatures in ranged combat by 20%.


Caerlon
Caerlon was the greatest warrior and general of the Free Cities. Now he will be able to use his blade in war. Caerlon is now a Avatar and brings great morale to his armies. Often his armies wants to fight hordes of demons, insectoids and undead and show no signs of fear.

General
Each five level the hero gains one plus morale starting from level one.

Medium Leadership: Increases moral of all creatures in hero's army by 2.


Skill Percent: Might
Favor: 20%
Attack: 8%
Defense: 12%
Logistics: 3%
Luck: 3%
Leadership: 15%
Enlightenment: 8%
War machines: 10%
Light Magic: 5%
Dark Magic: 1%
Destructive Magic: 1%
Summoning Magic: 2%
Elemental Magic: 5%
Arcane Magic: 2%
Sorcery: 3%
Settling: 8%
Nobility: 8%
Naval: 8%
Survival: 15% (Battle Mode only)

Heroes. Oracles

Yagash
Yagash was a witch of Ygg-Chall. Through dark pacts, lies, treachery, assisantion and dark magic she managed to survive the Faceless invasion. Yagash are hated by many, but needed to win the War of the Dragons. She can convert even the highest ranked demon overseer to a friend of the Sanctuary and then kill him with poison.

Dark Alliance
This hero can take control of a enemy creature for some turns. When the control perish the creature will be affected by a poison, causing high damage for some turns.
Duration depends on knowledge and damage by spellpower.

Simple Favor: Your towns generate 1 additional favor per day and you will get 1 extra favor for tier 1-2 creatures.

Simple Enlightment: Hero receives +1 to one of his primary stats for every four levels including the levels already got and + 5% bonus to the experience gained.

Simple Survival: Increases heroes health by 25%.


Gaina
Gaina is a human girl who is one of the best promising new Oracles that have come. She has the ability to see inside persons, finding their weakness. Gaina almost joins every battle to find the weaknesses of Demon Lords, demonic generals and new elite troops of Urgash. Gaina also have great knowledge in Light Magic and is a great mage.

Vision
Hero has the ability to see through enemy creatures minds, finding their weakness so that a special kind of magic school or a special attack will be more effective against that target.

Simple Favor: Your towns generate 1 additional favor per day and you will get 1 extra favor for tier 1-2 creatures.

Simple Light Magic: Allows hero to learn Light Magic spells of the third circle and makes Light Magic more effective overall.

Simple Sorcery: Speeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 10%.


Dora
Dora is the only dwarven Oracle and spellcaster of the Ashanian Offensive. Arkath is the god of the dwarves but she likes Elrath better and he favors her. Dora can be considred undead, because when she dies Elrath ressurectes her or one of her legions.
Dora is a master of the light and destruction.

Racarnation
BATTLE MODE
This creatures ressurects itself upon death  with 50% health and 20% mana. Once per battle. Spellpower and level makes health and mana higher upon death.

NORMAL MODE
When a creature stack dies Dora will cast a free ressurection on it, without needing to have special skills in light magic.
Once per battle. Spellpower and level makes health and mana higher upon death.

Simple Favor: Your towns generate 1 additional favor per day and you will get 1 extra favor for tier 1-2 creatures.

Simple Light Magic: Allows hero to learn Light Magic spells of the third circle and makes Light Magic more effective overall.

Simple Destruction Magic: Allows hero to learn Destruction Magic spells of the third circle and makes Destruction Magic more effective overall.


Vandorgash
Vandorgash is a spirtual leader of the orcs and the ambassdor of them. He is both a oracle for them and for the Sanctuary.
Vandorgash has the ability to call upon the elementals when he attacks. Vandorgash is excellent in elemental magic.

Elemental Wrath
When this creature attacks there is a chance that he will also cast one of four diffrent spells. The spell is a free cast and comes after the hero attacks. Spells are Fire Ball, Lightning Bolt, Ice Bolt and Stone Spikes. Damage depends on spellpower and heroes level on chance.

Simple Favor: Your towns generate 1 additional favor per day and you will get 1 extra favor for tier 1-2 creatures.

Medium Elemental Magic: Allows hero to learn Elemental Magic spells of the third circle and makes Elemental Magic more effective overall.


Jarkazz
Jarkazz was one of Arantirs top followers. When Arantir died he was mudered by the new sinister lord of the undead.
But Asha saw something in him and ressurected him as a lich.
Now Jarkazz serves Asha and masters the arts of necromancy, he is one of few that is allowed to use it.

Necro Lord
Hero can raise dead corpses to undead.

Simple Favor: Your towns generate 1 additional favor per day and you will get 1 extra favor for tier 1-2 creatures.


Simple Dark Magic: Allows hero to learn Dark Magic spells of the third circle and makes Dark Magic more effective overall.

Simple Sorcery: Speeds up hero's casting in combat. Interval between two consecutive spell casts is reduced by 10%.


Skill Percent: Magic

Favor: 20%
Attack: 3%
Defense: 5%
Logistics: 3%
Luck: 3%
Leadership: 15%
Enlightenment: 12%
War machines: 5%
Light Magic: 15%
Dark Magic: 5%
Destructive Magic: 5%
Summoning Magic: 5%
Elemental Magic: 10%
Arcane Magic: 8%
Sorcery: 10
Settling: 8%
Nobility: 8%
Naval: 5%
Survival: 15% (Battle Mode only)

Town Description
A little valley in the mountains with many hills and terraces in the small mountains. A river flows through the valley from some great waterfalls in the north. On a large hill in the middle lies the great temple. There are several temples and shrines spread through the village and houses on the terraces which cover the mountain sides.
The town is a mix of temples and Fortress (humans) buildings.
You can also see some tunnels.

Buildings. Dwellings

Storage & Armory Recruits Foot Soldiers and Battleguards.
This is were all new weapons come when they are complete. Here the Sanctuary troops store weapons and ammunition.
Its starts with a storage but later becomes a Armory.
The Armory also serves as a barrack.
Daytime the sun covers the edge of the valley and on night the moon covers it.

Egg Chamber & Evoulution Chamber: Recruits  Death and Explosive Hatchlings.
In the Egg Chamber the dragons come to lay eggs. The Evoloution Chamber is a kind of laboratory were they evolve new kinds of dragons.

Shrine of the Stars & Shrine of the Moon: Allows you to recruit Star Sisters, Night Maidens and Moon Daugthers.
In these shrines the priestesses of Asha trains and pray.

Bastion & Garrison: Recruits Draconiads, Draconiad Guardiens and Lietuants. The Draconiads are guards of the Sanctuaries and live in garrisons and bastions near the walls of the towns.

Tower & Observatory: Recruits Adepts & Disciples.
Adepts train in great towers because they belive that the closer you are to the moon, the easier you will get in connection to Asha.
Disciples often build Obserbvatories to watch the stars and the state of Silvria, the moon that Asha lies in.

Raptor Hills & Raptor Mountains: Recruits Hill Screechers & Mountain Patriarchs.
The Raptors live in special hills where they breed and train better. The leaders of the raptors, the Patriarchs, live in the small mountains so that they can watch over their people.

School & University: Recrutis Dragon Riders, Dragon Lords and Dragonknights.
In these schools Dragon Riders train and in the larger Universities the Dragonknights and Dragon Lords studies and trains.

Pavilion & Golden Pavilion: Recruits Archons & High Prophets.
In the beutiful great pavilions of the Sanctuary the Archons, Oracles and High Prophets try to predict the future and gather information from Asha in meditation.

Laboratory & Cavern Labaratory: Recruits Dragon Hounds and Chromatic Drakeadons.
In the Laboratories the Draconiads create Dragon Hounds.
In bigger settlements they often build them inside the surroanding mountain sides.

Dragon Lair, Crystal Mountain and Diamond Halls: Recruits Lunar, Golden and Mega Dragons.
In the Dragon Lair all the dragons of the Sanctuary lives. Sometimes an Elemental Dragon will bless a lair, transforming it to Crystal.
Ashas lietuants build Diamond Halls within those crystal mountains to create Mega Dragons.

Special Buildings

Temple of the Dragons: Boosts Racial Skill.
Increases favor gained per week and allows you to change favor to experience.
In this great temple the worship of the Dragons grows. The people of the Sanctuaries get more favor for building more temples.

Altar of the Moon: Economy building.
Reduces the cost of all creatures by 10%.
In this altar people worship Asha onlt and offer gifts to her. In exchange she changes the economy of the Sanctuaries.


Statue of the Forgotten Heroes: Protection building.
All creatures have atleast one morale during a siege.
All soldiers are heroes. This statue has been buildt to honor those forgotten heroes, the soldiers, and also reminds the soldiers that they are also heroes under a siege.

Trade Square: Economy building.
One random rescourse each week and 500 extra gold per week.
The Sanctuaries were cities of pure trade before Queen Isabels War. Now the trade has been revived and a great square in the city has been buildt for only one purpose, trade.

Monument of the Dragon Gods: Grail building.
BLOOD OF URGASH VERSION
Monument of the Dragon Gods increases weekly creature growth by 20%, provides your empire with an additional 1500 gold each day and increases the effect of your crusade spells by 25%.
Summons a powerful creature to guard your town from enemies.
The Blood of Urgash is required to build this structure.

TEAR OF ASHA VERSION
Mounment of the Dragon Gods increases weekly creature growth by 50%, provides your empire with an additional 5000 gold each day and boosts morale of all your heroes by +2. Summons a powerful creature to guard your town from enemies.
A Tear of Asha is required to build this structure.

A great monument buildt in the honor of all dragon gods.
Its looks like Mount Rushmore, but complete.
In the middle is Asha herself, stretching out her wings.
Besides her are all the elemental dragons and her great wings behind them. Benath these dragons lies Urgash, Asha has her feet on his head.
If you have the town is a special view then you will overlook the valley, see the mounment at the edge of the valley and the sunrise or moonrise behind the mountains and monument.

Building Map



TOWN COMPLETE BUT I WILL STILL EDIT, AND IMPROVE OLD STUFF.


____________
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 March 17, 2008 09:42 PM

Sanctuary Creatures complete!

Racial Skill is Favor. Its points you gain to get extra stats and works as a extra rescourse plus those points  can be converted into XP.

Note that the grail creatures is not recruitable and will only appear when an enemy attacks a city with the Tear of Asha or Blood of Urgash builing in. This is because i dont want super weapons and instant win.
____________
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 March 18, 2008 05:11 PM
Edited by xerox at 20:25, 26 Mar 2008.

Tripple post.

Is the favor racial skill hard to understand?

I thougt that the Sanctaury creatures are so powerful so they dont need another boost. But they are expensive, so i had to make them cheaper with the help of the racial skill.

DO NOT FORGOT TO READ THE WHOLE FACTION BEFORE VOTING!!!
THERE IS A PART 2 OF IT.

And any suggestions what i can do to improve my faction before deadline (except heroes, which i will do tomorrow).

BUMP


BUMB 2
____________
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 March 26, 2008 09:46 PM
Edited by GenieLord at 14:21, 27 Mar 2008.

Cohesiveness: 10 / 10 - some would say that this faction is not cohesive at all, but comparing to other factions of two allied races (a trend of the last year that doesn't appear almost at all in this ICTC), this is very cohesive, in my opinion.

Imagination/creativity/originality/wow factor: 13 / 15

Back story: 6 / 10 - Let's face it: You cannot base a faction on "There's no good without evil." It's a nice thing, even I used it a bit, it has been used in so many of the proporsals, but always as a small part. The rest of the faction background is pretty good.

Battle facets: 7 / 10 - There are a lot of creatures abilities that you invented, but they aren't very interesting, original or creative. There's a serious lack of actived abilities, what makes the faction a bit imbalanced (actived ability waste your turn!). I've seen a lot of works of yours, and in others the creatures abilities were far better, honestly. Still, I added a couple of points for an interesting system of creatures.

Discretionary: 3 - for the grail creature, good fitting of the concept to the faction.

Overall Score: 39

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Momo
Momo


Promising
Famous Hero
posted March 27, 2008 02:05 AM

Cohesiveness: 8/10 points I agree with GenieLord only partially; more than a mixed faction, this looks a lot like a "dragons of justice unite!" faction, and some units -I'm looking at you dark elves- seem unfit.

Imagination: 13/15 points kinda doubles the judgement on cohesiveness... I like the lineup of dragons, but hate the "if you're good, jump aboard, everyone can come" feel of some other units. Essentially, focusing on the dragon faction and expanding it better would have resulted in a better job. Everyone loves dragons after all.


Back story: 7/10 points
GenieLord said it best, but I give you a 7 anyway because a not-so-credible story it's still better than no story.


Battle facets: 7/10 points
the good is a lot of work, a throng of creatures, and some attention to the role each creature is supposed to play. The bad is that all this effort doesn't lead to a developed and distinct gameplay. One point more for the "grail creature" idea.


Discretionary: 4/5 points
mainly, out of effort and because I love dragons and loved even more the hatchlings as creatures.

Overall Score: 39

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xerox
xerox


Promising
Undefeatable Hero
posted March 27, 2008 07:31 PM

No that bad
But when i think about it, it would have been much smarter to do a insectoid faction.

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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted March 30, 2008 04:39 PM

Cohesiveness: 7/10 (it fits in well, but I'm not a friend of destructing the living space of most Heroes 5 races, that's a bit brute-force method rather than implementing a faction harmonic, you should have stayed with the dragon theme and not putting a creature from abandoned dungeon faction in)

Imagination: 14/15 (near top mark for this, nice descriptions and a good amount of innovation)

Back story: 8/10 (your effort is good, all seems to fit reasonably well, but in my opinion Asha plays a too active role here)

Battle facets: 8/10 (seems to be a good variety, the creature line-up could be explained more, is it right that there are creatures with alternative upgrades on some tiers and on other alternative creatures on others? Or can all creatures be build? Racial is a creative idea, creature abilities are solid)

Discretionary: 4/5 (for your effort and some great ideas)

41/50

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xerox
xerox


Promising
Undefeatable Hero
posted March 31, 2008 07:54 PM

I thougt there would be to many creatures if all had alternate upgrades. And some people even dislike alternatives.
The creature system idea was to mix all diffent heroes line-ups, so all players could enjoy it (yes, there are people who liked H4, but not me).

This town is a part of my H6 idea. There are many diffrent towns in my idea and one of them is Mercenary Towns, towns with 4 tiers without upgrades. They cost more and you can train your hero there plus do some other stuff.
I will probably change dark elves to a mercenary town in H6.

But thats nice ratings, thanks

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