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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Finding Harmony Town Competition
Thread: Finding Harmony Town Competition This thread is 43 pages long: 1 2 3 4 5 ... 10 20 30 ... 39 40 41 42 43 · «PREV / NEXT»
Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted July 12, 2008 05:54 PM
Edited by Adrius at 18:54, 12 Jul 2008.

Now this is much harder... I guess the easiest thing is to create some sort of swamp town... hmm...

Ok people, I'll reserve the town name: "swamp"

Edit: I just figured that reserving town names is a bit mean since I'm sure many of you have already started with your faction...
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mvassilev
mvassilev


Responsible
Undefeatable Hero
posted July 12, 2008 07:04 PM
Edited by mvassilev at 03:04, 26 Jul 2008.

Necrosilva

During Queen Isabel's War, Nicolai's Necromantic armies entered the Sylvan forests. After Markal and Nicolai's fall, some of the Necromancers decided to stay at their bases than retreat to Heresh, and enslaved and corrupted the forests. They have defiled the forests, and bent them to their will. They have also learned how to quickly defile their enemies, making them less effective in combat.

L1: Shades are corrupted Pixies. When the Necrosilvans came and enslaved them, the Pixies lost all concern for the living, and became Undead. They are also not so strongly connected to the material realm any more, so they are harder to hit. Forest Shades are the spirits of the Sprites, and have retained their ability to cast a spell, albeit a darker one. Field Shades are the spirits of Dryads, and their affinity with both undead magics and the forests have given them the ability to resist magic.
Shade (Incorporeal, Undead, Flying) > Forest Shade (Incorporeal, Caster (Slow), Undead, Flying) or > Field Shade (Incorporeal, Magic-proof 25%, Spray Attack, Undead, Flying)

L2: Fly Traps are new evil plants bred by the Necrosilvans. From primitive fly-eating plants, they created walking monster plants that could fight. Rotting Fly Traps are especially foul, and their stench is horriible. Waspworts are Fly Traps who have gained the ability to shoot, making them even more dangerous.
Fly Trap (Assault, Take Roots) > Rotting Fly Trap (Assault, Take Roots, Fierce Retaliation, Festering Aura) or > Waspwort (Take Roots, Shooter, No Melee Penalty)

L3: Poachers are Hunters who have left Sylvanna and started worshipping the Spider Goddess. They have joined the Necrosilvans, and have been Defiled, but have retained their will. Master Poachers are the elite among them, selected from the best of former Hunters. Snipers are Poachers who are especially skilled at marksmanship. They can strike a creature and hurt it even more.
Poacher(Shooter, Elves Double Shot, Crippling Wound, Undead) > Master Poacher (Shooter, Elves Double Shot, Crippling Wound, Undead, Warding Arrows) or > Sniper (Shooter, Crippling Wound, No Range Penalty, Blade of Slaughter, Undead)

L4: The Wolves have joined the Necrosilvans too. They are dangerous beasts, able to attack in groups and call more of their bretheren to kill prey. Dire Wolves are especially large and powerful wolves, and are able to extract life energy from their foes' corpses. Werewolves are a combination of a human and a wolf, both of whom have been Defiled. It has a dangerous cunning wile, and is strongest in the days of the full moon, though that is not to say that it is not strong otherwise.
Wolf (Howl, Pack Hunter) > Dire Wolf (Howl, Pack Hunter, Scavenger, Cleave) or > Werewolf (Howl, Pack Hunter, Lycanthrope)

L5: Corrupt Unicorns were magestic beasts once, but now they have been Defiled by the Necrosilvans. They have retained their ability to resist magic. Black Unicorns are especially Defiled ones. They can drain the life energy out of their enemies, and heal their own wounds. Shadow Unicorns have been corrupted through the vilest of Defilement rituals, and have been dedicated to Asha the Spider Goddess. They now have an affinity with Dark Magic, and can turn it to their master's will.
Corrupt Unicorn (Aura of Magic Resistance, Large Creature, Undead) > Black Unicorn (Aura of Magic Resistance, Large Creature, Life Drain) or > Shadow Unicorn (Large Creature, Undead, Reverse, Child of the Darkness)

L6: Liches were once mediocre mages who feared death, and have attempted to make themselves immortal by turning undead. Though they still have their spellcasting ability, they are servile to the Necrosilvans. Power Liches were stronger mages, and have strengthened their magical abilities with the transformation to undead. Archliches have specifically focused on increasiing their spellcasting ability when turning undead, but are still inferior to the Necromancers and Necrosilvans.
Lich (Shooter, Undead, Death Cloud, Caster (Vulnerability, Decay)) > Power Lich (Shooter, Undead, Death Cloud, Caster (Vulnerability, Decay, Blindness), Purge) or > Archlich (Shooter, Undead, Death Cloud, Caster (Vulnerability, Decay, Curse of the Netherworld), Sorrow Strike)

L7: Rotten Treants are Treants that have been Defiled, and are rotting. They have an affinity with the Defiled nature of the corrupted forest, and can entangle their enemies in their roots, and curse them. Foul Treants are the most Defiled creature in the Necrosilvan armies. Their connection with corrputed nature lets them entangle enemies who simply approach them. Destroyer Treants are Defiled Treants whose anger at Defilement has been turned to serving the Necrosilvans. They strike at their enemies powerfully and curse them.
Rotten Treant (Large Creature, Enraged, Entangling Roots, Evil Roots, Undead) > Foul Treant (Large Creature, Enraged, Entangling Roots, Evil Roots, Undead, Take Roots, Entangling Aura) or > Destroyer Treant (Large Creature, Enraged, Entangling Roots, Evil Roots, Undead, Hexing Attack, Two Attacks)

New Abilities:
Lycanthrope: On Days 14-16, the creature doubles its attack and defense, and after attacking, its target turns into a stack of Werewolves. The amount of Werewolves in the stack is (Total Hit Points of Stack)/(Hit Points of a Werewolf)
Reverse: Harmful Dark Magic spells cast on this creature have the opposite effect (Weakness acts as Divine Strength, and so on. Blind gives it the Preparation ability, and Curse of the Netherworld heals it. Vampirism works normally.) Light Magic spells have the opposite effect as well (Divine Strength works acts as Weakness, and so on. Word of Light does double damage.)
Child of the Darkness: Any Dark Magic spell, except damage-dealing ones, cast by anyone, will also be applied on this creature on Expert level.
Evil Roots: Entangled creatures have a random curse inflicted upon them every time it is their turn.
Entangling Aura: All creatures who end their movement within two squares of the creature are entangled.

Racial Skill:
Defilement: Enemy creatures have a Defilement counter in combat, usually starting at 0, and gain Defilement Points when various actions are preformed upon them. They can also lose Defilement Points when blessing spells are cast upon them. Gaining Defilement Points, they can attain 3 Defilement Levels that will unlock curses and weakenings for the stack. The curses depend on the creature's alignment. Think about it like Blood Rage in reverse. Also, when an afflicted creature dies, it leaves a Cloud of Affliction where it stood, which has a 25% chance of stopping enemy creatures that move through it.
Haven: L1: -5% attack, -5% damage. L2: Weakness. L3: -7.5% damage, -7.5% defense
Inferno: L1: -5% initiative, -2.5% speed, -2.5% initiative. L2: Ignite. L3: Slow, Gated creatures disappear, creatures can't gate.
Necropolis: L1: -5% damage, -5% speed. L2: -10% damage. L3: -10% initiative.
Dungeon: L1: -10% damage. L2: +10% magic damage. L3: Weakness.
Sylvan: L1: -3 Luck L2: -7.5% damage, -2.5% initiative. L3: Slow.
Academy: L1: Weakness. L2: -10% speed. L3: Creature artifacts are negated.
Fortress: L1: Vulnerability. L2: -10% defense. L3: Creature can't use runes.
Stronghold: L1: -10% defense. L2: -3 morale. L3: Creature can't increase Blood Rage points.
Necrosilva: L1: -5% initiative, -5% speed. L2: Decay. L3: +10% magic damage.

Defilement L1: 200 points.
Defilement L2: 500 points.
Defilement L3: 1000 points.

Actions that change the Defilement level:

Creature is cursed by a L1 spell: + 20 points.
Creature is cursed by a L2 spell: + 40 points.
Creature is cursed by a L3 spell: + 80 points.
Creature is cursed by a L4 spell: + 160 points.
Creature is cursed by a L5 spell: + 320 points.
Creature is attacked by a Necrosilvan creature: + 30 points.
Skipping a turn due to bad morale: + 50 points.
Fleeing due to Cowardice, or moving due to Maneuver: + 40 points.
Moving: + 10 points.
Attacking: + 10 points.
Creature is entangled: + 20 points.
Waiting: - 30 points.
Defending: - 50 points.
Creature is blessed by a L1 spell: - 10 points.
Creature is blessed by a L2 spell: - 20 points.
Creature is blessed by a L3 spell: - 40 points.
Creature is blessed by a L4 spell: - 80 points.
Creature is blessed by a L5 spell: - 160 points.

Basic Defilement: Allows Defilement Level 1 to trigger.
Advanced Defilement: Allows Defilement Level 2 to trigger.
Expert Defilement: Allows Defilement Level 3 to trigger.
Ultimate Defilement: Decreases the Defilement thresholds by 25%, bringing them to 150, 375 and 750.
Curse of the Dark: Creatures in L1 Defilement will be affected by Dark Magic with 1.25 effectiveness, L2 Defilement with 1.5 effectiveness, and L3 Defilement with double effectiveness.
Festering Wound: Every time a creature is attacked by a Necrosilvan creature, Defilement increases more than usual. For Basic Defilement, it will increase by 35, for Advanced by 40, for Expert by 45, and for Ultimate by 50. Also, every time a creature is attacked after the first time, the bonus increases by 3 points.
Vile Strike: The hero selects a creature from his or his enemy's army. If he selects a creature from his own army, every time it attacks, the hero will cast a random curse upon its target, without expending any mana. If he selects an enemy creature, the hero will cast a random curse on it without expending any mana every time it's the creature's turn.
Abominant Affliction (Ultimate): Evemy creatures in the start combat with an additional 500 Defilement points.
Like a Knife through Butter (Attack): All friendly creatures attacking a Defiled creature automatically attack again if at least 1 creature from the target stack is killed.
Dark Subjectibility (Dark Magic): If a Dark Magic spell hits a creature that is Defiled, its mana cost for that casting is reduced by 20%.
Feeble Strike (Defense): When a defending creature is struck by a Defiled creature, the damage is further reduced by 20%.
Burning Decay (Destructive Magic): When a Defiled creature is struck with Fire-elemental magic, the damage is increased by 20%, 40%, or 60%, for L1, L2, and L3 Defilement, respectively.
Knowledge of Disease (Enlightenment): The effects of Defilement inflicted upon creatures increase by 50%.
Demoralization (Leadership): For every level of Defilement, the morale of the creature drops by 1.
Battle Despair (Leadership): Every time a creature gets negative morale, its Attack, Defense, and Damage will decrease by 10, 20, or 30 percent, depending on the level of Defilement, until its next turn.
Painful Cure (Light Magic): All of your creatures gain the activatable ability "Painful Cure", which enables them to attack an enemy creature with extra damage, but reduce the creature's Defilement points.
Foul Mine (Logistics): A hero that visits a mine will infect it. When another hero visits that mine, his army's morale will be reduced by 1 for a week.
Ill Luck (Luck): Reduces a stack's luck by 1, 2, or 3 for every level of Defilement. If an enemy creature gets bad luck when attacking, its target will strike twice when retaliating.
Forced Reversal (Sorcery): When an enemy hero casts a spell, there is a 25% chance that the spell will have the opposite effect. Curses will buff, Blesses will weaken, and Damaging spells will resurrect. Summoning spells will unsummon an equal number of hitpoints in the enemy hero's army that it would have summoned. For Blade Barrier and Arcane Crystal, the damage will heal the attacking creature. Fire Trap is also reversed.
Defilement of the Summoned (Summoning Magic): When summoned creatures are defiled, they will drain an amount of mana from their controller equal to 1/5 of their total hit points.
Catapult of Disease (War Machines): A catapult is able to shoot a Cloud of Affliction anywhere on the battlefield.
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Eccentric Opinion

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted July 12, 2008 08:37 PM
Edited by Lexxan at 15:25, 25 Jul 2008.

The Wild

That will be the faction
Race: Troglodytic

Motto: "Trust, none but yourself"

Facts and Traits:
Associated Colours: Purple, Dark Green and Greenish White
Worship: Malassa, the Dragon of Darkness
Core Philosophy: "Vengeance and Deceit are more powerfull than Forgiveness and Honesty"
Country/Kingdom: Wulafclo (Wolfclaw)
Capital City: Wudhao (Woodhowl)
Key Symbols: The Eye of Malassa
Alighntement: Chaotic Evil
Allies: Dungeon, Stronghold, Academy
Enemies: Sylvan, Haven, Inferno
Neutral: Fortress, Necropolis




Story
Deep in the Forrest or East Irollan, a race dwells that was despised for centuries and centuries. They are the Troglodites, blind humans, who used to dwell underground with the Dark-Elves. They were Humans once, but were punished by Elrath and turned into these Monsters. But how and why did all of this happen ?

During the fifth Eclypse, and the Falcon Empire was overrun by the Demon, led by the Demon Lady Jezebeth, a human Expedition of Survivors, led by Sir Troy Fairbanks, entered Irollan. They asked Asylum in Irollan, but King Malavon, an ally of Empress Maeve, refused to grant it to them, fearing that the Demons might attack Irollan as well. Instead, he granted them a piece of Land near the border with Ygg-Chall, where the fugitives could live for as long as they needed to. The Human Expedition founded the Wolfclaw County, which was independent of the Holy Falcon Empire. During they stay near the Ygg-Chall borders, the Humans befriended themselves with the Drow, whom dwelled in caves near their towns. Slowly, but firmly, the two races grew closer together. Human began to trade with the Drow, and even were allowed in their towns, so great was the bond between the races. But the bond had it's downsides as well. The Wolfclaw began to hate thier High-Elf and Wood-Elf neighbours, due to the exposie to the Dark-Elven hate towards the serene Druids.

The Dark-Elf Soulscar Clan Leadress, Atrana, even managed to convince their allies to renounce Elrath and adopt Malassa instead, an event that cause Elrath to be furious with the Wolfclaw, something that will play a great part in our story. Atrana even allowed the Wolfclaw to build cities in Soulscar territory which was a great honour for the Humans, to the Drow's annoyance. Atrana was a very evil and cunning Drow Woman. She seduced the Wolfclaw Count, Troy Fairbanks III in a way that would make Biara envious, and convinced him to murder the venerable Elven King, Malavon, "the Elf who had refused to help them.", so Atrana called Malavon. In the end, Count Fairbanks and his henchmen attempted to assasinate the King, by shooting him with a poisonned dart, but unfortunately, the Druid Arduïr interviened, healing the King and capturing the Assassins. (Arduïr is Thieru's grandfather). The Elves, who usually favour humiliation and Exile to execution were outraged and executed Fairbanks and his henchmen. But the story isn't over yet !

After Elrath, the Wolfclaw now had upset Sylanna as well, and the Dragon of Earth was so furious that she immedeately let billions of trees, bramble hedges, shrubberies and other plants, sprout in the Wolfclaw Dutchy, which was overgrown by the plants and vanished in the newly created forest. Elrath, encouraged by Sylanna went even further. He cursed the Wolclaw Humans, for upsetting his sister and renouncing him; he turned them into slimy pale creatures, who couldn't see daylight. If they did, they would die. He also banished them from the underground. Malassa wasn't able to do anything, but one thing. To save her worshippers she separated the Eyes from the Wolfclaw monsters and let the Eyes sprout Tentacles. Hence the Beholders were created; and the Wolfclaw Humans, cursed by Elrath and Sylanna, and hated by Human and Elf, were no called the Cave-dwellers, or Troglodytes, in Human tongue.


Racial Skill: Transmutation: The Troglodytes can move or transfigue objects on the Battle Map, changing it's structure or kind. The Transmutation can also work on Units, but it requires Mana then.


 
Units:

Advanced line-up

1) Whisp -> Will O' Wisp/Spooklight. (small - Flyer)
2) Troglodyte Poacher -> Troglodyte Trapper/Troglodyte Ranger. (small - Walker/shooter)
3) Oculus -> Argus/Maloculus  . (Large - Flyer/shooter)
4) Wolf -> Graywolf/Winter Wolf. (small - walker)
5) Hermit ->Prophet/Heretic. (small - caster/shooter)
6) Madrake -> Mandragora/Waspworth. (large - shooter)
7) Fallen Angel -> Nephelim/Nightbringer. (large - Flyer/caster)

Creature Sheets:

Level one
Description: Whisps are told to be the spirits of Ancient Fallen Elven Warriors, both Drow and High Elven. Some say they are evil spirits that guide enemies of the dangerous Forest paths; Some say they are powerfull magical beings. The most wise however, knew that they are spirits summoned by the Troglodyte Transmuters, in order to distract an enemy and leading them in to a Troglodtye Ambush.
Wisps are Non-Elven Spirits and are numerous and weak.
Will O' Whisps are High-Elven Spirits, who easiliy distract oponents, while Spoollights are Dark-Elven Spirits, who are as fast and cunning as the Dark-Elven race itself.

Appearances: the Whisp appears as a group of four twirling, light-green orbs of (dimmed) light who twirl around in complex orbits. When the Whisp attacks, the orbs enter the target and reappear in front of it, like the ghost does. Will O' Wisps are larger and White, with a hint of blue. Spooklight groups counts six spooklights,who are slightly smaller and Dark-Red.

Tactics: Whisps are weak, weak, weak; the two-but weakest creature in the game, with abysmall statts. It has the same statts than the Goblin and the peasant, but is faster and a lot cheaper (and a bit more fragile). Insubstaniality helps in melee and ranged combat, but is useless versus Spellcasters. Use Whisps as cannon fodder and shooter blockers. Potentially average, and having a high growth can mean Whisps can be a pain in the nech, especially for Haven or Necropolis in early game. Versus Academy and Dungeon however, this creature is laughable. The Will O' Whisps are rather though, making them half-tank, half-fodder. The Spooklights are a weaker version or the Air Elemental.

Whisp
Att: 1
Def: 1
Dam: 1-1
Hp: 2
Sp: 6
In: 13
Sh: 0
Ma: 0
Gr: 25
Cs: Extremely Cheap
Lvl: 1
Kind: Spooklight - Elemental
Faction: Wild
Alighntement: Evil
Dwelling: Shaded Grove
Special Abilities: Flyer, Floater, Insubstanial, Strength in Numbers
Spellbook: empty

Isubstanial: Physical Dammage versus this creature is Halved. Note: This includes Fist of Wrath but excludes Poisons, Decaying, Spell Dammage (except FoW), Firebreath, Flaming Arrows, Fiery Wrath, Hero Attacks and the Mage's ranged attack.

Strength in Numbers: for every unit in this stack, the damage is increased by 1% per level per creature
Note: this is 1% per creature for the Whisps

Will O' Wisp
Att: 1
Def: 2 (+1)
Dam: 1-2 (+0-1)
Hp: 5 (+3)
Sp: 6
In: 13
Sh: 0
Ma: 0
Gr: 25
Cs: low
Lvl: 1 upgrade
Kind: Spooklight - Elemental
Faction: Wild
Alighntement: Evil
Dwelling: Faded Grove
Special Abilities: Flyer, Floater, Insubstanial, Strength in Numbers, Taunt
Spellbook:

Spooklight
Att: 2 (+1)
Def: 1
Dam: 1-1
Hp: 4 (+2)
Sp: 7 (+1)
In: 15 (+2)
Sh: 0
Ma: 0
Gr: 25
Cs: Cheap
Lvl: 1 Alternative
Kind: Spooklight - Elemental
Faction: Wild
Alighntement: Evil
Dwelling: Grim Grove
Special Abilities: Flyer, Floater, Insubstanial, Strength in Numbers, No enemy Retaliation
Spellbook:

______________________________
Level two

Description: After the curses of Elrath and Sylanna were cast upon the Wolfclaw Humans, they evolved into the Troglodytic race. Troglodytes are sedentairy hunters and gatherers, and this is refected in their militairy. Every Troglodyte is learned how to use all the sences they possess and this gives them great reflexes. Although Troglodytes don't have eyes, they can create a bond with they discarded eyes, the Oculi. These two creatures can create a bond between them which benefits both. For the Trogs however, it grants them vision ,allowing them to (re)act faster as usual and sometimes even shoot at the enemy.  

Appearances: Troglodytes look similar to the H3 (unupgraded) Trog, but they are a lot paler and have scales (like a reptilian) instead of spikes. Skin colour of the Trogs is a palish, greyish green (see below). Trogs have spears a weapons. The Poacher's spear is in fact a sharp stone bound to a stick with a rope. Poachers wear a leather loincloth and amulets made of bones. These bones also hang from their belt. The Poachers' bodies are body-painted with a crimson liquid that has an eerily resemblance to blood. Their pose is almost identical to the H3 trog, save tha fact that they cluch their spear with both hands.
Trappers wear a tunic sown from worn leather and a cloak made of bear furr. Their spears are less amateuristicly made and are obviously made of Iron.  they have a simple leather belt, fromwhich different kinds of traps and snares dangle. they aren't body painted or don't wear bone-amulets
Rangers don't carry spears; instead, they carry Javelins (thinner and aerodynamic spears), one in their right hands (which they attack with) and another four in their left hands. They wear a dark green tunic, that perfectly blends in with the surrounding forrests. Above the tunic, they wear studded Leather Armour. Like the Poacher, they wear bone-amulets and their bared faces and arms are painted with a dark green paint, matching the tunic, they are wearing.

Skin colour of the Trogs:


Tactics: Again a weak statistical creature. The main key to victory for the Trogs is to let them bind by your Oculi, which will boost your statts. This boost is important, your Trogs will gain the Defence, Hit Points and Initiative they lack. In addition they gain Polearm, which is makes them a nice offencive unit. However, even with the Statt boost, they are weak and will fall easily. Upgrade them quickly. Troglodyte Trappers are more powerfull than Rangers, but Trappers are melee attackers, while Rangers are able to shoot (if bound to you Oculi, that is). Both the upgrades are slightly below the average of their level, but become average after Eye-Bond has been used. Note that as soon as either the Trogs or the Oculi are killed, the bond vanishes.

Troglodyte Poacher
Att:2  [2]
Def:1  [3]
Dam: 1-3 [2-3]
Hp: 9[12]
Sp: 4[4]
In: 9[10]
Sh: 0
Ma: /
Gr: 14
Cs: somewhat low
Lvl: 2
Kind: Troglodytic - Humanoid
Faction: Wild
Alighntement: Evil
Dwelling: Poacher's Burrow.
Special Abilities: Unseeing, Eye-bond, [Polearm], Camouflage.
Spellbook: empty
Unseeing: Creature cannot see. Therefore it's immune to Seduce (not Puppet Master!) and Blind. However, it suffer from + 25% ranged damage.
Eye-bond: this creature can bond with the Oculus, thus losing the Unseeing ability. It also gain extra abilites (between []) and minor stat increasements.
Polearm: equal to the H4 Pikeman ability. The creature attacks from a distance of 2 square in melee. in addition, the creaute can't be harmed by Fireshield, retaliation or Magmashield, as long as it doesn't attack a creature adjescent to itself.
Camouflage: A form of invisibility. Creature becomes camouflaged for three turns, duringwhich it must attack a creature, which won't retalialate and will be stunned. Note that Camouflage is lifted when an enemy is standing next to the target. Elementals and Dragons aren't fooled by camouflage though and are able to see camouflaged creatures.  

Troglodyte Trapper
Att: 3 (+1) [5]
Def: 2 (+1) [3]
Dam: 2-3 (+1-0) [3-4]
Hp: 12 (+3) [15]
Sp: 4
In: 10 [11]
Sh: 0
Ma: /
Gr: 14
Cs: Moderate
Lvl: 2 Upgrade
Kind: Troglodytic - Humanoid
Faction: Wild
Alighntement: Evil
Dwelling: Trapper's Burrow
Special Abilities: Unseeing, Eye-bond, [Polearm], Camouflage [Set Traps (*2)]
Spellbook: empty

Troglodyte Ranger
Att: 2 [3]
Def: 3 (+2) [4]
Dam: 2-3 (+1-0) [2-5]
Hp: 10 (+1) [12]
Sp: 4
In: 9 [10]
Sh: 0 [6]
Ma: /
Gr: 14
Cs: moderate
Lvl: 2 Alternative
Kind: Troglodytic - Humanoid
Faction: Wild
Alighntement: Evil
Dwelling: Ranger's Burrow
Special Abilities: Unseeing, Eye-bond, Camouflage,[Polearm],[Shooter], [No Melee Penalty]
Spellbook: empty

_________________________
Level three
Description: Malassa separated the Eyes from the Troglodytes, thus saving the former Wolfclaw Humans from further disaster. She gave the Eyes (or Oculi as they are called in Wulafclo) tentacle-like arms, so that could forage their own food or defend themselves versus enemies. Although separated by a Divine power, the Troglodytes use the Oculi in a symbiotic bond were both parties benefit. It grants the Troglodytes Vision, while it grants Intelligence to the Oculi, allowing them to use their hidden power to their potential. Maloculi are purely evil and more intelligent, while the Argi are physically stronger and sturdier.

Appearances: The Oculi have become very large for only an eye. Truth is, they are more than an eye. They are a large orbs of Flesh, with a large, lidless Eye in the middle and tentacles sprouting from below and the sides the fleshorb. Tentacles vary in number and size depending on the creature. Oculi have Six slender Tentacles, 2 from the left, 2 from the right and 2 from below. The colour of the Oculus' body is the SAME as of the H3 Beholder (salmonpink), the Eye is Grassgreen. The purple body of the Argus sprouts six tentacles as well (which are thicker and stronger-looking than those of the (Mal)Oculus. But Tentacles aren't the only things that sprout from the Argus' body: it's whole body is covered in eyes, which are loads smaller than the large, central Eye. The Central Eye and the small Eyes are Yellow. The Maloculus is a bit smaller than the Oculus, but it has eleven tentacles (3 from the left, 3 from the right, 3 from below, 2 from above) . The Colour of the body is a kind of brownish Orange, closely resembling the colour of rusted iron. The Eyes is crimson, and proportionally larger than usual.

Tactics: Oculi are above average units, who don't need to bond with Troglodytes to become effective. However, the loss of the Melee Penalty and the gain of Magical Immunities, along with minor stat boosts, still make it worthwile, especially when someone manages to reach the large Oculi. Note that Oculi are rather fast shooters, because they need to get rid of their shots before the enemy arrives. Trog-bond increased their melee abilities decisively and should be invoked as soon as the enemy reaches the Eyes (if not earlier). It doesn't matter if the Trogs or the Eyes invoke the bond. Both bonds have the same effect and are mutually exclusive ( the statt increasement would have doubled otherwise). Of the tow upgrades, the Argi are the stronger ones with a high amount of HPs, Def and Attack (the only thing lacking is initiative and Dammage), while the Maloculus has slighlty below average Defence and Hit points, but high initiative and dammage. Oculi are very susceptible to Weakness, so beware of creautures who can cast these spells.

Oculus
Att: 3 [4]
Def: 4
Dam: 2-4 [3-5]
Hp: 18
Sp: 5
In: 11
Sh: 6
Ma: /
Gr: 7
Cs: Morderate
Lvl: 3
Kind: Eye - Beast
Faction: Wild
Alighntement: Evil
Dwelling: Pillar of Oculi
Special Abilities: Large, Shooter, Flyer,[No Melee Penalty], Trog-Bond
Spellbook: empty
Trog-bond: Same as Eye-bond

Argus
Att: 6 (+3) [7]
Def: 7 (+3)
Dam: 2-5 (+0-1) [3-7]
Hp: 26 (8)
Sp: 5
In: 10 (-1)
Sh: 6
Ma: /
Gr: 7
Cs: Above Average
Lvl: 3 upgrade
Kind: Eye
Faction: Wild
Alighntement: Evil - Beast
Dwelling: Pillar of Argi
Special Abilities: Large, Shooter, Flyer, [No Melee Penalty], Trog-Bond, Hexing Attack,[Immune to Blind].
Spellbook: empty

Maloculus
Att: 6 (+3) [7]
Def: 4 [5]
Dam: 3-6 (+1-2) [4-7]
Hp: 23 (+5)
Sp: 5
In: 11
Sh: 6
Ma: /
Gr: 7
Cs: Above Average
Lvl: 3 Alternative
Kind: Eye - Beast
Faction: Wild
Alighntement: Evil
Dwelling: Collumn of Oculi
Special Abilities: Large, Shooter, Flyer, [No Melee Penalty], Trog-Bond, Evil Eye, [Immune to Puppet Master].
Spellbook: empty

_______________________
Level four

Description: The Former Wolfclaw Duchy was named after the numerous wolves that resided there. Unlike most wolves in Ashan, these aren't feral, but tamed, and follow their masters bidding. They lost the ability to hunt in packs and to howl by this. Graywolves and Winter Wolves are soo feral and ferocious that they must be controlled by the Transmuter to keep them calm.

Note: the Neutral Wolf is renamed "Feral Wolf" and REMAINS a separate creature with all it's abilities

Appearances: Like the Feral Wolf but a bit larger. The pelt fo the normal wolf is Black, not brown (that's how you can tell the difference between wolf and Feral wolf)? Graywolves are looking more ferocious than the wolves, with scary red eyes (their pelt is grey btw ). Winterwolves are White Wolves

Tactics: Wolves are small and agile. Use them offencively as they are quite vulnerable due to their abysmal defence and low hit points. No Enemy Retaliation underlines this purpose. Winter Wolves are more powerfull than Graywolves in almost every area, except defence, but they lack double attack.

Wolf
Att: 6
Def: 3
Dam: 3-7
Hp: 25
Sp: 6
In: 14
Sh: /
Ma: /
Gr: 5
Cs: Low
Lvl: 4
Kind: Canine - Beast
Faction: Wild
Alighntement: Evil
Dwelling: Wolf Den
Special Abilities: No enemy Retaliation, Wolf Bite
Spellbook: empty

Wolf bite:  Same as Lizard Bite.

Graywolf
Att: 6
Def: 6 (+3)
Dam: 4-5 (+1-0)(-0-1)
Hp: 25
Sp: 6
In: 13
Sh: /
Ma: /
Gr: 5
Cs: Moderate
Lvl: 4 upgrade
Kind: Canine - Beast
Faction: Wild
Alighntement: Evil
Dwelling: Wolf Cavern
Special Abilities: No enemy Retaliation, Wolf Bite, Double Attack
Spellbook:

Winter Wolf
Att: 6
Def: 4 (+1)
Dam: 5-12 (+2-5)
Hp: 35
Sp: 6
In: 14
Sh: /
Ma: /
Gr: 5
Cs: Moderate
Lvl:4 Alternative
Kind: Canine - Beast
Faction: Wild
Alighntement: Evil
Dwelling: Wolf Shelter
Special Abilities:No enemy Retaliation, Wolf Bite, Cone of Cold, Cold Resistance 50%
Spellbook:

Cone of Cold: once per battle, the creature can summon a IcCcone (one that isn't edible btw ) that spreads over six tiles. The enemies hit by the Cone NEVER retalialate, and suffer 5 Cold Dammage per Wolf.

Note: the cone spreads like shown below. the X's mark the affected Squares
Wolf cast the Cone below him.
+
++
+++

         
____________________________
Level five

Description: Once, these Hunchbacked and Serene Hermits were glorious Priests of Elrath before the Wolfclaw Humans were cursed by Sylanna and Elrath. They still dwell in the Churches where they once worshipped Elrath, Churches that now lie in ruin. Hermits and Heretics were the Priest of Malassa that were cursed, while Prophets still were worshipping Elrath (though they were having sympathies for Malassa as well)

Appearances: All three of them are the Troglodytic form of the Priest. Hooded and hunchbacked these creatures cannot walk probably and need to lean on a walking stick when walking. (if you look closely, you notice that the stick is in fact the shaft of their Hammer/Mace) They hold the (remainings of) they Crosses, whith they still use as a ranged weapon. The Hermit is completely hooded, wearing a ragged, tattered grey robe, which is bond around their stomache by a worn rope. Their stick is plain, simple (rotten) wood, that's covered with moss. Their cross is broken and severly rusted. The Prophet's cross on the otherhand is whole, though it is rusted a well (it has an eerie greenish gleam around it), their stick once were ornamented with silver, that now has turned opaque. Their robes aren't worn or ragged, but seem to be torn. The colour of their robes is white, but their robes are covered with red, green and brown stains (representing blood, moss and dirt respectively). Heretics aren't hooded, their hood simply hangs from their shoulders their robes useto be red, trimed with goldthread, oddly enough matich the robes of Alaric in H5. Their symbol isn't a cross, it's a golden miniature version of Malassa hanging from a chain. Their stick is ornamented with opaque gold, and seemingly, as the holes in the stick suggest, it would once have ornamented with gems as well.

Tactics: Hermits and their upgrades are, like the priests, very weak on damage. However, their Attack ratings are higher than their Haven brethen, though their initiative is lower. Note the Hermits also benefit from Eye-bond, which increase their initiatve and damage enough to make them average. Their spells are strong, especially the prophet's, who is more a Caster than a Shooter.If Hermits manage to Eye-bond, eliminate the quickly before they can unleash their spells (especially in the Prophet's case, who gains Divine Vengeance with Eye-bond)

Note: since they invoke the wrath of a god, the Hermits don't need sight to attack from a distance.

Hermit
Att: 14
Def: 12 [15]
Dam: 6-10 [6-12]
Hp: 58
Sp: 4
In: 9 [10]
Sh: 24
Ma: 25
Gr: 3
Cs: high
Lvl: 5
Kind: Troglodyte Pries - Humanoid
Faction: Wild
Alighntement: Evil
Dwelling: Forsaken Chapel
Special Abilities:Unseeing, Shooter, Caster, Eye-bond [no melee penalty]
Spellbook: Advanced Confusion, Basic Blindness

Prophet
Att: 13   (-1) [14]
Def: 15 (+3) [17]
Dam: 9-14 (+3-4) [12-15]
Hp: 69 (+9)
Sp: 4
In: 9 [10]
Sh: 24
Ma: 28
Gr: 3
Cs: high
Lvl: 5 upgrade
Kind: Troglodytic Priest - Humanoid
Faction: Wild
Alighntement: Evil
Dwelling: Forsaken Sanctuary
Special Abilities:Unseeing, Shooter, Caster, Eye-bond [no melee penalty], Mana Opportunism, [Mark of the Damned]
Spellbook: Advanced Confusion, Basic Blindness, Basic Divine Vengeance, Advanced Cleansing

Mana Opportunism: for each spell cast in battle (excpet the once cast by the stack, the creature gain 20% of the cast spell points, fraction rounded up.

Mark of the Damned: The creature can cast the ability "Mark of the Damned" on an enemy. The mark doesn't trigger when an enemy stack, that is not affected by the Mark, stands adjescent to the creature

Heretic
Att: 18 (+4) [20]
Def: 14 (+2) [15]
Dam: 12-14 (+6-4) [13-17]
Hp: 80 (+12)
Sp: 4
In: 9
Sh: 24
Ma: 25
Gr: 3
Cs: high
Lvl: 5 Alternative
Kind: Troglodytic Priest - Humanoid
Faction: Wild
Alighntement: Evil
Dwelling: Damned Chapel
Special Abilities:Unseeing, Shooter, Caster, Eye-bond [no melee penalty], [no range Penalty], Magic proof 25%
Spellbook: Advanced Confusion, Basic Blindness.

_______________________
Level six

Description: In the Jungles of Wulafclo, amny carniverous plants live. The Troglodytes have learned to adapt to them and even managed to tame one kind of them; the Mandrakes, who are know for their killing howl. People might ask themselves why the Troglodytes tamed the Mandrakes, and not the other plants. Well, the Mandrakes were the only plants that are both extremely intelligent (for a plant) and mobile (means they can walk ). Though originally created by Sylanna to haunt the Trogs, the Trogs actually reversed the situation. The Mandragorae's scream are so loud and sharp they can kill enemies, while the Waspworts excesively weakne their opponents

Appearances: Have you seen Harry Potter and the Chamber of Secrets ? If you have, know that the Mandrakes look exactly like them. If you haven't seen that movie, allow me to describe: Madrakes are roots, which have the form of a Human body. They are covered in vines (like the Pixie) are have, instead of hair, leaves atop of their heads. the Mandragora has more leafs on it's head, completely obsuring it's face, while the Waspworts are Marsh plants  and -flowers (like bulrushes) on their head and are covered in dirt. Wasps Encircle their heads. They attack by sending their pollen (in the case of the Waspwort, wasps) to the enemy, during which they omit a terrible scream, which can be deadly.

To give you an idea this would be the Mandragora:

Tactics: Average on Damage and Defence, and Low on Attack, the Mandrake's secret lies in their wail and their Bulky HP. They will be able to withstand a lot of bashing, but they aren't as deadly as they are used to be when attacking ranged. Luckily Wail works both melee and Ranged. Use them as shooter to kill the most dangerous opponents (especially with the Mandragorae). Once engaged in melee, use your powers to kill the melee shock troopers, who endanger your lower level units, like Hermits and Eyes

Mandrake
Att: 20
Def: 23
Dam: 15-25
Hp: 120
Sp: 3
In: 10
Sh: 12
Ma: /
Gr: 2
Cs: Somewhat expensive
Lvl: 6
Kind: Floweroid - Beast
Faction: Wild
Alighntement: Evil
Dwelling: Wild Garden
Special Abilities:Large, Shooter - Wail - Ranged Retaliation, Immune to Mind Controll
Spellbook:

Wail: Every Attack made by this creature has a 50% to deafen the Target and every enemy standing adjescent to it. Deafened Creatures have a 50% to carry out an order wrongly.
The wrong orders are: Move to a wrong square, attack an ally, attack the wrong opponent, cast a curse on an ally, cast blessing on enemy, attack in melee instead of Ranger, ignore command, wait, defend, use special ability or Miscast spell (= cast the wrong spell; eg: casting Fireball instead of Righteous Might); IOW everything the player hasn't asked for. Deafness last for 5 turns and can't be cleansed or healed by the Tent (Lay hands DOES work though, but Purge DOESN'T)
Note: Allied creatures can HARDLY EVER be deafened by allied Mandrakes (since their can't be Frenzied/Puppeted)
Note2: If you have Sandro's Cloak and have Puppeted/Frenzied the enemy's Mandrakes, their wail won't affect your troops, but the enemies

Mandragora
Att: 20
Def: 25
Dam: 20-25
Hp: 135
Sp: 4
In: 10
Sh: 12
Ma: /
Gr: 2
Cs: Expensive
Lvl: 6 Upgrade
Kind: Floweroid - Beast
Faction: Wild
Alighntement: Evil
Dwelling: Deafening Garden
Special Abilities:Large, Shooter - Killing Wail (altered Wail) - Ranged Retaliation, Immune to Mind Controll, No Melee Penalty
Spellbook: empty

Killing Wail: Same as Wail, but there is an additional Chance of 10% of Killing addtional enemies (1% percent for every four Mandrakes, at least one is killed, fractions rounded down; 4.6 = 5killed, 4.4 = 4killed, 4.5 = 4killed ) It replaces Wail.

Waspworth
Att: 23
Def: 25
Dam:  15-30
Hp: 145
Sp:  3
In: 10
Sh: 12
Ma: /
Gr: 2
Cs: Expensive
Lvl: 6 Alternative
Kind: Floweroid - Beast
Faction: Wild
Alighntement: Evil
Dwelling: Wasp Glade
Special Abilities: Large, Shooter - Wail - Ranged Retaliation, Immune to Mind Controll, Weakening Strike, Weakining Shot
Spellbook: empty

Weakening Shot: ranged version of Weakening Strike

____________________
Level seven

Description: Like every Haven town, the Wolfclaw towns had Angels to protect them. When cursing of Sylanna and Elrath took place, the Wolfclaw Angels were cursed as well. The Fallen Angels are seeking one thing: Vengeance. Though access to Light Magic has been denied to them, they try to pursue this vengeance through powerfull Dark Magic. Everyone fears these Renegade Angels, because you'll have to take casualties when fighting them.

Appearances: In appearance, the Fallen are a cross between the Seraph and the Wight. Their faces are still undoubtable Human and their still have their eyes. However they a black liquid emerges from their eyes permanently, like they are crying black tears. (They have gone EMO, the poor unfortunate emo's). The robes of the Fallen are plain black, the armour doesn't shine anymore and is weathered. Their weapons aren't swords anymore, but a cross between a Sword and a Scythe (which they wield like the Angels do). The Nephelim's robes aren still ornamented with golden thread, and their armour is still shiny, their swords are more Angel-like than the Fallen's. The Nightbringer are completely diffent. They seem to be crying blood, and they don't wear any armour anymore, only a long plain black robe. Their wings are black, and their weapon is a lot larger than the Nephelim/Fallen's and are more scythe-like than sword-like.

Tactics: Fallen Angels and their upgrades are tributes to the HoF fallen angel, which is now the Seraph. Their statts aren very Seraph-like, only that they are oevrral more balanced and faster. Their spells are very powerfull (Frenzy, Vampirism, Puppet Master, Arcane Armour). Both the Nephelim and the Nightbringer are powerfull spellcaster, nad though the Nightbringer has the best spells of the two, it's the Nephelim that has an enormous supply of Mana (and that can increase too, see specials). Keep in mind that their damage range is large, so watch out for Dark Caster, like Necro. Upgrade your Fallen Angels fast, as the Nephelim/nightbinger upgrades are a great step ahead. Overall, the Fallen Angels are amogst the strongest creatures in the game.

Fallen Angel
Att: 31
Def: 29
Dam: 25-50
Hp: 205
Sp: 6
In: 11
Sh: /
Ma: 30
Gr: 1
Cs: High + Sulphur
Lvl: 7
Kind: Nephelim - Celestial Being
Faction: Wild
Alighntement: Evil
Dwelling: Forgotten Altar
Special Abilities: Large, Flyer, Caster, Harm Touch
Spellbook: Basic Frenzy, Basic Vampirism.

Nephelim
Att: 33 (+2)
Def: 33 (+4)
Dam: 35-60 (+10-10)
Hp: 225 (+20)
Sp: 7 (+1)
In: 12 (+1)
Sh: /
Ma: 45
Gr: 1
Cs: Very High + Sulphur
Lvl: 7 Upgrade
Kind: Nephelim - Celestial Being
Faction: Wild
Alighntement: Evil
Dwelling: Twisted Altar
Special Abilities: Large, Flyer, Caster, Harm Touch, Mana Leech, Eminent Retaliation
Spellbook: Basic Frenzy, Basic Vampirism, Basic Arcane Armour

Mana Leech: at the start of the combat the creature drains some of the enemy Hero's mana and passed it to himself

Eminent Retaliation:  whatever happens, this unit ALWAYS (NO exceptions) retalialates in melee.

Nightbringer
Att: 37 (+6)
Def: 32 (+3)
Dam: 25-75  (+0-25)
Hp: 225 (+20)
Sp: 7 (+1)
In: 12 (+1)
Sh: /
Ma: 30
Gr: 1
Cs: very high + Sulphur
Lvl: 7 Alternative
Kind: Nephelim - Celestial Being
Faction: Wild
Alighntement: Evil
Dwelling: Altar of Darkness
Special Abilities: Large, Flyer, Caster, Harm Touch, Life Drain
Spellbook: Basic Frenzy, Basic Vampirism, Basic Puppet Master



Heroes: Transmuter
Starting primairy: Att:2 Def:0 SpP:1 Kno:2
Primairy till lvl 10: Att:30% Def:10% SpP:15% Kno:45%
Primairy after lvl 10: Att:25% Def:15% SpP:20% Kno:40%

Transmutation Basic: the Transmuter can move obstacles of max 1 hex size and can learn 2 Syntheses
              Advanced: the transmuter can move obobstacles of max 2 hex size on the battle map, able to learn 5 syntheses
              Expert  the transmuter  move obstacles of max 4 hex size on the battle map, able to learn 8 syntheses
                 Ultimate:the transmuter move obstacles of max 7 hex size on the Battle Map, able to learn all syntheses

Perks
Animal Synthesis: Able to learn and cast Syntheses on your units, one syntheses per unit
Obliviation: able to remove obstacles permanently from the battlefield
Solidification: albe to summon obstacles permantly on the battlefield
Ultimate Perk: Rage of the Beasts: the transmuter can cast multiple Syntheses on a creature, and the Syntheses can't be dispelled.

Requirements for Rage of the Beasts (in red)
Transmutation => Animal Synthesis
Enlightement => Intellingence => Dark Revelation => Mentoring
Attack => Battle Frenzy => Nature's Wrath => Retribution (req. Divine Guidance)
Leadership => Estates => Divine Guidance => Retribution  (through Attack)


Syntheses: available at the Mage guild, work like runes, but consume Mana. Each Synthesis consumes 5 Mana per casting and gains 3 mana in cost per casting. (so to cast Bull Synthesis a third time, you use 11 mana) Each Synthesis add a specific combat ability, and a minor statt boost. Duration is spellpower/2(min is 1). You gain a random Sythesis per Mage guild level (2 at level 1-2-3, 1 at lvl 4-5)

Bear Synthesis: + 3 Attack, Bash

Bull Synthesis: + 3 Attack, Jousting

Deer Synthesis: + 3 Defence, Emminent Retaliation, Doesn't work on Fallen Angels

Eagle Synthesis: + 2-2 Damage, No enemy retaliation

Hawk Synthesis: + 1 Initiative, Immunity to Mind Controll, Doesn't work on Mandrakes

Lion Synthesis: + 2 Morale, Aura of Bravery

Rabbit Synthesis: +2 Luck, Agility

Tiger Synthesis: + 1 speed, Cleave    

Turtle Synthesis: + 3 Defence, Large Shield

Wolf Synthesis: + 2-2 Damage, Double Attack (for shooters: Elven Double shot), doesn't work on Wolves.


Skill chances:
Leadership 15%
Attack 15%
Logistics 10%
Summoning Magic 10%
Enlightement 8%
Dark Magic 8%
Luck 8%
War Machines 6%
Sorcery 4%
Light Magic 2%
Destructive Magic 2%
Defence 2%

Enough for this week, methinks

Forgive me the typos...
____________
Coincidence? I think not!!!!

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carcity
carcity


Supreme Hero
Blind Sage
posted July 12, 2008 08:39 PM
Edited by carcity at 10:50, 15 Jul 2008.

Rampart.

Story:
Some of the humans living in Ashan decided tha they doesn't want to fight in the war. These humans fled into the forest to escape as far from the war as possible. And there far deep down in the woods where not even the dragons or the treants dared to go, they found wild creatures. They tamed some of the creatures in order to survive. They build a large city with the help from the tamed animals. They named the city after their great leader who helped them get into those forests. They named the city Sandro. This human had lead them there. He one day dissappeared. Some of the humans living in the forest had developed an ability to talk to some of the animals. The animals had said that Sandro went to a far land called Erathia. And there he had been turned into a Deathlich. As the years passed their city grew. and today the city Sandro was one of the biggest cities in all of Ashan. They had also built many smaller cities. and by today almost every human there knows how to talk to the animals.

Worship: Noone. They have fled away from the outside world and do not believe in any gods.
Country/Kingdom: Deep within the forests of Irollan.
Capital City: The City of Sandro.

Creatures.

Tier 1.

Human soldier.
Abilities: Large Shield.
Description: These humans are the only beings in this town who can not talk to the animals. But they have learned other abilities to compensate for that.

Tier 1 upgrade.

Human guardian.
Abilities: Large shield, Armoured, Shield others.
Description: These humans are more armoured than their allies. They rather protect their allies than fight the enemy thenself.

Tier 1 alternate upgrade.

Human warrior.
Abilities: Cleave, Bash, Double sword attack.
Description: These warriors is the main human force in the Rampart army. They have put down their shield to use another sword. and double it's effectivity in battle.

Tier 2.

Troglodyte.
Abilities: Immune to blind.
Description: While it can not see, the Troglodytes must relly on their other sences in order to survive.

Tier 2 upgrade.

Troglodyte warrior.
Abilities: Immune to blind, Spear attack.
Description: These Troglodytes have very long spears to be able to reach their enemys from afar. and by that they can avoid being hit back by their enemy.

Tier 2 alternate upgrade.

Troglodyte shaman.
Abilities: immune to blind, Caster.
Spellbook: Wasp swarm, Cleansing, Suffering.
Description: While not so keen to fight these Troglodytes uses spells rather than fight with a sword.

Tier 3.

Giant spider.
Abilities: Large creature, Poisonous attack.
Description: Deep within the swamps of the forests these giant spiders live. They can easily kill their enemies with their venom.

Tier 3 upgrade.

Mutant spider.
Abilities: Large creature, Poisonous attack, Two headed attack.
Description: These spiders have somehow been affected by the poisonous gas. not only have they venom like most other spiders. they have also developed a second head. so they can attack 2 creatures at once.

Tier 3 alternate upgrade.

Snake spider.
Abilities: Large creature, Poisonous attack, Acid blood, Snake reflexes.
Description: These spiders have somehow emerged with a snake. it has the body of a snake and the head of a spider. it's snake reflexes allows it to retaliate on an enemy even before the enemy has a chance to attack them.

Tier 4.

Wolf.
Abilities: Howl, pack hunter.
Description: These wolfes dared to enter the forest. Now they work for the humans living there. These wolfes are fearsome warriors. they can call their kin to aid them in battle.

Tier 4 upgrade.

Werewolf.
Abilities: Howl, Pack hunter, Warrior of the night.
Description: The werewolfs are mutated wolf who was made throu the poisonous gases of the forest swamp. These Fearsome warriors fight with extra courage when injured.

Tier 4 alternate upgrade.

Harpywolf.
Abilities: Flying, Packhunter, Battle dive, Rush dive.
Description: These wolfs have somehow emerged with harpies. it has gained the ability to fly and has increased it's bloodlust.

Tier 5.

Waspwort.
Abilities: Shooter, Venom shoots.
Description: The Waspworts are plants brought to life by the swamp. just as the treants long ago. This plants can hurl poisonous seeds at their enemies. The seeds is destroyed when they reach their enemy and unleashes the poison.

Tier 5 upgrade.

Windswort.
Abilities: Shooter, Caster, Venom shoots.
Spellbook: Lightning bolt, Chain lightning.
Description: These plants have been ,utated with the power of the air. they can summon lightnings to destroy their enemies.

Tier 5 alternate upgrade.

Rootswort.
Abilities: Entangling roots, Take roots, Caster.
Spellbook: Stone spikes, Implosion.
Description: These creatures have lost their abilities to shoot at their enemy and has instead learnt how to cast earth magic. they can cast a weak implosion and very strong stone spikes.

Tier 6.

Basilisk.
Abilities: Large creature, Venom bite.
Description: The Basilisk is the creature that made the Treants leave the swamp. It's venom is extremly deadly.

Tier 6 upgrade.

Giant Basilisk.
Abilities: Large creature, Gaze bite.
Description: Not only does the Giant Basilisk deal more damage but also thei venom is no longer deadly but it can blind an enemy instead.

Tier 6 alternate upgrade.

Forest Basilisk.
Abilities: Large creature, Venom bite, Rush.
Description: These are Basilisks trained to move at great speed. they have learned how to run twice as fast as their allies.

Tier 7.

Bememoth.
Abilities: Large creature, No enemy retaliation.
Description: The Behemoths who survived the great war in Erathia eventually found their home here in the Rampart town. This occured houndreds of years after Sandro's mystic dissapearing.

Tier 7 upgrade.

Aincent Behemoth.
Abilities: Large creature, No enemy retaliation, Claw Attack.
Description: The aincent Behemoths are more dangereous than the other in their kind. They have special sharp claws who can destroy an enemy in a single attack.

Tier 7 alternate upgrade.

Swamp Behemoth.
Abilities: Large creature, No enemy retaliation, Eartquake.
Description: These Bemehomths have been affected by the swamp. they can create an earthquake out of nowhere.


Hero type: Animal speeker.
Racial skill: Animal speeking.
Basic animal speeking.From the start of the battle all animals in hero army gains 1 plus to their attack, defense and initiative for 2 turns.
Advanced Animal speeking.From the start of the battle all animals in hero army gains 2 plus to their attack, defense and initiative for 2 turns.
Expert animal speeking.From the start of the battle all animals in hero army gains 3 plus to their attack, defense and initiative for 2 turns.
Ultimate animal speeking.From the start of the battle all animals in hero army gains 4 plus to their attack, defense and initiative for 3 turns.

Abilities that is not currently in the game:

Double sword attack: The creature hit's two tiles.

Spear attack: The creature can attack an enemy from 2 tile's away. And by that ignore retaliation. It can not hit two enemy's at once.

Two headed attack: The creature attack's two tiles.

Snake reflexes: When this creature is attacked it retaliates before the enemy attack's it.

New "Howl" version: the creatures summoned is the same amount as the stack that summoned them. but now they count as summoned and if you kill the real wolves the summoned will dissapear. If the wolfes win the battle the summoned ones is NOT kept after the battle.

Warrior of the night: When a creature in a stack with this ability dies the remaining creature's get's a +2 bonus to their attack and defense for 2 turns.

Venom shoot: When this creature shoots an enemy the enemy get's poisoned.

Venom bite: When this creature attacks an enemy the enemy get's poisoned.

Gaze bite: When this creature attacks it has a chance to blind the enemy. blind last's for 3 turns.

Rush: The creature can rush at an enemy who is in its movement rate. the rush deals 1.5 times the damage of the creature (activated ability).

Claw attack: A creature with this ability can attack an enemy once per battle dealing 2 times it's normal damage. (activated ability)

Earthquake: The creature can summon an earthquake to destroy the castle walls during a siege. The earthquake is sure to destroy all castle walls if it is more than 10 creatures in the stack.

Hero list.

Nirue
Special ability: Troglodyte breeder. All troglodytes get's one plus to their attack and defense for every two hero level. starting on first level.
Starts with: Basic Animal speeking, Basic attack, Battle frenzy.
Description: Nirue grew up in a family that raised troglodytes. As he grew he watched the troglodytes grow. And they became his best friends. Now that he is an adult the troglodytes is more than happy to aid him in his battles.

Lehav
Special ability: Swamp wanderer. Hero can move farther over rough terrain.
Starts with: Basic Animal speeking, Advanced Logistics.
Description: Lehav was taken by untamed monsters when he was born. They took him into the swamps and left him there. He grew up in the middle of the swamp away from everyone. When he was old enough he made his way out of the swamp. And today no living human being can walk as far or as fast as Lehav

Baldir
Special ability: Sacred aid. The first aid tent heals more hit points as the hero levels up.
Starts with: Basic animal speeker, Basic war machines, First aid tent.
Description: As the years passed Baldir has watched more and more of his friends die by the creatures of the swamp. and so he spent most of his young days improving the healing abilities in his kingdom.

I will add the last heroes later.
____________
Why can't you save anybody?

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted July 12, 2008 09:10 PM

Yes, new faction.  This doesn't mean you have to utterly abandon old town, but it stretches your creative muscles more if you do.
____________
How exactly is luck a skill?

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted July 12, 2008 09:13 PM

I've made a story for my faction

____________
Coincidence? I think not!!!!

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eugen_cosmarul
eugen_cosmarul


Famous Hero
hey
posted July 12, 2008 09:33 PM
Edited by eugen_cosmarul at 21:38, 12 Jul 2008.

Only story complete yet...

                 The fallen spirits:

   Introduction:
   Liches, which have served the necromancers since their creation, in their corrupted will for power learned their masters’ darkest secrets and ways of raising the dead decided to leave the Necropolises and establish their own armies. Also the Necromancers’ knowledge extended to primal rituals that opened portals to the elemental plains, rituals that have been used by the newly organized Liches to organize a massive invasion over these plains.
   They managed to experiment their necromancy skills over various dead elementals before being banished away, and they even managed to bring back some of the raised elementals. Many of these elementals fled from the Necropolises into the mortal plains of Ashan but some as the Fire Elementals or Djinns remained to serve their new masters.

   History:
 821 YSD.: The Liches leave the Necromancers during the War of The Broken Staff, leaving their former masters exposed in front of the mages.
 917 YSD.: The invasion over the Elemental Plains, Liches manage to defeat some of the elementals but are banished away  in 921 YSD.
 941 YSD.: Raised elementals brought back by the Liches invade the rest of Ashan and cause massive destruction especially to the Holy Griffin Empire.


____________

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted July 12, 2008 10:39 PM
Edited by sith_of_ziost at 05:11, 16 Jul 2008.

Hehe, I'm goin to be very evil and keep going on the theme...

The Oasis - Leonan

The depraved carnivores of the Humidia Jungles, the Leonan find their true natures in the scorched sands and tropical oasis that dot the Easternmost fronts. They control the Leylines, mystical corridors of untamed mana, and use it to suit their predatory needs. With their strength and sheer brutality, Leonan conquer what they can reach, and devour that which cannot be conquered...
________________

**Tier 1** - Wulf Canill -OR- Felonis

Wulf – Living Creature. Strength in Numbers – The greater this stack size, the greater its attack
Story - Being fleet of foot, the Wulf is the headline creature sent after enemies in the heat of battle. As with any pack animal, they are more aggresive with their swelling size.

Canill – Living Creature. Strength in Numbers. Bite Mark – Enemies have 20% less initiative after attack.
Story - Trained with the best packmasters, Cannills are those Wulfs trained in scouting and combat. They've been feed the nectar of the Chojoli Tree, which makes their fangs razor sharp.

Felonis – Living Creature Strength in Numbers. Allure – Any enemy passing by this stack has its initiative reduce by 20% in their next turn.
Story - The closer relative to modern-day Leonan, the Felonis are better at tempting passing enemies with there sheer beauty. However, they still pack quite a bite in their charming maws.


Tier 2 - Hunter Predator -OR- Stalker

Hunter – Living Creature. Pack Hunter - When this creature attacks, any other of the same creature attack with it. Dash – Activated: Charges in a straight line straight to an enemy at the cost of 3/4 its speed the next turn.
Story - The footsoldiers that folllow the Caliph's banner, Hunters are ardant and loyal to their general, but lack the armor to stay alive to proove their worth. They're apt at straight on striking, often suicidally.

Predator – Living Creature. Pack Hunter. Cornering – If an enemy is surrounded by enemies, this stack ignores Defense.
Story - The elite tiers of the first level infantry, Predators learn to use fellow enemies and obstacles to corner their foe without their realizing. When the time is right, they spring and attack the enemy with their lethal claws.

Stalker – Living Creature. Pack Hunter. Stalking – This stack may attack a single enemy. Every time that enemy moves, this stack follows it.
Story - Deciding to treat their foe more meticulously, they like to haunt their foe by stalking their every move. With their excellent tracking skills, no job is too difficult. They move with the swiftness of the breeze.



**Tier 3** - Salamandra Flashborne -OR- Igneana

Salamandra – Shooter. Elemental. Molten Hide – Reduces damage from ranged attacks by 40%.
Story - Born in the Ignus Steppes, Salamandra are beasts of burden for everything that doesn't burn. They are engulfed from birth by a searing coat of flames that burns hotter than normal fire. With this, arrows shrivel in its aura.

Flashborne – Shooter. Elemental. Molten Hide. Blinding Attack.
Story - The product of a more explosive birth, Flashbornes tend to be more unpredictable than Salamandra, and are more often used as guerilla assault troops. The spark that occurred at birth hasn't left them, and is bestowed on foes at random.

Ingeana –  Elemental. Molten Hide. Searing Aura. Corrosive Strike – Each subsequent strike reduces attack by 10%.
Story - A more docile beast, the Igneana tends to be more immobile when not needed, known to sleep for weeks at a time. This immense lethargy makes them very slow, but hard to kill. Their flames burn stronger and steadier, and their bite is very devastating.



Tier 4 - Seer Sorceror -OR- Mystic

Seer  – Caster of Eldritch Arrow. Shooter. Ranged Boost – At the cost of forfeiting a melee attack, ranged attacks deal 1.5 the damage. Immune to Confusion.
Story - Taught to harness the future than to look at the present, Seers make short work of enemies from range, seeing it as a more efficient means of combat. With their power, they can send bolts of the Leylines straight to their enemies from afar.

Sorcerer – Caster of Empowered Eldritch Arrow. Ranged Blast – This creature deals 2X the damage on close-ranged attacks. Immune to Confusion. Arcane Aura – The spellpower of surrounding Casters is increased by 2.
Story - Drawing more on the Leylines than their own strength, Sorcerers channel elemental energy on a larger scale, making their shots several times stronger. Woe be the enemy that gets to close, as their focus will be implacable at this point. The bond they have to the Leylines boosts the power of surrounding practitioners.

Mystic – Caster of Eldritch Arrow. Mysticism – This creature regains mana as it fights. Ranged Blast. Immune to Confusion. No Melee Strike.
Story - As their skill with the ranged shot increases, as too does the ferocity of the Mystic. They can sense the faint wisps of mana and restore them with their lifeforce. With it, they can send storms of magic at their enemies. Their indomitable shots take so much effort that the Mystics are without a physical attack.



Tier 5 - Savage Overlord -OR- Alpha

Savage – Immune to Frenzy. Cleave. Charge.
Story - Those who proove themselves legendary in battle are referred to as Savages. These powerful brutes know the meaning of victory, and can smell its aroma before battle. They know no equal.

Overlord – Pride – Raises all surrounding allies Initiative by their morale. Immune to Frenzy. Cleave. Armored.
Story - The skill of the Overlords cannot be bested by mere swordsmen. They wield two weapons at once, and thus encourage their allies with great states of mind. They can deflect damage better than their less-protected allies.

Alpha – Threaten – Activated: Frightens one enemy. Rallying Presence – All surrounding stacks have 2 additional initiative. Forced Retaliation – Any enemy is forced to fight back during retaliation. Cleave.
Story - The Alpha is the champion at brute fighting. They are so ferocious that all enemies cower in their gaze. The surrounding stacks fight with great valor in the Alphas presence, but their brashness makes them vulnerable to any counterstrike.



**Tier 6** - Tentacula Carnirosa -OR- Eviscivine

Tentacula – Plant – This creature is immune to all forms of Mind Control, but can be resurrected. Strangling – This creature can paralyze a foe with its strength, reducing its speed by half. Venom Strike.
Story - Discovered by unwary Canill scouts, the Tentacula is an immense plant that can sense the emotions of all forms of life. With this their only sense, they fight with venomous vines and can slay those unlucky to be within its range.

Carnirosa – Plant. Strangling. Consume – This creature can swallow a weaker stack and restore its health and numbers.
Story - Experiments with different herbs and spices resulted in the culmination of the Carnirosa. A beauty to behold and a horror to fight, the Carnirosa is very deadly in battle with, for it fights with an untangible rage. Its body metabolises unbelievably fast, and can use bodies to sustain itself.

Eviscivine – Plant. Entangling Strike. Cleave. Immunity to Earth.
Story - An offshot of the Tentacula due to a freak mutation to the arid steppes, the Eviscivine is ruthless in its territory. No enemy has ever returned from its lair, and the contentment of the Eviscivine to its breeders is clue to the blokes fate. They can cleave their way through any fight, and are immune to the forces that sustain it.



Tier 7 - Sphinx Heiros -OR- Crios

Sphinx – Immune to Dark Magic. Confusion Strike – This creature casts Confusion at Expert on its attacks.
Story - The Sphinxes have existed since the beginning of time. Created alongside the terrestrial plane, they were given the secrets of mystery: that which was, is, and is yet to come. They hand out prospects of fortune just to bestow true wisdom on beings who cannot handle it.

Heiros – Immune to Dark Magic. Confusion Strike. Bash. Gore – This creature can throw an enemy back on the battlefield, dealing damage and reducing initiative.
Story - Being attuned to more fantastic aspects of magic, Heiros grant the wishes of those at the end of life's journey. They are often seen around funerals of revered generals to fetch the spirits of those who pass on. It is said the a Heiros is a signal that death will soon befall a being.

Crios – Immune to Dark Magic. Confusion Strike. Flying. Talon Wound – This creature punctures the enemy with sharp claws, causing prolonged damage on each of the stack’s subsequent turns
Story - A more freelancing breed of Sphinx, the Crios gives wisdom to those who truly seek it, not to those who truly want it. They give advice to the wisest of men, and give riddles to the shallowest wisemen. Crios are unpredictable, but one thing is certain: their talons are not just for pacing around a clifftop.
__________________

Racial Skill - Divination

Being able to sense the Leylines of the land, Leonan can feel the raw energies of mana, and boost there own spellpower by its force. Advanced training in Divination allows them to direct the Leylines at a point in the physical world, adapting the target to their surges. The power to transfer strength to one another is very advanced skill to master, and few can call themselves adept at such a fickle process.

Divination is the process of tying a target to a Leyline of power, which amplifies its natural strengths. Although Leonan are brutal and savage, Leylines affect even the most subtle of creatures in the Humidia Forests. As such, these powers can change the course of battle.

Basic Divination - The Hero can force units to take faster turns depending on the number of spells in his spellbook.

Advanced Divination - The Hero can amplify a creatures Morale in accordance to the number of spells in his spellbook.

Expert Divination - Depending on the number of spells in his spellbook, the Hero can force units to deal more damage.

Ultimate Divination - The number of spells in heroes spellbook determines the spellpower of the Hero and creatures.

Perks

Seeking of the Prey - The Hero can mark a creature on the battlefield to be subject to the Leylines that control senses. With this, it takes its turns as though its initiative was half the Hero's Attack.

Threaten Foe - Any time an Oasis creature deals damage to a living creature, it gains a certain chance to instill fear in the target. However, the Roar doesn't work against a higher tier.

Predatorial Instinct - If a Leonan stack would kill an enemy, all morale and luck for the attack is negated. If the enemy has any effects that change damage calculation, they are ignored.

Uber Skill - Leyline's Boon - All units can cast spells from the heroes spellbook while draining 1.5X the mana.
_________________________

The Hero Class - Named the Caliph by the Outsiders, Leonan Heros are called Kulat'Ikar by the native language, translated to "nobility on High". Caliphs have strength in the Leylines, and learn to channel them as the progress through their travails. With the powers of the Leylines, Caliphs have the dominant stat of Attack, and the secondary stat of Spellpower.

Heroes

Campaign Heroes

Ellios – “Orphaned by his tribe early in his childhood, Ellios learned hunting and trapping from his less-evolved cousins. As such, his attunement to nature is much higher than that of his peers. This clairvoyance gives him a decisive advantage in battle, with the animals of the loam whispering in his ears.”

Specialization – Scion of Nature: All hero attacks can entangle their targets. Furthermore, any captured Mine gains a garrison of Wolves, size depending on hero level (# = Army Size/Hero Level).

Ilfaz – “The ordained sovereign of the Kal-Ital tribe in the Leonan, Ilfaz sees all land as rightfully Leonan. Blessed with knowledge of the Leylines beyond that of his kin, Ilfaz can reach deep into elemental currents and pull them into the real world. The result is truly devastating for enemies.”

Specialization – Elemental Channeler – The Hero can spend mana to charge his attack with elemental energy, dealing additional elemental damage.

Single Player Heroes

Eliqa – “A lioness of great strength, Eliqa was born to a resourceful and wise poet, so she was raised in the breadth of sonnets and tales. She took this and went away to act as a stunningly alluring bard. However, an inn she was staying in was burned by Renegade arsonists, and she was badly scorched. As a result, she became mute. In this crippling ailment, she found increased peace within that radiates to those around her.”

Specialization – Inner Calm – Creatures in the hero’s army have increased chance to resist Fear and bad Morale.

Riktomonok – “A ravaenous warlord that runs along the forests’ edge in search of the next prey, Riktomonok sees a great wealth in being unseen. He is rarely caught or glimpsed, since his skills at stealth are legendary. As such, those who practice subterfuge take lessons from him.”

Specialization – Great Predator – All Hunters and their upgrades gain 1 speed per 8 hero levels and 1 attack per 2 hero levels.

Kerdon – “Growing up in the Apex Steppes, Kerdon has grown accustomed to arid winds and searing heat. He tamed Salamandrae as a youngling, and continued his domestication methods well into maturity. He knows how to entice them, and how to grow their fires strong.”

Specialization – Warden of Scorch – All Salamandrae and their upgrades gain 5% Physical Protection per 4 hero levels.

Qartz – “A great philosopher to his people, Qartz studied arts that seemed to complicated to others of the Leonan populace. However, he found them fascinating, and continued to study this lore. As a result, his powers in the Arcane are so profound, his spells seem to last much longer.”

Specialization – Conjurer – All Summoning magic spells leave residual effects on stacks they target.

Zishona – “Training in the arts of the mystique since a small baby, Zishona believes higher power comes from deep mental discipline. Without it, she would have never survived some of the travails she’s been brought through. With this reverence, those who wish to become great mentalists look to her.”

Specialization – Mystique’s Chosen – All Seers and their upgrades gain 1 defense and hitpoint for evey 4 levels of the hero.

Cizicar – “A greatly reknowned skirmisher from the Archipelago of Archaesu, Cizicar vaguely resembles a great hero in the Leonan story tables. With this pseudo-fame, he guards his visage and reputation with the strength of a mountain. He teaches this resolve to few, but it makes it hard to stagger his confidence. With this mettle, any attempt at manipulation seem to turn back at the enemy.”

Specialization – Guard of Fame – Any attempts at manipulating this hero’s stats or mana pool results in the same reduction to the enemy’s stats. If a creature tries to activate their ability on the hero, the stack is immediately attacked.

Andross – “Long ago, Andross came face-to-face with a very fabled sphinx named Ivelia. She offered him great fortune and fame if he only answered a single riddle correctly. The fables of Ivelia were well-known, therefore he knew how sinister the complexity of her riddles were. However, to the Sphinx’s great astonishment, he found the single loophole in her string of confounding. With this, he rose to be the most powerful ambassador to the Sphinx’s in all of history.”

Specialization – Sphinx’s Advocate – All Sphinx’s and their upgrades have 5 additional hitpoints per 8 hero levels. If a Sphinx is targeted by Frenzy, it is cancelled and the Hero loses all his ATB value.”

Vivexi – “A greatly trained headhuntress in the Assassin’s guild, Vivexi knows how to lurk and kill. Her training in speed and agility are nothing more than extraordinary. The powers of her dodging skills make her invaluable as an ally, and deadly as an enemy, as she teaches her techniques to her troops.”

Specialization – Fleetfoot – All troops in the hero’s army gain the ability to Dash once per battle.

Perhaps some more to come, not sure.

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emilsn
emilsn


Legendary Hero
posted July 13, 2008 12:08 AM bonus applied by alcibiades on 06 Mar 2009.
Edited by emilsn at 19:11, 15 Jul 2008.

In progress

Dark Garden:
Some Mages dwell into dark magic, necromancing and summoning. These are turned from mages to liches. These Liches have in the eternal time of the world learned to summon greater evils then what mankind have seen and learned to infect these creatures with great power!
    This has given rise to a new breed of evil, like in the old day where the liches only controlled dead creatures, these new liches create their own beings and has resigned from using dead creatures.
   They have a powerful line-up that brings horror from many different themes; plants, animals and pure dark energy! Along with the exiled dread knights that finally has stopped roaming and now joined an new ally!
______________________________________________________________________

Hero info:
Based on the same hero style of HoMM5.
Death knight or Battle knight:
The Death knights are specialized in doing maximum damage output and fearing their opponent.

Battle Knights are specialized in quickness and stunning their opponent.


Lich Kings or Demilich:
Lich Kings are specialized in cursing and poisoning their opponent.

Demiliches are specialized in summoning creatures and using dark energy to punish thier opponents.


This factions special skills depends on what main class your hero is: Battle or magic.

Within Battle there are 2 new classes called: Fear tactics and Stunning tactics.
likewise with magic, they are called: aflection tactics and summoning tactics.

First we have the Death and Battle knights:
There main class is battle. With Battle they make their creature tougher in battle without being able to use magic to buff them. this gives 20%dmg reduction against melee dmg and 10%dmg reduction against range dmg. battleclass heroes take 5% more dmg from magic attacks.

Then we got the separete under-classes: Fear tactics and Stunning tactics, which leads off to 3 individual skills/abilities.
 For Death knight we have: Fear mastery, Giant slaying and Bloodlust. Fear mastery gives the hero a change to fear his victims when he hits, 35% - If the victim is paralyzed the rules for paralyze also affects the heroes attack. Giantslaying gives the heroes units more power against bigger and stronger creature then themselves, meaning a tier 1 gains more strenght fightning a tier 7 or 8, but a tier 7 does not gain more strenght against a tier 1! Bloodlust gives the an ability, that after he have killed an enemy stack or over 15 creatures, the heroes troop gain: bloodlust giving them +5attack for (Herolvl/5)turns
 For Battle knight we have: Charge, powerful blow and entrapment. Charge gives the hero 75% change to also do the first move on battlefield, giving him an advantage(perhaps using divine guidance). Powerful gives him a change to stun his victim and inflict 50% extra damage. Entrapment makes the hero able to lay 3 types of traps on random spot on battlefield 3 times pr battle, the 3 types are: Ensnare, explosion trap or snake trap. Ensnare makes the victim lose 75% of it's iniative for 2rounds, explosion inflict 50dpsX(herolvl/0,5) this dmg is dealt in 4x4 radius, with the center getting 100% dmg and rest 50%, snake trap poisons the victim, causing 100dmg on contact and 100poison dmg over 2 rounds, meanwhile also lowering defense by 2 for 2 rounds.

Then we have Lich kings and Demilich:
They are magic class. They can't buff their creature melee wise, but they do add (2*tierlvl)mana to caster creatures. and 5% magic dmg reduction. Magic classes take 5% extra dmg against melee and 3% extra dmg against ranged attacks.

Then we got the separete under-classes: aflection tactics and summoning tactics., which leads off to 3 individual skills/abilities.
 For the Lich king we have: Cursing mastery, posion mastery and Hallucination. Cursing mastery gives all dark magic spells extra power(by +4spellpower), also benefits creatures dark magic! Posion mastery makes poison spells more effective, making them last longer and do more dmg.(dmg is added with +4spellpower), this also benefits creatures and hallucination can make the victim either skip turn or attack one of their own creatures(Like a mild frenzy)
 For the Demilich we have: Summoning mastery, Dark energy mastery and pain substitute. Summoning mastery raises the amount of creatures summoned and gives the hero summon phoenix aswell, dark energy mastery makes all dark energy spells do more damage(+4spellpower) and gives them 25% change of adding slow on hit. Pain substitute gives the hero an ability to shield a creature by dmg by using heroes mana removing: dmg-done-to-creature/heromana.
______________________________________________________________________

Tier 1:
Shade(Incorperal)
Description: Shades are the trash of the dark energy made to create living darkness, they are by far the weakest in the dark garden, but because they lack dark energy they are hard to hit, while they have no real body!
Upg:  
Dark Horror(incorperal, frightful aura)
Description:Dark Horrors are filled with a little more dark energy making them easier to see, but that only make them stronger as they easy frightens enemy creatures!
Upg:    
Pulsing Energy(incorperal, paralyze)
Description: Pulsing energy are like dark horrors filled with more dark energy, but they recieved the unstable energy giving them an ability to paralyze there enemies!

Tier 2:
Cultist(Pain shield)
Description: These are devoted citizens that makes sure everyone are alive, they do that by using them selves as cannon fodders.
Upg:    
Acolyte(Sacrifice, spellcaster(slow))
Description: Devoting themselves to magic, the acolytes learned to cast simple dark magic and learning how to give away mana to heroes and other beings!
Upg:    
Botanist(Herbalist, pain shield)
Description: Botanist have learned to take care of the poison plants in the dark garden, they have taken this with them on the battlefield and now keep all the plants alive!

Tier 3:
Troglodyte(immune to blind)
Description: Deep below the surface there lives many strange creatures, the Troglodyte are one of them. The dark garden found they by accident, but soon learned they were great fighters!
Upg:    
Black Troglodyte(immune to Blind, Immune to weakness, Immune to fear)
Description: If you add some Dark Energy to Troglodytes, you get what the liches call: Black Troglodyte, they are immune to many things and use this to survie on the battlefield!
Upg:    
Battle Troglodyte(immune to Blind, assault)
Description: The death and battle knights took some of the Troglodytes and trained them to become great warriors. That gave the dark garden some great warriors to have on battlefield, that would not coward away!

Tier 4:
Wolf(battle frenzy)
Description: The Dark riders brough wolves along with them to the dark garden, they were used to guard them at all time and are a core element in the battlefield!
Upg:    
Worg(Battle frenzy, rabies)
Description: If train a wolf bad and do experiments on it, you get some furious and ravage like the Worg, they are faster and deadlier then wolves.
Upg:    
Werewolf(Fear Attack, Agility)
Description: The liches found a new passion in the wolves, adding human blood to them! Creating Werewolves to fight for them, they are swift and their howl can scare any living to the bones!

Tier 5:
Deadly vine(poison)
Description: Liches enjoy plants and took care of them, one day a lich added dark energy to the plants and suddenly a new weapon was made, something poison and deadly!
Upg:    
Waspwort(deadly poison, Regeneration)
Description: If you can focus dark energy into a huge plant, you might be able to get a Waspwort, they are hard to breed but they have a deadly poison and can recreate themselves.
Upg:    
Black Lotus(Seed)
Description: they might be slow and farely weak in attack, but when they find a corpse they can feed on, the black lotus an become your worst enemy!

Tier 6:
Lich(Spellcaster: Weakness, curse), Deathcloud))
Description: The Lich is a great magic user and with his poison ability follows a deadly cloud of sickness!
upg:    
Arch Lich(Spellcaster: Weakness, Curse, sorrow, confusion), Deathcloud))
Description: The Archlich dwelled even more into the dark arts of magic and now cast various curses on their enemy, making them weaker so the other creatures can rip them apart!
upg:    
Power Lich(spellcaster: Summon Worg, Weakness),
Description: A powerlich studied a different kind of magic, summoning magic, which makes them able to summon worgs onto the battlefield adding more force to the army!

Tier 7:
Dark Knight(Cursing attack)
Description: Dark knights are the lowest rank of the dark riders order! Though lowerst rank, still dangerous and not to be taken lightly!
Upg:    
Dread Knight(Cursing Attack, Deadly Strike)
Description: Dread Knights are riders you should be careful with, if they get one strike right, you will be facing extinction!
Upg:    
Cursed Knight(Cursing Attack, double retalation, bash)
Description: These knights are the elite of rider order and they will hit twice and hard! Cursing you and leaving you open for any attack!

Tier 8:
Living Darkness(magic resistance 50%)
Description: After years of storing and perfecting the most precious dark energy the liches had, they unleashed the energy on a certain magic pressure, creating what they call living darkness!
Upg:    
Dark Matter(magic resistance 50%, storm strike)
Description: When being mixed with the elements the living darkness can turn into Dark matter, which is a huge black storm that has endless charges of lightning!
Upg:    
black void(magic resistance 75%, sorrow strike)
Description: Black voids were the "failure" of the living darkness, they were put under a to high pressure making them more uncontrolled and unruly. They are emptyless and you feel a certain grief just looking at them!
______________________________________________________________________

Skill explenations:
Paralyze: Gives 10% change to make the victim lose 30% of it's iniative, paralyze gain 5% extra change pr. negative moral the victim has.
Pain Shield: the unit can act like a shield to any adject creature that the hero has on battlefield, absorbing 35% of the dmg.
Sacrifice: The unit can sacrifice all of it's mana to any mana user on battlefield(heroes and creatures), making it lose 50% of it's defense for 3 rounds.
Herbalist: Can ressurect and heal Deadly vines, Waspworts and Black Lotus
Rabies: On each strike the Worg does, the victim will recieve -1Attack and defense.
Posion: the victim recieves 2dmg pr poison vine.
Deadly poison: The victim recieves 4dmg pr waspwort and advance slow.
Seed: The creature lay seeds in corpes gaining 2health MORE pr round! so the creature can get more, but can also just regenarate lost health. fx if the creature has 20base health and is not attacked it gains 22health next round, but if it is damaged and then only have 18health it gains 2more and ends up on same health as the base health.
Spells: summon Worg: basic = 10 worgs, advance = 25 worgs and expert 35 worgs.


Dark Energy:
These liches uses dark energy spells, which is damage spells that with special skills can add curses too, so dark energy benefits from dark magic.
______________________________________________________________________

Heroes:
Knight heroes:
Alexandrine, the first known female leader in the dark rider order. After a long time of being a knight, she was banished for being to harsh and from turning rather evil. She took her black steed and fled to the dark forest. After a fierce time of tackling nature she gained a new advanged, she learned how to control and train wolves! Her wolves, worgs and werewolves are more dangerous and furiors then others.
Hero-class: Battle knight
speciality: Wolf mother, +1att. and def to wolves, worgs and werewolves every second lvl, starting from lvl 1.

Wraith, Wraith is a feared leader within the garden ranks, he drives his troops with harsh words and is hated amongst many, but non the less he can destroy almost any army he meets! His fury and hatred against Humans makes all around him merciless against them!
Hero-Class: Death Knight
Speciality: Slaughter of the living and hated by your own!, all troops gain +3attack against all living creatures, +1attack per third level. Because of bad leadership skills, troops have -1moral.

Lich Heroes:
Jahram, Jahram was once a powerful mage but after dwelling into the dark arts and trying to raise powerful dark creatures, he was banned from the silver cities. He found salvation within the dark gardens and was one of the co-founders of the faction. He also started the new plant experiment!
Hero-class: Demilich
Speciality: Powerful restoration, can resurrect 50hp of any plant on battlefield each turn, this effect grows with 10hp pr second lvl, starting from lvl 5.

Yvonna, A great lich that from early stages of her life learned many dark arts and learned them quick! Her power within the dark magic are so powerful that many of the other liches fear her and she abuses her power with all she can!
Hero-class: Lich-king
Speciality: Master of curses, all dark magic spells are +4spellpower better and curse of the netherworld does twice the damage then normal!
____________
Don't walk behind me; I may not
lead. Don't walk in front of me;
I may not follow. Just walk
beside me and be my friend.

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted July 13, 2008 06:17 AM
Edited by Mytical at 06:28, 13 Jul 2008.

Quote:
Mytical, you saw my entry right?  Now I'm feelin' left out.


Sorry, couldn't get to the link..once I get home I will take a look at it, and it indeed might change somethings.

Sorry, but some pictures and links I just can not see/get to.  

Now as to the question about originality.  Please remember this is subjective.  In my eyes this is a 'creation' contest.  Small twists on exsisting creatures are worth more then no small twists, original creatures are worth more then small twists, and 'omg what the heck that is just awesome' creatures are worth even more .  Story, descriptions and background are more important to me.  Then cohesiveness (how they work together), and creature originality.

This is Daystar's competition tho (I am just a judge).  If he wishes me to focus on something else, all he has to do is say so
____________
Message received.

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emilsn
emilsn


Legendary Hero
posted July 13, 2008 10:12 AM

Can I use 4 of the creatures and not just 3?

when is this round done? same as last, friday???
____________
Don't walk behind me; I may not
lead. Don't walk in front of me;
I may not follow. Just walk
beside me and be my friend.

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carcity
carcity


Supreme Hero
Blind Sage
posted July 13, 2008 11:04 AM

Finished my faction. Maybe will I add heroes later.
____________
Why can't you save anybody?

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted July 13, 2008 02:11 PM

Man, you guys are fast, I'm still searching for inspiration
____________

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carcity
carcity


Supreme Hero
Blind Sage
posted July 13, 2008 02:50 PM
Edited by carcity at 14:58, 13 Jul 2008.

I'm working on my heroes now. I think I will have posted all by tomorrow.
BTW when does the competition end?

Edit: sorry I cjecked the masterpost and it says the 25th.
____________
Why can't you save anybody?

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emilsn
emilsn


Legendary Hero
posted July 13, 2008 03:52 PM

Quote:
Man, you guys are fast, I'm still searching for inspiration


I just got lucky and was hit by a great piece of inspiration
____________
Don't walk behind me; I may not
lead. Don't walk in front of me;
I may not follow. Just walk
beside me and be my friend.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted July 13, 2008 07:36 PM

Quote:
I just got lucky and was hit by a great piece of inspiration

____________

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emilsn
emilsn


Legendary Hero
posted July 14, 2008 10:54 PM

call me dumb

sorry, but I am not sure if I get it ?
____________
Don't walk behind me; I may not
lead. Don't walk in front of me;
I may not follow. Just walk
beside me and be my friend.

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carcity
carcity


Supreme Hero
Blind Sage
posted July 15, 2008 10:46 AM
Edited by carcity at 10:51, 15 Jul 2008.

you got "HIT" by inspiration.

@Adrius. I just write down what pops up in my head and then I make sense out of it.
____________
Why can't you save anybody?

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted July 15, 2008 02:33 PM

Quote:
sorry, but I am not sure if I get it ?
That polygon at the left is the piece of inspiration. The arrow shows that it goes towards you. You get hit by it and say "OUCH" because of the collision
____________

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emilsn
emilsn


Legendary Hero
posted July 15, 2008 06:45 PM

ahh alrighty then - Makes plenty of sence
____________
Don't walk behind me; I may not
lead. Don't walk in front of me;
I may not follow. Just walk
beside me and be my friend.

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