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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 ... 6 7 8 9 10 ... 20 30 40 43 · «PREV / NEXT»
Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted July 30, 2008 04:36 PM bonus applied by alcibiades on 06 Mar 2009.
Edited by Lexxan at 19:12, 15 Aug 2008.

FHC Round three: The Sanctum

Also Known as: The Dragon Knights, the Blind Brothers
Race: Common Human, Aasimar Human
Motto: "Hide, See and Strike"
Associated colors: Imperial Purple, Gold, Silver
Worship: Elrath (Dragon Knights) and Asha (Blind Brothers)
Core Philosophy: "Live with the Sword, Die on the Shield"
Country/Kingdom: None, scatered over Ashan, All cites are part of the Dragon Knighthood.
Capital city: Qurtamne-Kilindor, the Flying keep
Faction Aligntement: Lawfull Good
Allies: Haven, Stronghold, Academy
Neutral: Necropolis, Sylvan, Fortress, Dungeon
Enemies: Inferno
Primairy Magic Schools: Light and Summoning

History; found on a scroll hidden near the a Portal to Sheogh

..........................................................................................................................................
At the beginning of the present Era, a Human called Sar-Elam, the First Wizard, Reaches the Concience of Asha, the Primordial Dragon of Order. Enlightened by his meeting with the Dragon, he became known as the "Seventh Dragon". Sar-Elam founded the city of Al-Safir, in the middle of the Southern Desert, a city that would become a Bulwark of Knowledge and Power, a city that would be known by everyone in Asha.
Sar-Elam was a great and benevolent ruler, loved by the people, respected by Magi, and feared by his enemies. For fourty years, the Southern Academy lived in Peace... or not?
At the same time, the world was being teared apart around them. Angles were fighting Facless, Evles were Figting Dwarves, Humans were fighting Nagae. Behind all this Mayhem lied the Cursed Kingdom of Sheogh, where the Demons lived, the Spawn of Urgash the Evil God of Chaos. Sar-Elam interviened and Sacrefice himself to end the bloodshed. He and a handfull of his closest followers closed the Gates of Sheogh Banning Urgash and his Demon kin to the core of Ahsan once more.
However there was a flaw; every time a lunar eclipse would happen above the city of Al-Safir, Sar-Elam's Magic would be temporarely broken, allowing the Demons to be unleashed.
Amongst the followers of the Seventh Dragon, there was strife about how the Portal should be guarded. Sar-Antor and His followers thought that they should learn to understand the ways of the Gods and sacreficed their eyes to Sar-Elam. Sar-Badon was sceptical about Sar-Elam's spells, like Sar-Antor, but belive that only brute force could protect Asha versus the Demon hordes. The Majority of the Magi follow Sar-Shazzam, a very wise and powerfull mage, who believed that Knoldge should be gotten above anything else. He too knew that the Eclypses couldn't be delayed, but he knew something as well. He made the Prophecy of the Dark Messiah, and knew that resisting the Demons would be futile anyway.
The three factions continued arguing and, Sixty-Two years after the Revelation of the Seventh Dragon, Sar-Elam's followers split up. Ths event is known as the Shism these days. Sar-Elam founded the Silver Cites, a group of Wizarding cities, all build to represent Al-Safir. Sar-Antor and Sar-Badon left the Al-Safir and founded each an order of their own: the Blind Brothers and the Dragon Knights respectively. The Dragon Knights become a Martial Order that Guards the Demon Portals spread across Asha. The Blind Brother on the other hand, spread themselves across Asha, and become a group of Seers; some of them Join the Dragon Knight though and become, although Blind, a fighting Division in the Dragon Knight Order. It is about this Dragon Knighthood I'll write about.

Sar-Badon, our noble Founder died in 104 YSD at the fruitfull age of 124, barely 42 years after he founded the Order. It is said that he commanded the new Grandmaster, Sar-Kamar, to hide our Strongholds and abodes from the sight of the inhabitant of Asha. Whether this were true or not, Sar-Kamar reformed the order, making us a hidden order, a secret society, a myth... Our existance only proven by our fighting against the Demons during the First and Second Eclypse. Though we were hidden, and our existance was contested, we knew everything what had happened in Ahsa, due to our vast spying network.

Then, 200 Years after the last Eclypse, disaster strook us instead of Ashan. During a third, but small Eclypse, a Band of powerfull Demon Lords escaped the Planar Prison. By this time they knew of our Order and where we dwelled. They hunted our Fortresses down... and slaughtered us almost every single one of us. Sar-Sarib, the Grandmaster was teleported to the Planar Prison himself, likely to undergo eternal torture and humiliation by the Sovereign and his minions. Only the Grandmaster's Son, Tibor managed to escape, with only a handfull of followers, Blind Brothers and  Relics of Eight Dragons (We of course didn't have Relics of Urgash).

After our Defeat in 717 YSD, Sar-Tibor commanded that we should build one great fortress, one large and flying Keep and Several Sanctuaries in the Neighbourhood of the Portals. The Name of this Keep was called Quritamne (or Kelindor as it was called by the Blind Brothers). We wouldn't interfere in the Eclypses anymore, should the Demons discover our presents and defeat us again. Tibor made every Initiate Swear not to reveal the presence of Quritamne or her outposts to anyone, unless the predictions of Sar-Shazzam had been fullfilled. The Order wouldn't interfere in the matter of the Ashan population before the Dark Messiah has freed the Demons from Sheogh. Every intiate swore that oath and everyone who has blood of one of those initiates running through his/her veins cannot reveal the secret. I now, since the Dark Messiah has been born several years ago. Our great spying Network told us about the Dark Messiah, where he was born, whom he was born to, and everything else. The time has come to reveal ourselves. The time for action has come.

Sar-Bahat, Seventh GrandMaster of the Dragon Knighthood, 990 YSD
..........................................................................................................................................


The Society in the Dragon Knighhood since the Third Eclyps(717YSD) , again told by Sar-Bahat



Sar-Tibor converted himself to Elrath just after he founded Quritmne, and build a large shrine to Elrath in his home. In peace time we cover our cities with Eldritch cupolae, making them invisible to mortal sight.

Our Architecture has influences from both the Silver Cities and the Human Empires. Main buildings are lagre, square or rectangularly shaped, and ornamtend with heavy statues of Elrath and our Six former Grandmasters; Sar Badon, Sar-Kamar, Sar-Sardon, Sar-Sarib, Sar-Tibor and Sar-Enak. I'll be granted the same honour after my demise. However, the Square Edges are smoothened and round, instead of the usual Human Tlie Roofs, we use cupolae. Our Building materials are diffenrent too, we prefer Marble and Sandstone to Granite and Limestone.




Pictures: Examples of Dragonic Architecture, note that the stones will be lot more sandish in colour as the buildings aren't made from Limestone, but from Sandstone.

Religion: As I said before, We Dragon Knight worship Elrath as our supreme deity. (The Cross of Elrath is one our main symbols as well.) Churches and Cathedrals can be found in our cites, like those in the Holy Unicorn Empire. Almost everyone in our cites worships Elrath, causeing him to bless a portion of these followers and turing them into Aasimar. (Elrath cursed the Troglodytes around the same time, see previous entry) The Blind Brother remained faithfull to their deity, Asha. The Worshippers of Asha, like the Blind Brothers don't build churches and sacrefice animals to please their god. Instead, they build monastairies, where they can meditate and learn in peace.

The Grandmaster is the the ruler of the Knighthood, but he has a Dragon Counsel which can make laws as well. Every law made by the Counsel must be signed by the current Grandmaster. If the Grandmaster or a Counsile member makes a proposal, the Cousellers must vote annonymously whether to makethis proposal a law or not. The Grandmaster has a veto, if he disagree with the voting. The Counsellors are chosen by the Grandmaster, and every citizen can give his name up as a sign of interest in becoming a cousellor. Permanent members of the Dragon Cousil are: the Grandmaster, the Grandmaster's successor, the Grandmaster's wife, his brothers, his parents (if still alive), the Mayors of the Dragonic Strongholds, the Archseer of Asha (a Blind Brother), the Highpriest of Elrath, the Vizier (if the Grandmaster doesn't have an heir or the heir(s) is/are underage; the Vizier is infact a viceroi here) and the Council Chairman (who is chosen for life)
People that cannot join the counsil: Foreigners, People who aren't followers of Sar-Badon or Sar-Antor, Soldiers, Underage men and women, Spies, Mercenairies, Criminals, Oath Breakers.

Hero: Sentinel

Special Skill: Prayer (may change)

Line up:

1) Petrifimp => Cryptephit/Ornamentaliar

2) Saggitarius => Radiant Saggitarius/Sniper

3) Crusader => Archon/Aasimar

4) Broken Monk => Blind Brother/Blind Sister

5) Roc => Thunderbird/Flamigle

6) Lightcross Idol => War Idol/Elrathian Idol

7) => Celestial Dragon => Eclyptic Dragon/Solar Dragon


Creatures

1) Petrifimp
Description: Pertifimps are tiny, stone Gargoyles, who were are put on the most important building in the Sanctum, to shield them from Demon Magic (hence the Imp Form). There Stone Wards can shift from life-form to Stone-form enabling them to both Fly and Regenrate.
Appearance: Exactly like the Image below


Attack: 2 {0}
Defence: 1 {4}
Damage: 1-2 {1-1}
Hit Points: 6
Speed: 6 {4}
Initiative:9 {8}
Growth: 19
Cost (approximate): low
Specials: Elemental, Stonemorph Shifting, flyer, {Regeneration}, {Magic Proof 25%}
Level: 1
Kind: Stone Imp Warden - Elemental

Stonemorph Shifting: The Creature can  shift between it's Fleshmorph and Stonemorph. If shifting to Stonemorph, the numbers between {} are it's statts. Creatures can't shoot or fly when in Stoneform.
Note for Modders: Other abilities that are disabled in Stonemorph form: Bash, Cleave, Double attack, First strike, Bravery, Lucky, Large Shield and Shield Allies.

Tactics: Pertifimps are offencively oriented, so use them offencively in the beginning of the battle. Try to get them in the enemy's ranks, and then stonemorph them, so they can act as tanks. Regeneration also ressurect some Pertifimps, making them quite durable. They are numberous and cheap, which is common for creature who aren't a real thread for opponents.


1a) Cryptephit
Description: Like the weaker Pertifimps, the Cryptephits were created to ward of evil (and Demonic) spirits and beasts. Unlike the Petrifimps, who were places around walls and on Parapets, Cryptephits can be found near Graveyards and Crypts (hence the name). Due to their task of protecting the dead Dragon Knights from desacration and overall raising, the Cryptephits have a large Magic resistance to ward of harmfull magiks. In addition, these Gargoyle Wardens are so hard to notice, that enemies are suprised by them, and are unable to retaliate them.
Appearance:: Cryptephit in Fleshmorph.


Attack: 2 {1}
Defence: 2 (+1) {4}
Damage: 2-2 (+1-0) {1-2}
Hit Points: 8 (+2)
Speed: 7 (+1) {4}
Initiative: 10 (+1) {8}
Growth: 19
Cost (approximate): Somewhat below Average
Specials: Elemental, Stonemorph Shifting, flyer, {Regeneration}, {Magic Proof 50%}, Bash
Kind: Stone Imp Warden - Elemental

Tactics: Cryptephits are faster and thougher than the Alternative Upgrade (Ornamentaliars), use the Speed/Bash combo to disrupt enemy retaliations. Note that Bash only works in Fleshmorph, NOT in Stonemorph. Main use is the same though: Fodder.

1b) Ornamentaliar
Description: Ornamentaliar are the Warding Pertifimps who were put on Important buildings, like Castles and Town Halls. These buildings need to be extremely durable as they are likely to be attacked in a siege. Hence the though Ornamentaliars, who are know for their survivability. They were embedded by special gems, making them more durable to physical attacks and even stopping defence decreasing spells.
Appearance:


Attack: 2 {1}
Defence: 4 (+2) {6}
Damage: 1-2 {1-2}
Hit Points: 8 (+2)
Speed: 6 {4}
Initiative: 10 (+1) {8}
Growth:  19
Cost (approximate):
Specials:Elemental, Stonemorph Shifting, flyer, {Regeneration}, {Magic Proof 25%}, Armoured.
Kind: Stone Imp Warden - Elemental

Tactics: Even More Tanky, and Immune to Vulnerability and Armour Crush. The Best as Fodder, rather sucky as an attack force. Again, place them in your caster's lines and Stonemorph.

____________________________________________________________________

2) Saggitarius
Description: Saggitarii are the expertly thrained Archers of the Knighthood. They specialised themselves in using the Longbow. This gives them an advantage over long rangs, as their arrows get farther. Like most Humanoids in the Knighthood, the Saggitarii are blessed by Elrath, making them dangerous foes.
Appearance: CLothing style is the same, but the cvolour are different. More dark yellowish, sandy-coloured  clothing.


Attack: 3
Defence: 3
Damage: 2-4
Hit Points: 10
Speed: 4
Initiative: 10
Growth: 11
Cost (approximate): low
Specials: Shooter, Dragonblessed, Long Range
Kind: Dragon Knight Archer - Humanoid
Dragonblessed: Creature is affected by the Prayer Racial Skill.
Long Range: The Creature's Range is 3/4, thus it's damage over long range is 50% higher than usual (50% + 50% of 50% = 75%)

Tactics: Slightly Weaker statistically, but more durable than
the Holy Griffin Archer, The Saggitarius can, due to his 3/4 range, do more damage than a group of Archers. Note the threir growth is slighly lower than the Archer's to balance this slight advantage. They are a quite fast shooter too, at 10 initiative.

2a) Radiant Saggitarius
Description: Radiant Saggitarii are the Marksmen, the best Saggitarii of the Knighthood. Not because of their skill, but because of their shooting speed. Indeed, these Archers can shoot multiple arrows in a period of time where normal Saggitarii would fire only one or two. Their Silvery robes reflect the Sunlight, grating them the name "Radiant". They don't wear the silver robes on esthetical purposes though; these robes reflect the sunlight in such a way that it blurrs the vision of enemy shooters, who miss when shooting at them.
Appearance: Same clothing design, Holy Cross is replaced by Elrath's Cross, Coltes are shniy silvery in colour and refect the sunlight.


Attack: 3
Defence: 5(+2)
Damage: 2-6 (+0-2)
Hit Points: 14 (+4)
Speed: 4
Initiative: 10
Growth: 11
Cost (approximate):
Specials: Shooter, Dragonblessed, Long Range, Radiance, Scatter Shot
Kind: Dragon Knight Archer - Humanoid
Radiance: Ranged Dammage versus this creature is reduced by 35%

Tactics: The Radiant Saggitarii are though, very though. Ranged Damage is reduced by more than 1/3, Their Defence and Hit Points have been greatly increased, and scatter shot quickly destroys opposing Turtle Stacks. Expect that your opponent will either charge you or cast powerfull magiks on your Radiants. Keep this in mind, and keep them out of trouble (magical immunity is a Great Help as well). Their Damage Range is Huge, so watch out for Weakness casters. An excellent unit versus Necropolis and Haven.


2b) Shadow Saggitarius

Description: Radiant Saggitarii may be called the best, actually the best ones are these guys: the Shadow Saggitarii. These Saggitarii specialised themselves by lurking in the Shadows and hide in the bushes, lurking, waiting and firing at Demon Lords with great power. Disaster is the effect.
Appearance: Colour of their robes depend on the terrain they're one (green for Grassland, yellow for Desert, brown for Taiga, Purple for Underground, Black for dirt, Blue for Sea, White for Snow, Orchre for Dwarvn Underground, Red for Lavaplains)


Attack: 4 (+1)
Defence: 2 (-1)
Damage: 3-5 (+1-1)
Hit Points: 10
Speed: 4
Initiative: 9 (-1)
Growth: 11
Cost (approximate):
Specials: Shooter, Dragonblessed, Long Range, Shadowmelt, Presice Shot
Shadowmelt: Creature can turn invisible. This form of Invisibiliy is the lethalest of all. It can only be dispelled by creatures with the Detect Invisibility Ability, or by creatures standing next to them, or when four turns have passed. During this time, the creature is affected by Advanced Righteous Might.

Kind: Dragon Knight Archer - Humanoid

Tactics: The Complete opposite of the Radiant Saggitarius. Turn them invisible and move away from the square as enemies will try to reach it. Try to get close enough to enemy shooter/casters and attack them with Precise Shot. Very lethal unit, the best Lvl 2. They aren't that strong when not shadowmelt, so kill them quickly before they can shadowmelt. You'll be in troubel it you can't


_____________________________________________________________________

3) Crusader
Description: The Footsoldiers of the Knighthood, the Crusaders are Warriors that fight with righteous Zeal. Their mighty Blades wreak havoc on the battlefield, while their Amour limits their maveuverability. Strong and Slow. Once they charge they almost always preform an additional strike.
Appearance: Like below, but without Shield and with a two-handed sword.


Attack: 5
Defence: 7
Damage: 3-4
Hit Points: 15
Speed: 4
Initiative: 9
Growth: 8
Cost (approximate): High
Specials: Dragonblessed, Cleave, Armoured
Kind: Aasimar - Humanoid

Tactics: They are slow, but very lethal if they can reach their oponents. Cleave and high damage can  be an overkill, but their attack isn't spectacular and their are expensive for their level. They aren't good to charge the enemy with, use you Rocs, Dragons or Petrifimps for that.


3a) Archon
Description: Archoi are the Elite Watchers of the Knighthood, the Keepers of the Holy Relics in Quritamne. They are known to get into a fiery Rage when their comrades fall and their attack sometimes are so irresistable that enemies fail to retalialate.
Appearance: With Silver Armour and a Orange Cape, otherwise Identical.


Attack: 5
Defence: 8 (+1)
Damage: 4-5 (+1-1)
Hit Points: 24 (+9)
Speed: 4
Initiative: 9
Growth: 9
Cost (approximate): Expensive
Specials: Dragonblessed, Cleave, Armoured, Enraged, Bash
Kind: Aasimar - Humanoid

Tactics: This Upgrade makes this creature a little bit more offencive, but it still remains a tank. Still very strong for it's level.


3b) Aasimar
: Aasimar are the descendands of Sar-Tibor and his friends, the Dragon Knight that were blessed by the Dragon itself. They became Aasimar, or High-Humans. Aasimar are slightly taller than Humans, their hair is fairer, their skin more tanned. They are a lot more agile and intelligent than the standard Humans. The Knighthood's Aasimar are their elite-demonslayers, they mercilessly slaughter hordes of Infernal beasts, without a doubt due to their blessing by Elrath. Elrath's Magic also works better when cast on them.
Description:
Appearance:


Attack: 7 (+2)
Defence: 7
Damage: 3-5 (+0-1)
Hit Points: 24 (+9)
Speed: 5
Initiative: 9
Growth: 9
Cost (approximate):
Specials: Dragonblessed, Cleave, Armoured, Child of Light, Demon Hunter
Kind: Aasimar - Humanoid
Demon Hunter: The Creature does +50% damage versus Demonic units. Demonical Units have a -1 Luck Penalty when facing this creature on the battefield (this penalty vanishes once the Aasimar are killed)

Tactics: Increasements in Maximal Damage and Attack, make this creature a real offencive unit, especially versus Demons. Child of Light increases their overall efficiency, like it does with the Pristine Unicorns and the Celestial Dragon. Keep in mind that they're still slow though.


_____________________________________________________________________

4) Broken Monk
Description: The Monks of the Broken Ones are the initiate in the Cult of the Blind Brothers. These initiates already passed the Right of Blindness, making them temporarily blind (the Blinding effect are dispelled if the snap out of it, otherwise, they're Permanent). The Initiates can be both Male and Female, and are learned how to use Magic correctly. Broken Monks aren't magically powerfull on their own, but if they can bind themselves to a Spellcaster  (both enemy and ally) they create a bridge between their Arcane Power and the one of the Targets and destribute the power Equally. Since the Broken Monks usually are the weakest caster of the two, they parasiticly drain Mana and Spells from their target, making them a lot more powerfull.

Appearance: Like that, but blindfolded and without lantern (They are Blind, so they don't need Lanterns


Attack: 8
Defence: 8
Damage: 5-9
Hit Points: 24
Speed: 3
Initiative: 9
Mana: 10
Growth: 5
Cost (approximate): Moderate
Specials: Immune to Blind, Caster, Arcane Bridge
Kind: Blind Brother - Humanoid
Arcane Bridge: The Creature binds itself to a spellcaster (can be both an ally or an enemy) creating an invisible Arcane Bridge between the creatures. The Creature gains 25% of the targets Mana instantly, and every time the target casts a spell, that spell appears in the Creature's Spellbook. In addition, there is a chance of 15% that that Spell will be blocked in the Target's spellbook. When Under the effect of this Ability, the Mastery of All the Creature's Basic spells (the ones it had before the Bridge) is increased by one. The Bridge collapses once one of the two Stacks dies, or when the Bridgebuilder chooses another target (so: when all of the target's mana is depeted) Only Spellcasters and Heroes can be targeted by the creature
Spellbook: Basic Fire Trap, Basic Arcane Chrystal

Tactics: Broken Monks are slightly below-average creatures on their own, but can become a real pain in the @$$ when Using Arcane Bridge. They are extremely Dangerous versus Academy and Dungeon, so these faction should beware. Their attack/defence is fine, their damage is average (but Damage Range is High) They aren't maneuverable though with only 3 Speed (Extremely low) and 9 initiative. (thse are low, as they are uneasy about their Blindness, and don't know how to move well ) A Quick Uprgrade is a prudent choice.


4a) Blind Brother

Description: There is a difference between the Blind Brothers of Ashan, the Order of Seers, and their Brothers who serve the Dragon Knights. These have renounced the Second Sight and, though Seers, don't use this Skill anymore. Their Blindness is Permanent this time, there's no way back now. They are very erratic persons, they depend on the Gods to grant them Magical Power. This makes them erractic foes, but at times downright lethal. Attack them with caution  
Appearance: like below, but with a Walking Stick.


Attack: 8
Defence: 10 (+2)
Damage: 5-9
Hit Points: 24
Speed: 3
Initiative: 11 (+2)
Mana: 20
Growth: 4
Cost (approximate): High
Specials: Immune to Blind, Caster, Arcane Bridge, Random Spellbook
Kind: Blind Brother - Humanoid
Spellbook: Random
Random Spellbook: At the Start of Combat Ramdomly gains three spells, that can be of any level and of any Mastery (chances see below)
Chances for getting spells: Lvl 1: No: 50% Bas: 40% Adv: 35% Exp: 20%
                           Lvl 2: No: 45% Bas: 35% Adv: 25% Exp: 20%
                           Lvl 3: No: 35% Bas: 30% Adv: 20% Exp: 15%
                           Lvl 4: No: 25% Bas: 20% Adv: 15% Exp: 10%
                           Lvl 5: No: 15% Bas: 10% Adv: 5% Exp: 1%

Tactics: With a Small increasement in Defence and (thank God!) Initiative, the Blind Brother is a statistically weak Lvl 4 Upgrade. Ramdom Spellbook is a Quite Imbalanced ability, and downright dangerous if combined with Arcane Bridge. Despite the low statts, this creature is extremely Dangerous, though the Chances are low, Expert Puppet Master can pop-up in their Spellbooks, but Basic Earthquake can as well. A liabilty, but usually one that is rewarding. Keep those fingers crossed.


4b) Blind Sister
Description: The Female members of the Blind Brothers, the Blind Sisters don't fancy the Spellcasting life their Male Counterparts live. They themselves prefer a life in serenity and peace, while they train themselves in Martial Arts. Unlike the Brothers, they are a liability and with their Martial tricks they can sometimes preform an additional strike, in addition to their Spellcasting powers.
Appearance:


Attack: 12 (+4)
Defence: 8
Damage: 7-11 (+2-2)
Hit Points: 28 (+4)
Speed: 5 (+2)
Initiative: 10 (+1)
Mana: 10
Growth: 4
Cost (approximate): High
Specials: Immune to Blind, Caster, Arcane Bridge, Swift Attack, Assault
Kind: Blind Brother - Humanoid
Spellbook: Basic Fire Trap, Basic Arcane Chrystal, Basic Slow

Tactics: With a nice, overall Statt Increasement, the Blind Sister is a good Offencive unit, in addition to their Mastery of Arcane Chrystal and Fire Trap. Swift Attack and Assault both a small abiliteis, but handy nontheless (especially when you realise that they can cast Slow


_____________________________________________________________________

5) Roc
Description: Rocs are the Largest birds in Ashan. They dwell near the Eastern Mountains, where the majority of Dragon Knight Strongholds can be found. These Giant Eagles are noble and brave creatures, who can pick up smaller targets, just to drop them from great heights. Elrath protects these Birds as well, as they joined his cause.
Appearance: Like this. Unlike the H2 Roc, this Roc is more an Eagle than a Hawk.


Attack: 15
Defence: 10
Damage: 8-12
Hit Points: 65
Speed: 7
Initiative: 15
Growth: 3
Cost (approximate): Exênsive
Specials: Large, Flyer, Dragonblessed, Snatch 'n' Drop
Kind: Roc - Beast
Snatch 'n' Drop: This creature can Snatch up Enemy Creatures (within thier movement reach) up in the air untill their next turn. Then they Drop the Creatures, forcing them to take Damage. Snatched Creatures are forecd to skip their turns between the two turns of the Creature. If Dropped, their ATB value is reset to 0 in addtiton to the physical Damage they took. Incorporeal, Insubstanal or Large Creatures or Cretures effected by the Rune of Etherealness can't be Snatched, while Flying units can't be dropped (they simply fly back to their square. If a creature took place on the square of a Snatched creature, this stack will suffer half the usual Drop damage.
Note: Drop damage is (#Roc/# Creatures) X (10 X #Roc)

Tactics: High Attack and Initiative underline the offencive use of this unit, and Snatch 'n' Drop is good to dispose of smaller units. Speed is great too, but Defence and Damage could've been better. Still an above average creature for it's level.


5a) Thunderbird
Description: Thunderbirds are a Roc sub-species, a species that is electrically charged. Those unfortunate to be attacked by them, are literally thunderstruck, at the Thunderbirds Beak and Talons are made of Iron, conduct the Elecric Currents in the Sky quite well. In other words: enemies are toasted.
Appearance: Like below.


Attack: 18 (+3)
Defence: 12
Damage:  6-12 (-2-0)
Hit Points:  70 (+5)
Speed: 8 (+1)
Initiative: 16 (+1)
Growth: 3
Cost (approximate): Expensive
Specials: Large, Flyer, Dragonblessed, Snatch 'n' Drop, Storm Strike, Immune to Lightning
Kind: Roc - Beast

Tactics: High increasement in Offencive Power, something that this bird needed. Their Downgrade in Damage is because of the Storm Strike. As for the rest, their use remains the same.


5b) Flamigle
Description: Flamigles are Creatures of Fire, the Rocs that dwell near Volcanoes. Overtime, these Firebirds became creatures of Fire themselves, and thus can't be harmed by this element. In addtion they can waze their wings so violently that a Waze of Flames can errupt from it. To top it all, everyone who dare to strike them, will feel their external hotness, to their own demise
Note: If you are unshure what the link is between thses and the Dragon Knights, thses Bird live near the Dragon Knight Strongholds and were tamed by them (see Roc post).
Appearance: Exactly like below


Attack: 15
Defence: 15 (+3)
Damage: 15-20 (+7-8)
Hit Points: 77 (+12)
Speed: 7
Initiative: 14 (-1)
Growth: 3
Cost (approximate): Expensive
Specials: Large, Flyer, Dragonblessed, Snatch 'n' Drop, Flame Wave, Fire Shield, Immune to Fire
Kind: Roc - Beast

Tactics: A Much needed increase in Defenc and Hit pints, which blends in well with their Fire Shield Ability. Initiative Dropped Slightly, but their Damage has increased greatly, (which was nessecairy, as they don't have Storm Strike, but the Weak Flame Wave. This unit is excellent for both Shielding your shooters from harm as blocking the enemy ones.


_____________________________________________________________________

6) Lightcross Idol
Description: Lightcross Idols are huge Elrathian crosses mounted on wooden carts. These Crosses, forged from the finest of Gold and the Clearest of Gems, have empty spaces beween them. These spaces are filled with a Transparent, and ultrathin layer of  Quartz Chrystal, and if they're turned towards the sun, they shine concentrated Light beams upon their targets. Whe engaged in melee, the drivers maneuvers the cart away from harm, while the aimers aim the cross towrds their attackers. Although Sun-light dependant, the Crosses work during nightime and Eclypses (and even underground), but at a smaller efficiency.  
Appearance: it's the Elrathian Cross mounted on a simple wooden cart. The cart is nothing special, but the cross is made of shiny gold and ornamented with gems


Attack: 22
Defence: 24
Damage: 15-25
Hit Points: 105
Speed: 4
Initiative: 9
Growth: 2
Cost (approximate): somewhat high
Specials: Large, Dragonblessed, Light-Dependant, War Machine
Kind: Idol of Light - Construct
note: the fact that it's mechanical, is mentionned in the paragraph kind: Construc = Mechanical creature. Note that Humanoids, Beasts, Demons, Celestial Beigns and Dragons are living creatures, while Elementals, Constructs and undead aren't living
Light Dependant: This creature does -33% damage when fighting during Eclypses or Underground.
War Machines: This Creature's damage is increased by the Hero's Mastery of the War Machines skill.

Tactics: an Unmaneuverable and erratic War Machine, the Lightcross Idol can easily be weakened and enhanced. Depending on the present situation, the Idol can be a powerfull or a weak Lvl6. Presently it's a below average creature (except for damage), upgrade it quickly.


6a) War Idol
Description: War Idols are Armoured Wagons, who resemble the fantastic Gremlin Dreadnought Tanks. War Idols are a weaker form of it, but work in a similar way. War Idols are feared by the demons, since the War Idol can severely hurt them, just by passing by.
Appearance: This time the Cross in mounted on a carriage/wagon, drawn by two horses. It's made of wood, reinforced with Steel strips and boults. It's outer armour is covered with spikes. Purple Drapes with the Elrathian Cross on it hang from the roof, as the Cross is mounted on the roof as well. It's being turned manually from inside the Wagon (looks automated, but it isn't). Scythes are attached on the Cart Wheels.
<no image available, see description>

Attack: 24 (+2)
Defence: 26 (+2)
Damage: 20-30 (+5-5)
Hit Points: 125 (+20)
Speed: 5 (+1)
Initiative: 9
Growth: 2
Cost (approximate): Somewhat high.
Specials: Large, Dragonblessed, Light-Dependand, War Machine, Scythewheels, maneuver
Kind: Idol of Light - Construct
Scythewheel: this specials is equal to wheeling attack, but delivers 45% of the normal damage. Doesn't work on allies. May miss incorporeal creatures.

Tactics: A nice increasement in hit points and damage, makes the War Idol a good might unit. It doesn't need specials to be powerfull, but Scythewheels can be quite dangerous in combination with maneuver


6b) Elrathian Idol
Description: An exact copy of the Sentinel of Elrath is mounted into the cart. These Idols are said to be the mounth and ears of Elrath. They attack and shoot independantly, but can move porperly, hence the mount on the Cart. Nevertheless these Statues are holy Icons and the Dragon Knights become Fanatically zealots and fearless when defending these carts in the direst of times.
Appearance: A minuature of Elrath's Sentinel is mounted upon a Steel cart. When fighting Melee is uses the animation of the animation of thre Vampire. When attacking Ranged, it uses the Priest's animation
<no image available, see description>

Attack: 25
Defence: 25
Damage: 15-30
Hit Points: 110
Speed: 4
Initiative: 10
Growth: Somewhat Expensive
Cost (approximate):
Specials: Large, Dragonblessed, War Machine, Vorpal Sword, Light Magic Catalist, Aura of Bravery
Kind: Idol of Light - Construct
Light Magic Catalyst: if this creature is present at the combat, the allied hero will get a +5 bonus to his spellpower when casting Light Spells.
note: this doens't work for Prayer or Creature Casters. Isn't cumulative with the Light Channel Perk.


Tactics: by Losing Light-Dependant, the Elrathian Idol has a great advantage. Stattistically, it's slightly weaker, but Aura of Bravery, Vorpal Sword and Light Magic Catalist make it very efficient overall. A good upgrade, a good purchase


_____________________________________________________________________

7) Celestial Dragon
Description: Celestial Dragons are the offspribg of Elrath, the Dragon of Light. Since the Conversion of Sar-Tibor, Elrath recognised the Dragon Knights are the true fighters of Light and send it's kin to assist the Dragon Knights in watching the abysses of Sheogh. This Dragon don't breathe fire, but Light Magic seems to work better on them, than it does on anyone else.
Appearance: without the orb and a lighter form of blue. Otherwies identical to the image


Attack: 27
Defence: 27
Damage: 25-40
Hit Points: 220
Speed: 8
Initiative: 14
Growth: 1
Cost (approximate): High + Chrystal
Specials: Large, flyer, Dragonblessed, Child of Light
Kind: Elrathkin  - Dragon

Tactics: A somewhat weak lvl7, the Celestials Dragon's power lies in it's Speed. It's by far one of the fastest Lvl 7 (even beating the Green Dragon) and Child of Light is a Usefull trick when you're out of mana for Mass Spells. 220 Hitpoints are very high too.


7a) Solar Dragon
Description: The Solar Dragons are the controllers of the Sun. They deicde where it will shine, how hard it will shine and how ling it will shine. In addition, the Solar Dragon's can create a barrier of Solar Fire around them. This divine power is lethal to all Unholy creeps in Ashan.
Appearance: like below


Attack: 32 (+5)
Defence: 30 (+3)
Damage: 30-50 (+5-10)
Hit Points: 220
Speed: 8
Initiative: 14
Growth: 1
Cost (approximate): High + Chrystal
Specials: Large, flyer, Dragonblessed, Child of Light, Sunfire
Kind: Elrathkin  - Dragon
Sunfire: the Creature lets our a burst on Sunlight, damaging all adjescent Squares with Eldritch Damage. Allies are Immune to this, hile the Sunfire does double damage to Undead and Demons.

Tactics: The Solar Dragon is an extremely good and though Lvl7, only it's damage is quite low. Charge the enemy and when surrounded use the Sunfure ability.


7b) Eclyptic Dragon
Description: Elcyptic Dragons are the Mysterious Celestial Dragon that only emerge during Eclypses. Some say that they are Solar Dragons, while others believe they are White Dragons. Point is, these Dragons are as ellusive as the Dragon Knights themselves. An Elven eye-witness account states that these Dragon ecreate Eclypses by flying in front of the sun or moon. These stories aren(t proven, but the myths exist nontheless.
Appearance: like below



Attack 30 (+3)
Defence: 30 (+3)
Damage: 25-55 (+0-15)
Hit Points: 220
Speed: 9 (+1)
Initiative: 15 (+1)
Growth: 1
Cost (approximate): High + Chrystal
Specials: Large, flyer, Dragonblessed, Child of Light, Eclypse
Kind: Elrathkin  - Dragon
Eclypse: The Creature Creates an Eclypse for three turns. All Creatures from the Sanctum faction gain a +3 advantage to Attack, Defence, Minimal Damage nad Maximal Damage. The efficeincy of Dark Magic and Ranged attacks are Halved during this period. The Creature cannot act during that time.

Tactics: The Eclyptic Dragon is the Fastest Level 7, use that advantage. Eclypse will give enemy shooter and Dark Magic users (especially Inferno) a great disadvantage. Use the Eclyptic Dragons Speed to maximise it's effectiveness, as Attack and Defenc are average and overall damage is low. Watch out for Weakness and Slow!



Racial: Prayer: The Sentiness prays to elrath at the start of combat to get a blessing (Blessings are: Divine Strength, Regeneration, Endurance, Haste, Righteous Might or Deflect Missile)

Bas: 30% chance that 1-2 random stacks get a Blessing cast on them at no Mastery. the Spells last for three turns. This only affects Dragonblessed creatures.
Adv: 50% chance that 1-2-3 random stacks get a Blessing cast on them at Basic Mastery. the Spells last for five turns. This only affects Dragonblessed creatures.
Exp: 75% chance that 2-3-4 random stacks get a Blessing cast on them at advanced Mastery. the Spell lasts for seven turns. This only affects Dragonblessed creatures.
Ult: 100% chance that 1 random stack gets a Blessing cast on it at Expert Mastery + An additional 50% chance that 1-2-3 stacks get a Blessing cast on them at Advanced Mastery. the Spells last for the duration of the combat. This only affects Dragonblessed creatures.

Perks:


Light Channel: The Hero has +5 Spellpower when casting Light Spells


Higher Spheres: Prayer can now cause that Magical Imunity, Arcane Armour or Vampirism can be cast through Prayer as well.


Broadening of Light: Every non-demonical Creature in the Hero's army gains Dragonblessed in combat.


Ultimate Perk:  Champion of Light: The Hero gets all Blessings in his spellbook. The Hero can summon Lvl 7 Creatures to the battlefield once per combat. (the summonable creatures are: Solar Dragon, Archangel, Emerald Dragon, Storm Titan, Phoenix (rare 2%)). The amout of summoned creatures is Hero Level/3, fractipn rounded down. The Summoned units are permanently affect by: Righteous Might, Divine Strength and Regeneration. (Requires Refined Mana, Divine Guidance and Mentoring)


Heroes:

Hero Class: Sentinel: Att: 1 Def: 1 SpP:1  Kno:2
Primairy Skills before lvl 10: Att: 30% Def: 20% SpP: 20% Kno: 30%
Primairy Skills after lvl 10: Att: 25% Def: 25% SpP: 25% Kno: 25%

Skill System:


Attack: (15%)


Tactics: Increases the area in which the hero can rearrange creatures before combat
Requires (req): Basic Attack
Prequisite for (preq): Preparation


Battle Frenzy: Battle Frenzy
Req: Basic Attack
Preq: Power of Speed, Retribution


Archery: Increases damage dealt by hero's creatures in ranged combat by 20%.
Req: Basic Attack
Preq: Flaming arrows


Retribution: Troops under hero's control deal increased amount of damage according to their moral state.
Req: Adv Attack, Battle Frenzy
Preq: none



Power of Speed:  Hero acquires Mass Haste spell on advanced level
Req: Adv Attack, Battle Frenzy
Preq: none


Flaming Arrows: Ballista under hero's command negates enemy defense and deals additional elemental fire damage. Destroyed ballista will be restored in hero's army after combat
Req: Adv Attack, Archery
Preq: none
____________________________________________________________________

Defence: (8%)



Vitality: Increases hit points of all your creatures by 2 (Particularly effective for large armies)
Req: Basic Defence
Preq: Stand Your Ground



Protection: Decreases damage dealt to your creatures by magic attacks by 15%
Req: Basic Defence
Preq: Resistance


Evasion: Decreases damage dealt to your creatures by ranged attacks by 20%.
Req: Basic Defence
Preq: Arrow Shield


Stand your Ground: Troops under hero's control get +60% bonus to their defense carrying out the Defend command.
Req: Vitality
Preq: Preparation, Last Stand


Last Stand: All troops under hero's control are blessed with amazing vitality. If enemy creatures attack the hero's troops and kill them all, the last of the troops will survive the attack with 1 hit point
Req: Stand Your Ground
Preq: none


Preparation: All the creatures, while discharging the Defend command, will retaliate any enemy, which assaults them, first, even if the enemy has No retaliation ability. Moreover, if the defending creature has Unlimited Retaliation ability, it will attack the enemy twice: Before and after it's assault.
Req: Stand your Ground, Tactics
Preq: None


Resistance:  Hero gains +2 defense permanently
Req: Protection
Preq: none


Arrow Shield (new): The Hero Gain the Deflect Missile Spell at Advance Mastery. The Spellpower of this spell is increased by 5 and costs 3 mana less.
Req: Evasion
Preq: none



Luck: (4%)


Soldier's Luck: Guarantees that useful combat abilities of creatures in hero's army (like Squires' Bash, for example) will trigger more often.
Req:  Basic Luck
Preq: Warlock's Luck, Dead Man's Luck


Resourcefullness:  In the course of adventures the hero tends to find more gold and resources and be more lucky overall.
Req: Basic Luck
Preq: Tear of Asha Vision


Magic Resistance: Increases magic resistance of all creatures in hero's army by 15%. Creatures are more likely to avoid enemy magic.
Req: Basic Luck
Preq: none


Warlock's Luck: Luck rolls will now be applied to destructive spells cast by the hero, thus allowing a chance for double damage from spells
Req: Soldier's Luck
Preq: None


Dead Man's Luck: The hero has gained an ability to affect the Luck of enemy creatures. The Luck of all enemy troops is decreased by 1.
Req: Soldier's Luck
Preq: none


Tear of Asha Vision: The hero now 'feels' the location of the Tear of Asha in his or her very heart. Digging for a Tear of Asha somewhere around its actual location is much more likely to be a success.
Req: Rescourcefullness
Preq: none


Leadership: (10%)


Recuitement: Increases weekly growth of 1st, 2nd and 3rd level creatures by +3, +2 and +1 respectively. Hero must be stationed within the friendly town on the last day of the week for effect to take place.
Preq: Basic Leadership
Req: Aura of Swiftness


Estates: Hero contributes 250 gold pieces per day to your cause.
Preq: Basic Leadership
Req: War Taxes


Diplomacy: Allows hero to effectively negotiate with hostile creatures. Increases chances and reduces costs of creatures that wish to join your army
Preq: Basic Leadership
Req: Empathy


Aura of Swiftness: Combat movement speed of all units in hero army is increased by +1.
Preq: Recruitement
Req: Artificial Glory


Artifical Glory: War Machines and Golems are now affected by positive morale effects (negative morale does not apply).
Preq: Aura of Swiftness
Req: none


War Taxes: Every Humanoid in your army pays 0.5 Gold a day.
Preq: Estates
Req: None


Empathy: Each time when the Morale effect is triggered with any of the creatures in the hero's army, the hero moves 10 percent forward along the ATB bar. (If the creature has a negative Morale effect, the hero is moved backwards).
Preq: Diplomacy
Req: Divine Guidance


Divine Guidance: The Hero receives the special combat ability to encourage his troops on a battlefield, making their turns come faster.
Preq: Empathy
Req: none


http://heroescommunity.com/images/avatars/h5-skill-Logistics_3.gif
Logistics: (2%)


Scouting: Hero receives +4 to his range of view and gets an ability to see precise number of creatures in neutral troops, in enemy armies, towns and garrisons within his range of view.
req: Basic Logistics
preq: Silent Stalker


Pathfinding: Reduces penalty for moving through rough terrain by 50%.
req: Basic Logistics
preq: Snatch


Navigation: Increases hero's movement speed at sea by 50%.
req:  Basic Logistics
preq: none



Silent Stalker:The enemy will see only the strongest creature in hero's army with no number at all. Also this ability allows to see courage of neutral monsters and enlarges hero's field of view by 12 tiles.
req: Scouting
preq: Swift Mind


Snatch: The hero spends no movement points to pick up resources, access buildings and other similar actions
req: Pathfinding
preq: Familiar Ground, Death March


Swift Mind: Hero receives +25% bonus to Initiative at start of combat
req: Silent Stalker
preq: none


Familiar Ground: All creatures in hero (Knight or Ranger) army receive +1 for movement speed if the battle is taking place on grassy terrain
req:  Snatch
preq: none


Death March: All hero's troops gain +4 speed during the siege of an enemy castle
req: Snatch
preq: none



Enlightement: (10%)


Arcane Intuïtion: Allows hero to learn an unknown spell used by an enemy hero or creature in combat (hero must be able to learn the spell with regards to his level in this school of magic).
Req: Basic Enlightement
Preq: Mentoring, Arcane Exaltation


Intelligence: Increases normal maximum mana by 50%.
Req:  Basic Enlightement
Preq: Wizard's Reward, Graduate, Mentroing, Arcane Exaltation



Scholar: llows the Hero to teach various spells to other heroes, effectively trading spells between spell books.
Req:  Basic Enlightement
Preq: Mentoring, Arcane Exaltation, Arcane Rejuvenation (Sorcery)


Graduate: Being so keen to learn, the hero is granted +2 Knowledge and an additional bonus of +1000 experience
Req:  Intelligence
Preq: none


Wizards Reward: Hero gains +2 to Spellpower permanently, plus an extra 1000 gold as a one-time bonus
Req:  Intelligence
Preq: none


Mentoring: When this hero meets another friendly hero, the latter gains as much experience as he or she needs to have his or her experience become equal to 25 percent of that of the mentor's (this is only effective if that hero has less experience originally).
Req:  Intelligence, Scholar
Preq: Champion of Light


Arcane Exaltation: Delving deep into the secrets of spellcraft, hero gains +2 Spellpower permanently.
Req: Intelligence, Scholar
Preq: none




War Machines: (8%)



Ballista: Allows manual control of the Ballista. Ballista gains one extra shot. Restores the Ballista after the battle if it was destroyed
Preq: Basic War Machines
Req: Triple Ballista




Catapult: Allows manual control of the Catapult. Catapult gains one extra shot. Restores ammo cart after the battle if it was destroyed
Preq: Basic War Machines
Req: Tremors



First Aid: Allows manual control of the First Aid Tent. Restores the First Aid Tent after the battle if it was destroyed
Preq:  Basic War Machines
Req: Plague Tent



Tripple Ballista: Ballista gains another extra shot (up to 3 consecutive shots total if hero is proficient with ballistas).
Preq: Ballista
Req: Brimstone Rain



Tremors: Hero acquires Earthquake spell and the ability to cast it with shaking effect, damaging and stunning all creatures behind fortress wall
Preq: Catapult
Req: Remote Controll


Brimstone Rain: Catapult gains another extra shot (up to 3 consecutive shots in turn if hero is proficient with catapults).
Preq: Tripple Ballista
Req: none



Remote Controll: At the beginning of the combat one of the enemy War Machines comes under your control.
Preq: Tremors
Req: none



Plague Tent: The hero's First Aid Tent receives an ability to damage enemy creatures
Preq: First Aid
Req: none





Light Magic: (15%)




Master of Abjuration: Grants mass effects to Deflect Missile and Endurance spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells
Preq: Basic Light Magic
Req: Surpress Light, Fire Resistance, Guardian Angel



Master of Blessings: Grants mass effects to Divine Strength and area effect to Cleansing spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells.
Preq: Basic Light Magic
Req: Guardian Angel



Master of Wrath: Grants mass effects to Righteous Might and Haste spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells. Adds +4 to effective spellpower of Holy Word spel
Preq: Basic Light Magic
Req:  Storm Wind, Refined Mana



Eternal Light: Hero's light spells are twice harder to dispel. Opposite spells (like Slow versus Haste) applied by an enemy to Hero's creatures have 50% chance to fail.
Preq: Basic Light Magi
Req: Refined Mana



Surpress Light: Enemy hero is forced to spend twice more mana to cast Light Magic spells in combat
Preq: Master of Abjuration
Req: none


Fire Resistance: Creatures under Hero's control receive only 50% damage from all fire-based spells attacks and are immune to armor damaging effects of Master of Fire ability.
Preq: Master of Abjuration
Req: none


Guardian Angel: When all the knight's troops fall dead in combat, an Angel, summoned on a field of battle, resurrects the most powerful group of dead creatures and disappears
Preq: Master of Blessings, Master of Abjuration
Req: none


Stormwind: The Ranger calls upon the forces of nature to affect enemy flying creatures. Initiative and Speed of all enemy flyers is decreased by 1.
Preq: Master of Wrath
Req: none



Refined Mana: Casters in hero army will spend only half the required mana cost to cast spells
Preq: Eternal Light, Master of Wrath
Req: Champion of Light



Dark Magic: (2%)


Master of Curses: Grants mass effects to Weakness and Suffering spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells.
Preq: Basic Dark Magic
Req: Fallen Knight


Master of Pain: Grants area effects to Decay and Vulnerability spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells. Adds +4 to effective spellpower of Unholy Word spell.
Preq: Basic Light Magic
Req: Corrupted Soil


Master of Mind: Grants mass effects to Slow and Confusion spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells.
Preq: Basic Dark Magic
Req: Shrug Darkness, Seal of Darkness, Dark Renewal


Fallen Knight: Dedicated to learning all the secrets of Dark Magic, the Knight becomes a pariah among his or her own kind. Troops under knight's control suffer -1 penalty to morale, but all Dark Magic spells cast by the Knight are now more powerful (effective Spellpower is +5 for casting those spells).
Preq: Master of Curses
Req: none


Corrupted Soil: The hero calls upon forces of nature to affect enemy melee-attacking creatures. Any time an enemy creature moves it will receive some damage. Inflicted damage equals hero's level.
Preq: Master of Pain
Req: none


Dark Renewal: Should it happen that any magic spell is resisted by target, the hero gains back all the mana spent to cast that spell.
Preq: Master of Mind
Req: none


Seal of Darkness: Enemy hero is forced to spend twice more mana to cast Dark Magic spells in combat
Preq: Master of Mind
Req: none


Shrug Darkness: Enemy Dark Magic spells will be cast with only 50% of effective Spellpower
Preq: Master of Mind
Req: none


Twilight:Increases Spellpower: +3 for all spells of dark and light magic schools.
Preq: Basic Light Magic, Basic Dark Magic
Req: none



My faction doesn't fit in this post. Skill system contnued on page 14.
____________
Coincidence? I think not!!!!

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted July 30, 2008 04:58 PM

Quote:
Is it possible to enter if I haven`t participated in previous ones?


Yes, you can always enter, but you'll be behind on points.  Still, this is more of a just for fun competition than anything else.
____________
How exactly is luck a skill?

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emilsn
emilsn


Legendary Hero
posted July 30, 2008 06:03 PM

This is going to be one though thing to figure out
____________
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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mvassilev
mvassilev


Responsible
Undefeatable Hero
posted July 30, 2008 06:08 PM
Edited by mvassilev at 15:04, 15 Aug 2008.

High Peaks - Freelord (hero)
Motto: "Live free or die."
Associated colors: White, light blue, gold.
Worship: They respect and venerate Sylath, though they do not actually worship him.
Core Philosophy: Freedom is the most important thing. Let no one take it from you.
Country/Kingdom: None; they live in a loose society in the High Peaks.
Capital city: None officially, though Highmount is the largest city.
Key Symbols: Broken chain, white cloud.

Far to the East, there are tall mountains, nearly always clear, seldom covered with storms. There live a group of strange creatures, unbowed, ruled by no one. In times of conflict, they are lead by the Freelords, a race of humanoids with wings attached to their arms, and with bird feet. A long time ago, during the war of the Seventh Dragon, a group of demons invaded the area, and kidnapped a few inhabitants, and put them to their use. After that, though, these high peaks have seldom been troubled by the wars that afflicted the rest of Ashan, until now. The Freelords have heard the prophecy of the Dark Messiah, and they have taken arms to prevent another Demon incursion into their precious land.

L1: The diminutive halflings used to live with the humans, but were driven away by general discrimination, and that no one took them seriously because of their height, so they left for the High Peaks. They have learned to shoot their enemies from a distance with a powerful slingshot, and have become experienced in fighting foes larger than them. Halfling Archers have exchanged their slingshots for long-ranged bows. They are able to strike their enemies down from a greater distance. Halfling Skirmishers have learned to use their slingshots effectively in close combat, and also wear armor that is difficult to weaken.
Halfling (Shooter, Giant Slayer) > Halfling Archer (Shooter, Giant Slayer, No Range Penalty) or > Halfling Skirmisher (Shooter, Giant Slayer, No Melee Penalty, Armoured)

L2: During the War of the Seventh Dragon, the Demons invaded the High Peaks, and kidnapped a lot of Imps, corrupted them, and bred them, and they were used in many Demonic wars. But the Free Imps of the High Peaks remained. They are horrified by what happened to their bretheren, who were weakened by torture that demonized them, and are determined not to let the same thing happen to them. Imp Warriors have had much combat experience in the sometimes dangerous Peaks, and are now ready to put their abilities to good use. Peak Imps are Imps who have sojourned to the tops of the peaks, and have drunken in the sun's rays and the air's wind, and have gained the ability to speed up and strengthen their allies.
Free Imp (Mana Destroyer, Flying) > Imp Warrior (Mana Destroyer, Flying, Assault) or > Peak Imp (Siphon Mana, Mana Feed, Caster (Haste, Divine Strength), Flying)

L3: Dark Crows fly high, from peak to peak. From a distance, they may look like the ordinary crows that fly in the rest of Ashan, but the are larger, and more intelligent. When the Demons invaded the High Peaks, they observed them, and learned of some of the powers of darkness, which they now harness to attack their enemies. They are also quite fast, able to return after attacking. Dark Ravens are stronger, and inspire fear in their enemies, sometimes causing them to flee. Bolt Crows have an affinity with the storms that sometimes go through the High Peaks, and have gained the ability to use lightning to their benefit.
Dark Crow (Flying, Cursing Attack, Strike and Return) > Dark Raven (Flying, Cursing Attack, Strike and Return, Fear Attack) or > Bolt Crow (Flying, Cursing Attack, Strike and Return, Immune to Lighting, Aura of Lightning Vulnerability, Magnetism, Caster (Lightning Bolt))

L4: Despite its weight, the Gargoyle, a dangerous dweller of the High Peaks, can fly. Its stone skin gives it a resistance to magic, and an immunity to Earth damage. It can turn itself into a stone statue, and channel magic to help the hero. Diamond Gargoyles are tougher, are more resistant to magic, and are quicker, able to strike their enemies twice in a row. The Arcane Gargoyle's skin is covered in magical stones that give it the ability to reflect magic, and to transfer spells to and from itself.
Gargoyle (Flying, Immunity to Earth, Magic-proof 50%, Channeling Statue) > Diamond Gargoyle (Flying, Immunity to Earth, Magic-proof 75%, Channeling Statue, Two Attacks) or > Arcane Gargoyle (Flying, Immunity to Earth, Magic Mirror, Spell Transfer Attack)

L5: The Crag Eagles are huge intelligent birds of prey. They put their impressive hunting abilities to use on the battlefield, being able to dive down upon their opponents, carry them, and drop them, hurting them. Rocs are even stronger, and are able to stun their enemies when dropping them. Thunderbirds harness the power of lightning when diving upon their enemies.
Crag Eagle (Flying, Aerie Dive, Large Creature) > Roc (Flying, Aerie Dive, Large Creature, Aerie Strike) or > Thunderbird (Flying, Aerie Dive, Large Creature, Call Lightning, Aerie Bolt, Immune to Lightning)

L6: The Winged Lion is a ferocious beast of the High Peaks. Despite its ferocity, it is intelligent, and helps its allies by biting foes that are near it and are attacked by an ally. Chimeras are even more dangerous, being able to attack with its lion or goat head, or with its snake tail. The Manticore has a huge scorpion sting for a tail, which poisons and kills its enemies.
Winged Lion (Flying, Large Creature, Bite (renamed Lizard Bite)) > Chimera (Flying, Large Creature, Bite, Poison Bite, Stunning Strike, Maul) or > Manticore (Flying, Large Creature, Bite, Poison Attack, Vorpal Sword)

L7: (Armored Gigas) The Gigas is a powerful humanoid that dwells in the High Peaks. It is gigantic, having inspired the Wizards of the Silver Cities to create Collossi. It is so heavy that charges don't affect it, and a strike with its fist can stun the enemy. Gigas Macemasters are even tougher. They wield a huge mace which is able to break down battlements and crush the Macemaster's unfortunate foes. The Armored Gigas wields a large sword, and can strike twice in one attack, and, if the any of the enemy are killed, it can strike for a third time. Its armor is difficult to penetrate, giving it more magic resistance.
Gigas (Resist Charge, Large Creature, Bash) > Gigas Macemaster (Resist Charge, Large Creature, Crushing Blow, Pushing Strike (renamed Paw Strike) or > Armored Gigas (Resist Charge, Large Creature, Bash, Cleave, Two Attacks, Armored, Magic-proof 50%)

Grail Creature (can only be bought if the Grail building is built): The Garuda is a great servant of Sylath, and will come to help High Peak towns with the Grail built in them. It is incredibly powerful, and curses its enemies when it attacks. It is able to hit its enemies with a chain of lightning, and its closeness to Sylath helps the Freelords cast their spells. It can attack from a distance for massive damage. Truly a fearsome creature to face on the battlefield.
Garuda (Flying, Hexing Attack, Caster (Chain Lightning), Energy Channel, Aerial Charge (renamed Jousting Bonus))

New abilities:
Spell Transfer Attack: When the creature attacks, it transfers all of its curses onto its target, and all the blesses from the target to the attacking creature.
Aerie Dive: The creature's controller selects two tiles. It flies off of the battlefield. When it would be the creature's next turn, it swoops down, and uses its talons to pick up the creature, if any, on the first selected tile. Then the creature flies the creature to the second selected tile, and drops the creature there, doing damage that is double of the stack's regular damage. Following the attack, the creature returns to a randomly selected location on the field (activated ability).
Aerie Strike: When Aerie Dive is performed, the creature performing the Dive atttacks the target for regular damage, and stuns it, before picking it up and dropping it.
Aerie Bolt: When Aerie Dive is performed, lightning strikes the target, damaging it and making it more vulnerable to lightning attacks.
Poison Bite: The Chimera attacks the target with its snake tail, poisoning it and receiving no retaliation.
Stunning Strike: The Chimera attacks the target with its goat head, stunning it and doing double damage.
Maul: The Chimera attacks with its lion head, doing double damage and inflicting Crippling Wound upon the target, and ignoring defense.
Channeling Statue: When this creature uses the Defend command, all damage inflicted upon it is automatically cut in half. The creature's controller's spells cost 25% less while this creature is defending.
Resist Charge: The creature is immune to Jousting Bonus, Rider Charge, and Paw Strike.

Wind Mastery (racial skill): The Freelord is able to flap his wings to generate wind and move and damage enemy creatures.
Basic: The hero gains the ability "Wing Blow". When activated, it stuns one creature and damages it.
Advanced: Wing Blow's damage increases, and uses less of the hero's initiative.
Expert: Wing Blow has a 3x3 area effect.
Ultimate: Wing Blow also regenerates the Freelord's mana, depending on the damage.
Favorable Wind: The hero gains the ability "Favorable Wind", which, when activated, increases the speed and initiative of all of the hero's flying units by 20%.
Aerie Blow: Links a hero with a selected creature in his army. Every time this creature performs an attack, the hero will attack the same target with Aerie Strike.
Call to Soar: All of the hero's flying creatures rise into the air. They become immune to Earth damage, and their damage and initiative increase by 10%.
Fly (Ultimate): The hero and his army gain the "Fly" adventure map spell. It enables them to fly over obstacles.

Note: The Grail building can either be built by a visiting hero who has the Grail, or after building every other building in the town.

Unique buildings:
Mountain Wind: Requires Magic Guild and Town Level 6. Call to Soar's effect doubles. The speed and initiative of all defending flying creatures and the hero also increases by 10%.
Hall of Tempests: Requires Mountain Wind and Town Level 9. Gives the hero the "Tornado" ability. It creates a 2x2 tornado in the middle of the battlefield. It has its own turn, and can be moved around onto other tiles. If an enemy creature occupies the same tile as a tornado, its initiative is halved, and it takes damage.
Highest Aerie: Grail building. Requires Tear of Asha or all other buildings built. In addition to regular Grail effects, allows the hiring of Garudas.
____________
Eccentric Opinion

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emilsn
emilsn


Legendary Hero
posted July 30, 2008 06:13 PM

No darn it, you kind of took my idea.. Hmm...
____________
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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Oscarius
Oscarius


Famous Hero
*sleepy*
posted July 30, 2008 06:25 PM

If u can join this later rounds I think im gonna join to

Hope no1 got any thing against that
(I think i'll take: gargoyls, war machines, "bird" and chimera)
(Hint: go, evil laboroty)
____________
Need moar avatars!

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xerox
xerox


Promising
Undefeatable Hero
posted July 30, 2008 06:50 PM
Edited by xerox at 16:40, 14 Aug 2008.

Peak

After the failure with the Orcs, the Wizards contiuned their experiments. Following the same mechanic as they did with the Orcs, the Wizards placed animal blood into human bodies.
The results were successful and the Wizards called them the Beastmen. The Beastmen would serve as replacements of the Orcs.
The Wizards forced any man or woman that had done the smallest crime to be placed into the Transformation Chambers.
There they waited, waited in horror for them to be transformed into beasts.

For a long time, ignoring the protests from other races, the Wizards contiuned theír horrifying experiments.
The Wizards started to place the modified blood of Eagles, Hawks and other great birds into the poor humans.
Soon they would become birdmen. They were very successful and more and more of them was spawned.

When the mighty Minotaur (modified bull blood into human bodies) tried to escape the many birdmen saw their chance to flee.
Together with the Harpies they flew away from the Silver Cities. They flew away as far as they could.

After a couple of months the Birdmen had already reached the Northern Peaks. The mountain range in the northeast would soon become the home of the Birdmen. The birdmen came in contact with Sylath - the Elemental Dragon of Air.
Sylath had lost his own personal race, the Humans to the Dragon of Light - Elrath.
Sylath was in conflict with Elrath and althougt both slept in hidden places of Ashan - their minds were conntacted in the Plane of Dreams, like all Elemental Dragons and Asha.

As the Birdmen were once humans and enslaved by human mages they had many reasons to start to worship Sylath for power, food, water and a successful life.
Just in a couple of hundred years many of the Birdmen had lost their wings as they already had gotten empowered by Sylath and had no need for wings.
The only birdmen who kept the wings were the feral Harpies.
The Birdmen renamed themself the Scylthon after their belowed Dragon god.

The Scylthon started to tame the land around them but also the lands beasts. Among the creatures of the Northern Peaks were the tough Nemean Lions, the tall Striders and the enormous Rocs.
The Scylthon was led by Far Seers, who always were in contact with Sylath and siphoned his powers to make the Scylthon troops stronger in combat.

The Scylthon became strange and dangerous creatures in Dwarven legends and had soon come in contact with the Orcs.
Sharing many things the Scylthon and Orcs quickly became friends and their culture became more similar to each other.
The Scylthon begun to practise shamanismn and now only used elemental magic.
After Queen Isabels war and the Orcs had told them about the current world they were ready to reveal themself....

They are now ready to leave the peaks and have revenge on the wizards. But to their suprise the world has changed dramatically and nothing seems to be the same.
The Scylthon have no longer humanity, and Sylaths hatred for Elrath has convinced the Scylthon to attack them.

History

467-504 YSD: The Orc Crusades
Orcish rebellion in the Seven Cities, which spreads to Haven.
Rejecting their masters and the Dragon Gods, the Orcs declare themselves free.
In the Falcon Empire, Crusades are declared against the Orcs – attempts to subjugate them and convert them back to dragon worship. The fighting is brutal, and the Orcs are relentlessly driven back. Eventually, the unrepentant survivors flee wherever they can, including the deserts of the south, the steppes of the north-east and the Barrier Islands of the east, A great storm sinks the Haven fleet that was prepared to follow the Orcs to their island refuge. The Falcon Emperor declares this a sign from the Dragons, and formally ends the Orcish Crusades.
The Wizards begins to start the ideas of the Beastmen.

512 YSD: Creation of the Beastmen
Beast-men (minotaurs etc) are created as servants, playthings, and guards in the Seven Cities. Their stated purpose is to replace the Orcs. They begin to think about creating the Birdmen.

543 YSD: Creation of the Birdmen
The Wizards completes the creation of the Birdmen.

545-546 YSD: The Mass Creations and Protests
After the birdmen success the Wizards dramatically increases the production numbers of them and the other races begin to protest agains the Wizards and beg them to stop experimenting with life. The Wizards ignore them and the other races stop all contacts with the Silver Cities. However the Free Cities and Falcon Empire feels like they need the Silver Cities and to the Elves wrath - the humans begin to support the Beastmen creation instead as they benefit them to.

552-555 YSD: Exile of the Beastmen and the End of Experiments
In some brutal events the Minotaur manages to escape from the Wizards, only to be enslaved by the Dark Elves again.
While the Wizards are busy with the Minotaur - almost all other beastmen flees to all directions.
The Wizards ends the life of the last Beastmen and stops all experiments.
However the Elves contiune to hate the Wizards and will do so for several hundreds of years.

555 YSD: Taming the Land
The Birdmen reaches Northeon and the High Peaks and starts to tame the creatures and the harsh climate.

624-643 YSD: Priests of Air and the Next Generation
The Birdmen comes in contact with Sylath and changes their name to Scylthon. Over the years all Scylthon becomes loyal to Sylath and the Far Seers led the Scylthon. The next generation is born and all signs of Humanity disappears. The Scylthon lands are flourishing.

856 YSD: Final Transformation
Over the generations many of the Scylthon have lots their wings, instead they are empowered by the Element of Air.

931-952 YSD: The Orcs and Shared Culture
The Scylthon mets the Orcs and they share many things. Their culture is starting to be combined but soon the Orcs hear propheries from their Shamans and the Orcs are preparing themself for war.

Current Time: Age of Revenge
The Scylthon are ready to step out in the dramatically changed world to have their revenge against the Wizards.
Sylath also convinces them to attack the Unicorn Empire because he thinks Elrath stole his people.
Already prepared by the stories of the Orcs - the Scylthon will become a real threat.

Short Information

Main Race: Scylthon that looks like birdmen
Motto: "Strike, Return and Repeat"
Associated colors: White, Red (Air, Vengeance)
Worship: Sylath
Racial Symbols: The Bloodstained Wings
Country/Kingdom: Northeron - the High Peaks
Capital city: Saracaz, the Iron Peak
Magic Hero: Far Seer
Magic Schools: Summoning & Destructive
Allies: Stronghold, Fortress
Neutral: Necropolis, Sylvan, Haven, Inferno, Dungeon
Enemies: Academy

Racial Skill: Skyblessed
The Scylthon were empowered by Sylath as his new chosen race. The Far Seers cannceled their blessing to other creatures that assisted them in combat. When needing to rest the Peak troops would simply fly or supernaturally jump out from the battlefield with enormous speed granted by Sylath. Then they would find the nearest high hill or mountain to rest and meditate to empower themself further.


The Skyblessed ability allows the Peak troops to move away from the battlefield to regenrate health, mana, increases their strength tempoary and even ressurect some of themself. To balance it out the creature can only leave the combat and rest for a amount of turns and only a small number of troops can leave the battlefield at a time.

Basic Skyblessed: Allows Gargoyles and Watchers to escape from the battlefield to rest. Only one stack of creatures can rest for one turn. When returning to the battlefield the creature rested will restore 5% of his total health points and mana and may even ressurect some of his own stack.
Can only escape once per battle.

Advanced Skyblessed: Allows Gargoyles, Watchers, Striders and Cloud Monks to escape from the battlefield to rest. Only two stacks of creatures can rest for two turns maximum. When returning to the battlefield the creature rested will restore 5% of his total health points and mana per turn rested. In additon fallen creatures may have been ressurected.
The stack will also gain +1 Defense when he returns per turn rested.
Can only escape once per battle and only three stacks can rest at the same time.

Expert Skyblessed: Allows Gargoyles, Watchers, Striders, Cloud Monks, Harpies and Nemean Lions to escape from the battlefield to rest. Only three stacks of creatures can rest for three turns maximum. When returning to the battlefield the creature rested will restore 5% of his total health points and mana per turn rested. In additon fallen creatures may have been ressurected.
The stack will also gain +1 Defense and Attack when he returns per turn rested.
Can only escape once per battle and only three stacks can rest at the same time.

Ultimate Skyblessed: Allows Gargoyles, Watchers, Striders, Cloud Monks, Harpies, Nemean Lions and Rocs to escape from the battlefield to rest. Only four stacks of creatures can rest for four turns maximum. When returning to the battlefield the creature rested will restore 5% of his total health points and mana per turn rested. In additon fallen creatures may have been ressurected.
The stack will also gain +2 Defense and +1 Attack when he returns per turn rested.
Can only escape twice per battle and only three stacks can rest at the same time.


Creatures
The Scylthon army is very quick but dies fast. They do many hit & run attacks and when low on health they use the blessing of Sylath to rest and empower themself through medition.
Peak has many flyers, but only one shooter and caster. Peak creatures have excellent iniative and speed, moderate cost/growth and health and low defense and attack.

Creature Line-Up
1. Gargoyle-Peak Guardian/Soulweaved Gargoyle
2. Watcher-High Watcher/Hawkguard
3. Strider-Mountain Strider/Great Mother
4. Cloud Monk-Storm Cleric/Raven Priest
5. Harpy-Sky Striker/Caladria
6. Nemean Lion-Chimaera/Manticore
7. Roc-Frostbird/Thunderbird


Level 1 Flyer. Gargoyle
The Gargoyle are stone statues the watches over the dead. After a Scylthon has died the priests infuse the statues with the dead ones spirit so that a part of the dead will live forever.
The Gargoyle does not only serve for ritual purposes, it is also used in war as scouts. Like all Gargoyles they can switch back to statue forms.
Stats Info: Moderate iniative, moderate speed and low attack.
Abilities: Flyer, Statue Form, Skyblessed
Appearance: Like the heroes 3 Gargoyle except its a bit bigger and heavier. They have sharp claws and are made of gray rock. They also have big wide angel-like wings.
Comments/Tactics: You can fly them to rest, giving you time to cast spells. Statue Form is not very effective since your defense is low, but Advanced Skyblessed increases your defense further.

Statue Form: The creature turns into a statue, making it not able to attack but becomes immune to magic and doubles defense.
Skyblessed: The Skyblessed racial skill works on this creature.


Gargoyle Upgrade. Peak Guardian
Peak Guardians are more defense Gargoyles used to defend the fortified scylthon Peaks. They are able to channel a protective aura to defend their allies.
Stats Info: Much better defense.
Abilities:  Flyer,  Restorative Aura,  Statue Form,  Skyblessed
Appearance: It is a lot more fortfied then the normal Gargoyles. They have lightning-like lines and look more like statues then the normal Gargoyles.
Comments: Get a the hero that starts with Monks. Use the Peak Guardians to restore their mana. You can split them so that they can gain more mana and health every turn.
Watchers can also be used to protect them.

Regenration Aura: The creature cannels a restorative aura that restores 25% of the creatures total health points to nearby friendly creatures and restores 1 mana to them per turn.
Works in Statue Form.
The healing percent increases by 1% per 25 Gargoyles.


Gargoyle Alternate Upgrade: Soulweaved Gargoyle
Soulweaved Gargoyles have been blessed by Sylaths top lietuants, the Far Seers. The Far Seers use a kind of soul magic to channel the angry soul of a fallen warrior into the Gargoyle.
This way the Soulweaved Gargoyles may put a avenging curse on its enemies.
Stats Info: Better iniative and speed. Minor increase to damage.
Abilities: Spirit Link, Statue Form, Skyblessed
Appearance: Wider wings then the normal Gargoyle and glowing white eyes. It has a whole network of glowing white lines on its body.
Comments: Very nice for end-game. These can kill tons of high tier stacks of creatures if you manage to Spirit Link many of them. However Spirit Link perishts on death and you might wanted to buff them a lot and then put Statue Form on them so they dont get one-shooted. It can be pretty nice in creeping too.
Yes make sure it doesnt die, because defense lowers by 1 and maxium health by 1 per linked creature.

Spirit Link: This creatures can link the souls of enemy creatures together so that when one enemy creature deals damage, 10% of that damage is shared between all the targets the creature has linked. A maxium of three creatures can be linked. Perisths after three turns or after the caster has died. However for each creature linked this creature loses one defense and -1 maxium health.
So lets say I successfully linked a Archangel, Peasant and Priests stack together with my Gargoyle. When on of them attacks, 10% of the damage they deal will be dealed to all linked creatures.
So if the Archangels did 1000 damage to my Rocs then the Archangel, Peasant and Priest will all get 100 damage dealt to them.


                                                                                                                                                                                                       


Lv2 Walker. Watcher
The Watchers serve as the main infantry of the Scylthon troops and as guards of the Peaks. In combat they throw their spears for great damage and can perform a defensive stance.
Stats Info: Moderate creature.
Abilities: Enraged, Throw Spear, Defensive Stance, Skyblessed
Appearance: Like the picture below but with some more armor, gray feathers and a one-handed spear.
Comments/Tactics: Watchers are excellent together with Peak Guardians and a hero that starts with Cloud Monks.
Your Guardians and Watchers can protect the Cloud Monks in a excellent combo. As you split your Guardians their aura will make sure the Cloud Monks almost always have full mana.
In addition they can throw their spears to slow the enemies down, increasing the shots the Cloud Monks do. Just dont forget to but a ammo cart!
Watchers can also be used with Soulweavers effective too. While the Watchers slow them down with their spear attack, the Soulweavers tag Spirit Link with them and by the time they reach you your enemy should be pretty much dead.

Throw Spear: The creature can throw his spear, dealing double damage and decreasing the targets iniative and speed by 1 for two turns.
Defensive Stance: This creature can perform a defensive stance, increasing total health points by 25%. However if the creature move it breaks and it will be needed to be cast again.
While in defensive stance the creatures speed is also decreased by 1.


A Scylthon Watcher, erm... watching for enemies!

Watcher Upgrade. High Watcher
High Watchers are higher ranked Watchers and guard the top levels of the Peaks. In addition to the spear they wear a long shield, protecting them against damage.
Stats Info: A small increase to almost all stats.
Abilities: Enraged, Defensive Stance, Throw Spear, Large Shield, Skyblessed
Appearance: A more armored version of the Watcher with white feathers instead of gray.
Comments: Not a huge upgrade but the bonus to defense increases the usefulness of defensive stance.
The Large Shield prevents it from beign one-shooted by enemy heroes, spellcasters and high tier shooters.

Watcher Alternate Upgrade: Hawkguard
Hawkguards are also called the Royal Temple Guards. They guard the holy places of the Scylthon. Hawkguards have amazing sigth and will always detect invisble enemies.
Stats Info: More attack and higher damage.
Abilities: Enraged, Defensive Stance, Throw Spear, Hawk Eye, Skyblessed
Appearance: Feathers in all colors and it has more cloth armor then mail armor.
Comments: Good when playing against Dungeon. Its defense VS utility here.

Hawk Eye: Detects all invisible units on the battlefield.

                                                                                                                                                                                                       

Lv3 Walker. Strider
Striders are large avians living in the grass terraces around the Peaks. The Strider birds cant fly but can leap and run very, very swift. Due the harsh climate of the Peaks the Striders are a speices that has grown very large.
Striders are extermly agressive in combat and will always attack if attacked. Striders also have very long necks, which in turn is very effective against enemies trying to flee from the fierce Strider.
Stats Info: High speed and moderate health and iniative.
Abilities: Unlimited Retailation, Long Neck, Skyblessed
Appearance: All Striders look exactly like the pictures.
Comments: A very good level 3 creature. It costs pretty much and have low growth compared to other Peak troops but its extermly good for a tier 3. Perhaps the best.

Long Neck: This creature can choose to attack any enemy that is in front of it.
For instance: S = Strider, X = Possible extra range attack

XX

SS
SS




It really hurts to be kicked in the ass by one of these or to be spammed with bites from that sharp and huge beak.

Strider Upgrade. Mountain Strider
Mountain Striders are larger then other Striders and live in the top levels of the Peaks. Mountain Striders eat meat and are colored like the snow on the top levels. It makes an excellent camoflauge when they hunt in their own territory. The Mountain Striders are very intelligent and with their powerful legs they can shoot lots of dust at their enemies, reducing their sight.
Stats Info: Better defense and health points.
Abilities: Unlimited Retailation, Long Neck, Blinding Dust, Skyblessed
Appearance: All Striders look exactly like the pictures.
Comments: The Blinding Dust is very good. As soon as you can you should try to run to the shooters and use the ability on them. It will reduce their damage greatly. The Mountain Striders also have better survivability and the Blinding Dust works very effective if you want to survive strikes from the most powerful creatures.

Blinding Dust: Two times per battle this creature can shoot a cone of dust at every creature in front of it. The dust reduces their chance to hit with melee and ranged attacks by 50% for two turns.
For Instance, S = Strider, X = Affected Area, . = Nothing

.XX
XXXX
XSSX
.SS



Notice the bloodthristy red eyes... "YOU ARE NEXT IN OUR BIRD CRUSADE!!!

Strider Alternate Upgrade. Great Mother
Some of the Striders are reponsible for the hatching of the egges and the raising of the Strider babies. These are called Great Mothers. Great Mothers are protected by all other Striders. In combat they can only screech for help and large number of Striders will assist here.
Stats Info: Small increase on everything.
Abilities: Unlimited Retailation, Long Neck, Screech, Skyblessed
Appearance: All Striders look exactly like the pictures.
Comments: This is the alternate upgrade of creeping. Great Mothers can summon lots of Striders to aid you.
With these extra Striders creeping becomes very easy and you wont need to worry about losing troops. They can be pretty nice in end-game too. Just Screech and you have additional shooter defenders that are completly free.

Screech: Screeches for aid, summoning Striders egual to 75% of the amount of Great Mothers. Once per battle.
For instance, I have 100 Great Mothers. When I screech I will summon 75 Striders to fight for me permantly for the whole battle. Kind of like the Wolves howl, but bird version.



A Great Mother. The alternate upgrades are of all the rainbows colors while the normal upgrades are colored white and the un-upgraded ones gray.



                                                                                                                                                                                                       

Lv4 Shooter. Cloud Monk
The Cloud Monks live ontop of the Peaks in beutiful silver shrines. The Cloud Monks use the fury of Sylath against their enemies and when they come close they strike them down with their sharp fist weapons.
Stats Info: Medium iniative and damage.
Abilities: Shooter, Skyblessed
Appearance: Similar to the Watcher picture but wears cloth and has fist weapons and a long cloak that covers their beak. The Shooting animation is pretty cool. It looks like a small glowing white and transparent hawk flies to attack the enemy.
Comments: A moderate tier 4 creature. You should upgrade them as fast as you can for the spells.
Use the Watchers and Gargoyle to protect them. If you get them early you can creep with them excellent.

Cloud Monk Upgrade. Storm Cleric
Storm Clerics are more skilled Monks that have use Sylaths powers to crush their enemeis. The Storm Clerics are very strong in close combat where they strike their enemies with lightning-imbued fist weapons. The Storm Clerics can call the might of Sylath to strike their enemies with a lightning boly. In addition the Storm Clerics can cast powerful blessings on themself and their allies.
Stats Info: More damage.
Abilities:  Call Lightning, Shooter, Caster (Advanced Haste, Basic Regenration), Skyblessed
Appearance: Has lightning surroanding their fist weapons and has some armor.
Comments: Haste is one of the most awesome spells of all. With the Peak Guardian gargoyles you can have almost unlimited mana. Split the Peak Guardians into many stacks and soon almost all creatures will be blessed with Haste.
Regenration is nice to heal your high tier creatures with, the Rocs have very little health points for example and the Harpies low defense. The Call Lightning ability is good if you run out of shots or have the enemy close to you. It deals pretty nice damage.
The Storm Cleric works good with all creatures above itself.


Cloud Monk Alternate Upgrade. Raven Priest
Raven Priests are mysterious sages that follows the Path of the Raven. The Raven Priests are master of curses and can weaken their enemies a lot. Raven Priests can also summon Ravens to fight for them.
Stats Info: More defense.
Abilities: Call Raven, Shooter, Caster (Advanced Slow, Advanced Decay), Skyblessed
Appearance: Like the picture.
Comments: The Raven Priest is the opposite of the Storm Monk, atleast if you look at the spells. The Raven Priest has slow and the Storm Monk haste, the Raven Priest have decay and the Storm Monk regenration. Call Raven is also pretty nice when you have a lot of Raven Priests. They make an excellent combo with Sky Strikers.
In addition you dont need Peak Guardians to restore mana, just summon a Raven.

Call Raven: Once per battle this creature can call a Raven to the battlefield. The Raven has 50% of the stats the Raven Priest has, but 25 times more health.
1% of the damage it deals restores mana to the Raven Priest. Lasts untill killed, has incorporeality.
So if the Raven Priest had 10 Attack and Defense and 20 Health the Raven would have 5 Attack, 5 Defense and 500 Health. If it dealt 200 Damage the Raven Priest would restore 2 mana.



A Raven Priest. Instead of fist weapons they have staves.


                                                                                                                                                                                                       

Lv5 Flyer. Harpy
Harpies are further mutations of the Scylthon created by the Wizards. Harpies are much larger and more agressive then the Scylthon. Unlike the Scylthon, the Harpies never lost their wings and use them to do guerilla attacks against their enemies.
The Harpies love to kill and each attack from their sharp blades makes them even stronger.
Stats Info: High damage and moderate attack but low health and low defense. Moderate speed and iniative.
Abilities: Killing Frenzy, Flyer, Large Creature, Skyblessed
Appearance: They have large gray wings and long arms. Wear little armour and have their chest, upper part of the arms, wrists, hands, waist and lower leg is covered with feathers.
They wear to great curved bloodstained knives and have long black feral hair. They also have sharp curved talons as the upper part of their fingers. They wear a bandana, a very short skirt, a brassiere and some armrings and rings on the legs and a ring as a belt.
Comments: A pretty good tier 5 creature. Its pretty slow for a flyer and has low defense and not very much health points, so it dies pretty fast. If you have Storm Clerics you can cast Regenration on them to keep them alive but also cast haste on them, fixing the iniative issue.
The special is very nice. Start to kill easy stacks to gain enormous amounts of attack. You can let them execute the stacks to improve their damage dealing.

Killing Frenzy: For each stack this creature kills, they tempoary gain 3 attack for 2 turns. The effect stacks up to four times maxium, but at maxium the effect will last for 3 turns instead.

Harpy Upgrade. Sky Striker
Sky Strikers are master of speed and agility. When a enemy attacks they will just fly up in the air and avoid it if the creature is not fast enough. The Sky Strikers attack from above and like the infamous Furies, they will return to there orginal location after they have attacked.
Stats Info: Better iniative and speed.
Abilities: Large Creature, Skyblessed, Killing Frenzy, Flyer, Avoidance, Strike and Return
Appearance: They look like a Harpy with white feathers and war paintings and diffrent colored cloths. Their attacking animation is very cool however. When they attack they will fly up in the air and charge down like an arrow to strike their enemy.
Comments: Sky Strikers are really fast creatures but still lacks survivability. However if the enemies are slow they might be able to survive hits from the most powerful creatures.
You can still cast regenration and haste on them with the Storm Clerics or further make them gain a lot more survivability with the Raven Priests slow spell, since it lowers iniative.

Avoidance: Creatures with this ability wont gain any retailation strikes to them if the attackers iniative is lower then 9.


Harpy Alternate Upgrade. Caladria
The Caladria are the most peaceful and harmonic Harpies. They are beutiful and their blood was infused with the Arcane.
Caladrias are often mistaken for Angels and with magic in their blood, they will automatically gain a good blessing each time they move, but the Caladrias magical blood also heals them.
Stats Info: More health and iniative.
Abilities: Skyblessed, Large Creature, Regenration, Killing Frenzy, Blessed Blood
Appearance: Has feathers of all colors and are a lot more beutiful then the other Harpies. They have a light glowing aura and enchanted blades and long golden robes.
Comments: The Caladria can be a very nice creature and is does not need the Storm Clerics for better survivability, however you should still use them and cast Haste on the Caladria - increasing the chance that they might cast powerful spells like Arcane Armour, Ressurection and Phantom Forces on themself or their allies.

Blessed Blood: Each time this creature acts it puts a random Level 1-5 Summoning or Light Magic blessing on itself or one of its allies with advanced mastery. The blessings can be anything from Divine Strength to Ressurection and Arcane Armour but its more likely it will cast a low level spell on itself.
Tier 1 Spells = 50% chance
Tier 2 Spells = 40% Chance
Tier 3 Spells = 30% Chance
Tier 4 Spells = 20% Chance
Tier 5 Spells = 10% Chance



                                                                                                                                                                                                       

Lv6 Walker. Neamean Lions
Also called Mountain Lions or Dire Lions, the Nemean Lions are the largest lions in the world. Like all Northeron creatures, the Nemean Lion is huge compared to other of its speices.
Nemean Lions can roar loud which always makes the enemy shiver.
Stats Info: A moderate creature.
Abilities: Large Creature, Ferious Roar, Skyblessed
Appearance: Huge golden lion.
Comments: A moderate tier 6. The special is good if lots of your creatures are resting and you dont have many troops left, then you can roar to scare the enemies off for awhile.
It can also be used to interupt high tier creatures or shooters and casters for a while.

Fericous Roar: Two turns per battle this creature roars, causing all surroanding enemy creatures to flee in fear and be stunned, losing all iniative, for two turns. The amount of squares the creature(s) flees away in is random but cannot be longer then its speed range.
They will always run in the opposite direction of your side on the battlefield.

Nemean Lion Upgrade. Chimaera
The Chimaera are very strange looking creatures and no one really knowes how these lions got their unique and bizarre appearance. The Chimaera can attack in several diffrent ways and looks like a hybrid of a Lion, Ram and Serpent.
The Chimaeras tail which looks like a snake can spit venom on enemies and the bizarre ram head growing from its chest can bash enemies.
Stats Info: Better defense and health points.
Abilities: Large Creature, Skyblessed, Ferious Roar, Bash, Venom Spit
Appearance: Like the picture.
Comments: The Chimaera is a perfect canditae for a shooter protection. Remember that Peak has 3 flyers, but only one shooter and caster so you should protect it well.
The Chimaeras spit allows them to damage enemies while standing still. The roar allows them to fear away enemies comming close to your shooters and the bash special allows your shooter/caster to spend more time casting spells or shooting enemies.
Of course the Chimaera can be used offensive aswell, but its wise to use it to defend your only shooter.

Venom Spit: Each time its this creatures turn, it automatically spits out venom to a random enemy on the battlefield. The venom causes the poisoned enemies to take damage over time for two turns.
Deals 5% of the Chimearas total damage each turn when active.


It is one of the most mystical and bizarre looking creatures in Ashan...

Nemean Lion Alternate Upgrade. Manticore
Just like the Chimaera, the Manticore is bizarre looking. Already known and feared by the Dwarves, Manticores have been tamed by the Scylthon. Manticores have dragon wings which they use for short flights and with their scorpid tail they inflict poisons to enemies. The Manticores head is also shaped like the one of a humanoid creature.
Stats Info: More iniative and damage.
Abilities: Large Creature, Ferious Roar, Skyblessed, Feral Leap, Poisonous Attack
Appearance: Looks like the normal Manticore in H5 except it has more neon/cavern-purple color and looks more like a lion then a freak.
Comments: The Manticore is the offensive upgrade of the Nemean Lion. Leap can inflict much damage and helps in sieges while Poisonous Attack deals a good chunk of damage in large numbers.
You can use Storm Clerics to heal them.

Feral Leap: A normal leap except it can only be used once per battle.


                                                                                                                                                                                                       

Lv7 Flyer. Roc
Rocs are the largest speices of avians in Ashan. Rocs are so large that they can carry Mammoths in their talons, who are their primary pray. Rocs are used by the Scylthon as both transport units and flyers. The Rocs can snatch up enemies with their talons and then fly high up in he air and release them. But the Rocs can also snatch allies, and carry them fast to other places.
The Rocs and the other creatures in Northeon grows so large because of the harsh climate.
Stats Info: High speed and iniative. Moderate attack and damage. Low defense and health.
Abilities: Large Creature, Snatch, Flyer, Skyblessed
Appearance: Looks like the previous versions of the Rocs but larger and silver feathers.
Comments: A very good tier 7. With high iniative and speed they are incredible powerful. The only problem with the Rocs is there survivability, so you can have Storm Clerics to cast regenration on them. The snatch ability can be pretty good to, although Peak doesnt have any unit that is slow it can be nice in sieges and it allows you to remove a powerful enemy creature for a while.

Snatch: Two times per battle this creature can pick up a enemy or allied creature for up to two turns.
If picking up an enemy, this creature will first deal normal damage and will then be able to release it in the air, doing double damage. If picking up a friend this creature can transport it in the battlefield and place in a location.
However while carrying a friend or foe this creature deals 50% less damage then normally.

Roc Upgrade. Frostbird
Frostbirds are Rocs that eat a special kind of crystals only found in caves in the highest peaks. The crystals allows the Frostbird to breath frost that can freeze enemies.
Stats Info: Better defense and health points.
Abilities: Large Creature, Skyblessed, Snatch, Immune to Ice, Frost Breath
Appearance: A more icy version of the Roc. It has white and light/azureblue feathers and lots of icy features.
Comments: The Frostbird adds a much needed survivability for the Roc. The Frost Breath skill is pretty nice considering that you only have one shooter, it really makes your troops deal a lot more damage. Like the Roc you could use the Skyblessed racial when you are low on health or just use regenration from your hero or the Storm Cleric.

Frost Breath: Each attack has a 15% to inflict Deep Freeze with advanced mastery on the target.

Roc Alternate Upgrade. Thunderbird
The Thunderbird is a mystical and legendary creature. After the fall of the Wind Dragons, Sylath adopted some of the Rocs and gave them some of his powers. The Orcs had Thunderbirds in many legends and it is said that it is their wingbeats that cause storms.
The Scylthon are lucky to have these mighty creatures in their army and in combat they strike their enemies with chains of lightning.
Stats Info: Higher iniative.
Abilities: Large Creature, Thunder Breath, Skyblessed, Snatch, Flyer, Immune to Haste, Immune to Air
Appearance: It has wings in electrial purple-blue colors and lots of thunder features around it. Its heavly surroanded by a big thundercloud.
Comments: The Thunderbird is more offensive then the Frostbird. It has the third highest iniative in the game. Sadly its immune to Haste, which prevents it from beign super overpowered.
Again they die very fast so protect them well, because enemies will likely focus to kill them as fast as possible.

Thunder Breath: This creature has a 10% chance to cast Chain Lightning without mastery when it attacks. However the Chain Lightning is unable to strike allies.







Town Description
Three high peaks with one central that is very large. Bridges are connecting them.





Buildings

Hatchery: Increases the growth of your Striders and the number of Striders summoned by "Screech" by 5%.

Pyre: Increases the Monk weekly growth.

Shrine of the Betrayed: Creatures rested restore an additional defense, attack or mana point.

High Peak & Roc Aviary: The Roc dwelling (if you didnt get it).

Thunderstorm: The Skyship increases weekly creature growth by 50%, provides your empire with additional 5000 gold each day and when the town is under siege, a Thunderstorm will be summoned which reduces the chance to get hit by spells by 10% and strikes random enemy targets with basic Lightning Bolt each turn.  A Tear of Asha is required to build this structure








Heroes - the Far Seers
Since the Scylthon came in contact with Sylath they have worshiped him and the element of air.
After meeting the Orcs, the Scylthons cultire merged with the Orcs and shamanismen became a large part of their religion.
Far Seers became the wise and old leaders of the Scylthon.

Far Seers are magic heroes and start with 20 Mana, 3 Knowledge, 1 Spellpower and attack.

Gagash
Gagash is one of the oldest Scylthon and has mastered the Element of Air to maxium. Gagash has preserved her life because of her fantaical loyalaty to Sylath.
On the battlefield, Gagash uses her power of the winds to consume her troops and empower them.
Her troops themself becomes living cyclones that will protect against arrows and such.
The armies that are led by Gagash feel empowered by such a powerful blessing from the god that they perform much better on the battlefield then normally.

Specialty: Blessed Wínds
The Haste spell gains additional effects. When casting haste the creature will also gain 5% damage decrease from ranged attacks and +1 morale. The bonuses increases by heroeos level.
One more morale and 5% more protection from ranged attacks per 10 level.

Starting Skills: Basic Skyblessed, Basic Light Magic, Master of Wrath

Starting Spells or War Machines: Haste.


Halanor
Halanor is one of the Scylthons best and most effective military offensive leader. Halanor masters the Ballista.
Halanor imbues his own air magic within the ballista which makes it shoot down enemies with a wonderful grace and beauty.

Specialty: Windflight Ballista
The damage dealt by heroes ballista increases by 2% per level and the Ballista gains +1 iniative per 5 level.

Starting Skills: Basic Skyblessed, Basic War Machines, Ballista

Starting Spells or War Machines: Ballista


Cyclonian
Cyclonian doesnt look like the other Scylthon and nobody really knows why because he refuses to reveal why he looks like he does.
Most people think that Cyclonian is a half Air elemental as he leviates over the Peaks and has a mystical airy aura surroanding him. Leafs and even small insects are drained to him.
Cyclonian can levitate over mountains and other terrain issues.

Specialty: Cloudwalker
This hero can move over mountains and other terrain objects, however it drains 90% of his movement speed points.
The percent drained decreases with 2% per level.

Starting Skills: Basic Skyblessed, Basic Summoning Magic, Master of Conjuration

Starting Spells or War Machines: Summon Elementals


Aviana
Aviana was the top student of Gagash and some say that she today is more experienced then she is. Aviana is the leader of the Cloud Monks and is their teacher. In addition, Aviana is probably the most intellignet and enlighetened of her people.

Specialty: Air Teacher
All Cloud Monks, Storm Clerics and Raven Priests in hero's army gain +1 to their Attack and Defence for every two levels of the hero, starting on first level.

Starting Skills: Advanced Skyblessed, Basic Enlightment

Starting Spells or War Machines: N/A


Eonar
Often called the "Cloud Titan", Eonar is Sylaths right hand. Eonar has a blessed windsoul. Eonar can split up his blessed soul to protect his allies with winding shields.

Specialty: Windsoul Shields
Once per battle this hero can infuse allies with windshields, making them have a 25% to reflect ranged attacks and a 10% chance to resist a melee attack.
Increases by 1% per level and for each ten level one additional target can be shielded per battle, starting from one creature.

Starting Skills: Basic Skyblessed, Basic Destructive, Master of Storms

Starting Spells or War Machines: First Aid Tent


Irhon
Irhon is called the Darkener of the Dead. Irhon is one of the many Scylthon necromancers. Many of the prisoners orginally transformed were Necromancers. Irhon has the ability to raise the dead very quick and fast on the battlefield.

Specialty: Awakaner of the Dead
This hero can ressurect dead stacks tempoary to undead. The undead aquels to their tier and the time increase by 1 turn per 5 level.
For example, a Harpy would become a Lich.

Starting Skills: Basic Skyblessed, Basic Summoning Magic, Master of Life

Starting Spells or War Machines: Raise Dead













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

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Oscarius
Oscarius


Famous Hero
*sleepy*
posted July 30, 2008 09:29 PM
Edited by Oscarius at 10:34, 13 Aug 2008.

Ok, the start of my town.(U can give me originality points = 0

Hidden Lookout

The Hidden Lookout is were all fallen alchimists, mages and scholars goes. Scattered troughout the land are these outposts, were magic, might and knowledge are combined to form monsturus creations. Some are just simple, gargoyls and golems, while more are pure terror like the chimera and the horrific manticore. The leaders of this ”cult” is mostly called Creators becuose of there immens knowledge and power when it comes to creatue creation and magic. They combine both the magic from the mages with the bruttality of warlocks, also there wit are as great as the wisest of scolars. They rather form alliences with necromancers and warlocks as they see mages and knights as fools who neither allow or appritaete there research.

Creature Lineup:

Important Note: All casters in the hidden lookout got linear spellpower.

Tier1
Student – Scholar/Pupil


Student:
Students are future wizards, young and not overly talanted but with a modest cunning in magic.
They all have a personal tutor who teach them and (somewhat) care for them when they are not batteling. They usualy stay back at the battlefield cursing and blessing. They can care for themself in melee with a dagger and are wearing basic leather-armor to protect them self.

Abilities: Caster: (Slow/Bas, haste/Bas)

Scholar:
Foliwing the path of magic, these men has learned more spells and becoming experts in controlling the more simple. They are more self-caring and has nearly no use for the mentor who helped them in there erlier days. They still got their daggar and are still skilled in using it, but they rather stay back and blast their enemies to pieces.. They can also drain any mana of their enemies

Abilites:Caster: (Slow/Adv, Haste/Adv, Eldrith arrow/Bas)  Sap Mana (Activated Ability: This unit can steal mana from enemy units and give to itself, mana can suprass maximum)

Pupil:
Folowing the path of steel, these youngsters have learnt to use their swords but their magic skill aren't insignificant. They can encance their own strength in addition for theirs comrades even if their primaly strength lies in the sword. They are equepied with a slender sword which their experts in using. Their attacks also got a chance in doing a critical hit.

Abilites:Caster: (Righteous Might/Basic) Critical Strike(Attacks got a 25% chance of doing 40% extra damage and moving the enemy 0,3 back on the ATB scale) Melee Focus(Activated Ability: Increases the stacks speed and initiavite with 2 and increases the damage done with 50%, for 2 turns. Also during this time the stack gains the ”No enemy retaliation” but can't cast spells, defend or wait.)

Tier2
Gargoyle- Fel Gargoyle/Swift Gargoyle


Gargoyle:
Gargoyles are grotesque beasts made of stone, they are powerful and capable of inflicting horrid wounds to the enemy, aswell as taking a huge amount of punishment. They are made of very hard stone strenghted by arcane magic. There stone wings was the only thing failed, even equipped with them, they are not able to fly, but can use rhey use them when walking so that it nearly look like they skip across the battlefield. Inexperinced fighters often laugh at this, often the last laugh they make.

Abilites: Elemental, Crippling Wound.

Fel Gargoyles:
Gargoyles of great power are called Fel Gargoyles, powerful and horrid, they can't fly but are still extremly swift and agile. Their colour has changed from gray to dark-red, their lack of flite is easily made up for their unmatched ability to jump, unexpecting foes are nearrly always suprised by the swiftnest and savagry in these attacks. Their claws are also poissoned with a powerful venom that causses immense pain and have a colling effect on even the bravest of Knights.

Abilities: Elemental, Crippling Wound, Leap, Agility, Savage(When attacking there is a chance that the enemy won't retaliate, also there is to blind the enemy for 3 turns, when jumping blindning chance is doubled and ”No Retaliation” is 100%)  Venom Strike (Enemies attacked by the stack become poisened and lose 2 moral for 3 turns)

Swift Gargoyles:
When the Creators managed to make the Gargoyles airborne, there were a great celebration. The Gargoyles were able to cross great distances with ease and can drop onto unsuspected enemies from high distances. Were they dont got the strength or poison of the Fel Gargoyles their power instead comes from their swiftness and suprise attacks, also spells got a greatly reduced effect.

Abilities: Elemental, Crippling Wound, Flyer, No Enemy Retaliation, Magic-Proof 60%, Battle Dive


Tier3:
Tutor- Mentor/Arcane Guard


Tutor:
Tutors are the teachers of the Hidden Lookout, powerful mages but generally weak in bodys they carve the finding of knowledge and even more power. They have stilll kept their dagger from thier students time but have often yeilded to use it in exchange for more magic.
They are able to curse ,bless and damage with powerful spells, any studets gains incriesed power, also their manareserves are ever refuling.

Abilities: Shooter, Caster (Endurance/Adv, Weakness/Adv, Ice Bolt/Bas) Mentoring(Any Studets, and their upgrades in the Hero's army gains 2 Attack, Defence and Iniative, also they regenerate 2 mana per turn. These bonuses does not stack.) Mana Regeneration (The stack regenerate 3 mana per turn.)


Mentor:
Mentors are mages who dadicate their lifes for the younger generation, they have resigned some of their power to help the may-be mages on their way to glory. It should be noted that mentors are far from helpless, they are powerful mages but their spells are more for healing and blessing than for cursing and damaging. They become stronger when there's Student's on the battlfield and will give their to protect them.
Abilites: Shooter, Caster(Endurance/Exp, Haste/Exp, Bless/Adv/Mass, Cleansing/Adv)
Mentoring, Protective(The stack gain a bonus to their stats depending of how many Students or their upgrades that exist on the field, also any enemies that attack a stack of Studets or their upgrades will atomatilicy be attacked by this stack at half the normal damage. This will not trigger if the Student stack dies.) Mana Regeneration, Enraged.

Arcane Guard:
Arcane Guards are mages who in their search for power lost themself in their quest for power. The power of their magic is unmatched, however their bodies is weak and eaisly disturbed. But their magic are ever regenerating. They are undistured by emotions and live only to oblitirate the enemies of the Hidden Lookout. The sheer power that they posses make them levitate just over the ground, making them able to float over obstacles but make them a sitting duck for archers.

Abilites: Caster(Decay/Adv, Ice Bolt/Exp, Fireball/Exp, Weakness/Adv) Major Mana Regeneration(The stack restores 7 mana each turn.) Mindless(The stack always got neutral moral and is unaffected against mindspells.) Levitate(The stack ignores obstacles but take 30% more ranged damage.)


Tier4
Engineer – Siege Master/Mechanical Expert


Engineer:
Engineers are skilled craftsmen, adebt in building and controlling several equally magical and mechanical things. They carry packs of parts to the battlefield, ready to setup and be used, the most basic thing being the static crossbow, a sort of mini ballista. The engineer himself are a downright pathetic fighter, bearly able to defend himself at close quarters, however smart commanders try to keep him out of combat and use his superior abilites to back the army up.

Abilities: Repair, Tinkering(The engineer are able to summon mechanical creatures to the battlefield at any spot he can walk to, if he does, the stack cant attack nor retaliate also it can't use the defend command. The mechanical creature will cease to funtcion if the stack dies. Only 1 mechanical creature can be summoned per stack. The stack is able to summon a ”Static Crossbow”  (Mechanical, Shooter, Static(Cant move, but can be teleported)), stats depend on the amount of engineers in the stack.)

Siege Master:
Some of the engineers have studied siegecraft in all their life in the vast libaries of the Hidden Lookout. They have becomed experts in every aspect of defending and attacking a castle, If the Siege Master exist behind the castle walls, the attacker can expect impregtable castlewalls and heavy arrowfire. If the Siege Master is attacking a castle, more often than not it will end up as a victory for the sieging faction, before long horrific machines will assult the castle walls and bring down everything. If not sieging the Siege Master will often concentrate on defending the fragile caster and shooters of his allies.

Abilites: Repair, Tinkering(Up to 2 mechanical creatures can be summoned per stack. The stack is able to summon: ”Defence Shield”( Mechanical, Shield Others, Large Shield, Static, Impregtable(Ranged units can't target units behind this stack. ala HOMM4 ) ”Battering Ram”(Mechanical, Large Creature, Ram(Can only attack castle walls))), Dig(The stack are able to dig a moat infront of himself in a 3x1 area, causing enemies to stop and take damage depinging on how many Siege Master that digged, a maximum of 21 squares can be digged at a time.) Siege Expert(Any caste walls have double health if atleast 1 Seige Master existed on the defending side of a siege at the start of the battle, also, aslong as the siege master is alive (on the defending side) arrow towers make double damage)

Mechanical Expert:
The most feared of the engineers are the Mechanical Experts, pale after hours of testing and experimenting, these wizards has combined magic and steel to form massive warriors. The machines are no less needing of a master than normal machines, but most have magical touch that disrupt and destroys their enemies. The magic of the machines have been imbued by fellow mages of the Hidden Lookout as no engineer has ever learned magic.

Abilities: Repair, Tinkering(Up to 2 mechanical creatures can be summoned per stack. The stack is able to summon: ”Magic Crossbow (Mechanical, Static, Shooter, Mage Bolt(when attacking a enemy stack a random lv1-2 destructive spell is cast at the attacked stack.)) ”Mechanical  Golem”(Mechanical, Magic-Proof 75%, Anti-Curse(Immune against lv 1-3 dark magic.)) ”Spinning Weel” (Mechanical, No Enemy Retaliation, Spinning Attack(Attacks every stack around it, including allies) Last Spin( When the stack or the summoning stack dies, the Spinning weel will atoumaticly act 1 last time and then die, if the Spinning Weel attacks the damage will be halved.)))


Tier5
Chained Roc – Storm Eagle/Dread Bird


Chained Roc:
The Chained Roc is the Hidden Lookout's attempt of creating a airborne force, the mighty birds are captured when they're young and is being trained from that point. The Rocs are not at their full potential beacause of the chaining from their young years, they can fly but not good, just flying short distances. However when the beasts reach their pray, savagry and rage fills the birds normally just attacking when  needed.

Abilities: Large Creature, Flyer, Battle Fury  (Whenever attacking the stack will gain a stackable 5% increase in initiative, whenever damaged the stack gains a stackable +1 attack, everytime healed 1 of these gained attack points is lost.)

Storm Eagle:
Some Rocs become, after days of experimenting, Storm Eagles, these Rocs have mastered winds rather than, as their names, storms. Able to fly enormeus distances, when these birds are on the battlefield none is safe. When a Storm Eagle takes of, all enemies are staggered also the massive winds that are created when the birds attack can knock even the most powerful enemy aside.

Abilities: Large Creature, Flyer, Take-Off (When the stack starts to move, all enemies adjacent to the starting point are damaged, the damage is equal to 30% of the normal.) Wing-Blast(Activated Ability: The Storm Eagle makes a  great wing blast, damaging all enemies in a 2x4 area straight forward without retaliation, the damage is equal to 75%  the normal, with a change of knocking the enemy back.)

Dread Bird:
Dread Birds are horrifying bests of war. Looking like a hidius cross between a Roc and a giant bat, the Dread Bird is featherless with wings like leather and a beak, jagged, reasembling giant fangs.
On the battlefield the Dread Bird are able to float high up the sky attacking unsuspected prey, also hitting a Dread Bird is follish and also, often the last thing you do.

Abilities: Large Creature, Flyer, Battle Fury, Unlimited Retaliation, Claw Dive (Activated Ability: The stack takes of in the sky for 1 full turn, any enemies bieng attacked during this turn is automatcly attacked by the Dread Bird, the damage is halved, also when the stack lands, half the stack initiative is wasted.)


Tier6:
Chimera – Monstereus Chimera/Quad-Headed Chimera


Chimera:
Part snake, part lion and part goat, a Chimera is the ”forbidden” mix of animals that the Creators enjoy doing. Both Knights and Wizards and even Warlocks agree on that thing, that Chimeras is pure wrongdoing.
With three heads the Chimera is ever watchful and is never caught off-guard, every head have its own brain and are able to attack. As pure chaos would happen if the Chimera attacked itself only one head can attack at a time, a Chimera is also resistant to the abilities of other creatures.

Abilities: Large Creature, Three-headed Assault (The Chimera may attack with any of its three heads causing special things for each head: Lion: 1.75x normal damage. Goat: Normal damage, chance to stun. Snake: 0.75x normal damage, poisonous attack.) Resistant (When counting the probability of a special attack againts the stack, the stack's health is treated as doubled.)

Monstereus Chimera:
As the Creators continued to change and improve the Chimeras they was suprised as the stronger and bigger the Chimeras grew the more savage and wild they became. However this new specie of Chimera was easily manipulated and does'nt got anything resembling intellegence, therefore at every battle the Chimera must be hold tight and let loose at the critical moment as it's lust for blood is enormous. Also, as numerues wizards has discovered, magic has mearly any effect on this great beast.

Abilities: Large Creature, Three-headed  Assualt, Resistant, 80% Magic Restistance, Lust for Blood (Whenever a stack dies, all curses is removed and Expert Frenzy is cast on the stack with a spellpower of 10, the initial controller can use a special combat ability ”Calm” to dispell the frenzy)

Quad-Headed Chimera:
After a while some Creators thought that if the Chimera was mighty as it was with three heads, wouldn't it be even mightier with four. However the more they worked on it the more complicated it became, one problem was that the heads would attack each other and a other was what head they would use as a fourth. After months of testing they found a solution. Using the head of a modified lizard the balance was done. In addition of the extra head the lizard provides an exelent protection with it's bone hard scales, and also the ”minor” modifications of the extra head enabled the lizard to breath fire similar to the mightiest of dragons.

Abilities: Large Creature, Four-headed Assualt (Similar to Three-headed Assualt with the addition of Lizard: Normal damage, Fire Breath.) Resistant, Hard Scales (Any non magic damage dealt to the stack is reduced by 30%)


Tier7:
Manticore – Savage Manticore/Spiked Manticore


Manticore:
Manticores is, in all standards exept the Creators, the ultimate abomination, with the face of a man , attached to the body af a giant lion. However even if the it got the face of a man, the  Manticore is clearly a beast, a beast of great power. These basic Manticores have had their tail smashed at young age because of security, therefore they dosen't evolve theirs feared spikes. Nevertheless, the power of the Manticores are enough to massacre most enemies.

Abilities: Large Creature, Immunity to Mind Control, Pummel ( Whenever attacking there is a change of making 50% more damage and halve the enemy's defence for 2 turns.)

Savage Manticore:
The biggest of the Manticores is also the most brutal and strongest, they have developed their tail in some extent. One deadly spike at the top of their tail is their main weapon with a powerful poison, but they still attack with their powerful claws resulting in that the enemy is barraged from several different directions. The beasts are so powerful that it destroys the mere fighting spirit of the enemy with one simple attack, more often than not resulting in a defeat for the enemy.

Abilities: Large Creature, Immunity to Mind Control, Pummel, Fearsome Attack (Whenever the stack attacks an enemy, the moral of the enemy stack will be permanently reduced by 1, this effect does stack and can not be disspelled.), Deadly Poison (When the stack attack an enemy, the enemy will become poisoned, taking 4 damage per manticore every turn for 3 turns, if another manticore stack attack the same target, the poison will stack and the whole effect will be renewed. Example: 3 Savage Manticores attack a stack inflicting 12 damage for 3 turns, however after 2 turns, before the effect of the poison is gone, the stack attack again resulting in a 12+12 = 24 damage for the next 3 turns. Note: Spiked Manticores got a better version of this ability, these does stack.)  

Spiked Manticores:
When the Manticores got no interference of the Creators they develope enormeus spikes on their tails. These spikes are highly poisonus and can be launched over great distances with violent force nailing the enemy to the ground. In close combat the Spiked Manticore is still very powerful. Even if the Spiked Manticores may seem very versitaile they have a great weakness, they are not immune against against the mind control of the more powerful caster. If the Chimeras are cornered, they can as their last defence, dislodge nearly all of their spikes and causing a rain of death against all units nearby.

Abilities: Large Creature, Shooter, No Melee Penalty, Deadly Poison(Same as the Savage Manticore exept it makes 5 damage.) Spike Spray (Activated Ability: Can only be used once per combat.  The stack inflict full damage against all units in a range of 3 tiles from it (This includes allies, the area is equal to the banshee death wail) also all units affected become poisoned.)



The Creators:
At the top of the hierarchy in the Hidden Lookout are the Creators. Renowed for their ability to create and destroy, they can summon the greatest of beast and at the same time obliterate their enemies with deadly spells. Their main ability is however turning normal materials into the purest of gold, and also, with the help of a certain base, create all kinds of materials.

Primary Skill Chance: Attack:15%Defence:20%Spellpower:35%Knowledge:30%

Town Spells: Summoning, Destructive.

Racial Skill/Creation:The art of Creation is the most valued skill you can master in the Hidden Lookout, even if it may seem easy at first, using magic to change an object into another, however that's the theory. Only 30% of all may-be Creators survive their first try at changing an object, and of these 30% only a fraction survives so long as to become a Creator. Changing objects require an awful lot of energy and strength, as well as an complete knowledge of the object you are changing. In battle Creators can ”change” the battlefield to some extent and also affect the mind of creatures.

Note:To ”create” objects outside battle the Creator must be in a town with the building ”Forbidden Labaratory”

Basic Creation: Hero can change precious recourses(exept mercury) into a set amount amount of gold. Also in battle the Creator can use spells from the first circle of Creation.

Advanced Creation: Hero can change all recources (exept mercury) into a set amount of gold and change mercury into precious recources at a 1:1 ratio and wood and ore at a 1:2 ratio. Also in battle the Creator can use spells from the second circle of Creation.

Expert Creation: Hero can change all recources (exept mercury) into a set amount of gold and change mercury into precious recources at a 2:3 ratio (Or if you only use one mercury 1:1) and wood and ore at a 1:3 ratio. Also in battle the Creator can use spells from the third circle of Creation.

Ultimate Creation: Hero does'nt need to be in town to use Creation, also all mana costs for Creation spells is halved.

Perks:
Mercury Master: Kingdom gain 1 mercury each day (Capped at +5 from Creators.)
Gold Rain: Increases all gold that you gain from Creation by 30%
Combat Creation: Hero gains a special combat ability that transform the enemy dead stack into a random amount of gold, the stack disappears from the battlefield. (Gold gain is around 10-20% of the stacks cost.)
Ultimate: Ultimate Creation Mastery: Increases the growth of all the heroes towns by 40% aswell as doubling all gold gains.

Creation Magic:
The Creators combat magic still cost mana(Power depends on Hero level)and the spells is gained from the ”Forbbiden Labarotory” building, that is made up of three levels(However only level 1 is needed for normal Creation.), all circles got two spells and one is given one each level of ”Forbidden Labartory”. (Creation Spells ignores any magical resistance. And if you not already noticed the Creators are crazy in gold.)


Circle One:
Searing Flash:(5) Reduces the ATB value of all stacks on the battlefield and enemy Hero by 0,4.
Stun Bolt:(4) Inflict damage to an enemy stack depending on hero level, also randomly reduces the ATB value of the stack.  

Circle Two:
Golden Gift: (8) Turns selected enemy stacks weapon into gold, reducing the damage made by 30%, however if the selected stack is humanoid or dragon it's morale is increased by 2.
Embolden Mind: (9) Increases the morale and initative of a friendly stack by 3.  

Circle Three
Gold Golem:(?) Summons a Gold Golem (Large Creature), abilities, stats and mana cost depend on Hero level.  
Golden Body Curse: (15) Turns part of the selected enemy stack into gold, lowering all stats aswell  as halving all damage made.  

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einomida
einomida


Known Hero
posted July 30, 2008 10:09 PM

Ok, thats bad. My town is too similar to yours. My backstory was almost the same and even the name, Creators is same. I have to revamp mine and add some kind of a twist to differ.

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted July 30, 2008 10:30 PM

Added town History and society
____________
Coincidence? I think not!!!!

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Oscarius
Oscarius


Famous Hero
*sleepy*
posted July 30, 2008 10:37 PM

srry ein, you know what they say: big minds think alike
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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted July 30, 2008 11:11 PM
Edited by Adrius at 23:14, 30 Jul 2008.

Yey, another round!!

Oh, and Daystar, if the thing about the brazier beast is a joke, then , otherwise: What the hell?!

Imps are in the lineup?
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Oscarius
Oscarius


Famous Hero
*sleepy*
posted July 30, 2008 11:14 PM

Does the plan involve taling 1 creature only
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carcity
carcity


Supreme Hero
Blind Sage
posted July 30, 2008 11:22 PM
Edited by carcity at 19:38, 12 Aug 2008.

Town name: The dark church.
Also known as: The dark priests.
Motto: Destroy the light.
Associated Colours: Black, dark blue and grey.
Core Philosophy: Worship the evil destroy the good
b]Worship: A twisted version of an evil and dark Elrath

Story:

The battle between Alaric and Gotai lasted for days. And in one of the nights demons killed some of the army of Alaric. And they captured some priests to add to their army. They took them trou a portal to sheogh. And there the priests where tortured by Kha Bheleth himself. But the priest refused to join the demons or tell them anything about the holy griffin empire. Kha bheleth then started to use mental torture. But the results where different than he had hopped. The preists lost all their memories from before. And one night Biara snuck into the cell and told the preists that they belived in a black and evil good named Elrath. And that their mission in life was to destroy he false priets in the land. She then reliesed them from their prison and led them to a dark forest in Ashan. There she thaugt them how to use dark magic and how to control the birds of darkness. And the priests started to expand their territory and they became many more. Some of them was born without the power of magic. But they built machines instead. Finally some of the priests learned how to summon darkness itself as a creature.

Creatures:

Tier 1.

Raven.
Abilities: Flyer.
Description: The dark priests tamed these birds into doing their biding. They made them poke the eyes out of their enemies.

Tier 1 upgrade.

Dark raven.
Abilities: Flyer, Strike and return.
Description: These birds are trained to fly back to their masters after an attack.

Tier 2.

Gargoyle.
Abilities: Flyer, No enemy retaliation.
description: The gargoyles are fierce statues filled with evil magic. They do everything their masters tell them. The dark priests use them to do their dark bidings.

Tier 2 upgrade.

Dark gargoyle.
Abilities: Flyer, No enemy retaliation, Frightful aura, Fear attack.
Description: These gargoyles are filled with evil magic so that it floods out of them. And all creatures close to them feel the evil and wants to escape as fast as possible.

Tier 3.

Machine warrior.
Abilities: Mechanical, Magic-proof 50%, Armoured.
Description: A human being free from magic. It has no connection to the dark church. But against their lives they join the dark church and build warriors of metal. The humans sit inside these warriors and control them.

Tier 3 upgrade.

Machine soldier.
Abilities: Mechanical, immune to magic, Armoured.
Description: The humans who control these mechanical warriors can not use magic. Neither can thy be hit by magic. And they have made their creations immune to magic to.

Tier 4.

Dark Hawk.
Abilities: Strike and return, No enemy retaliation, Flyer.
Description: The dark hawks can fly in the skies and kill their enemies from above. They are a great addon to the dark church and its warriors.

Tier 4 upgrade.


Dark eagle.
Abilities: Strike and return, No enemy retaliation, Flyer, Blinding attack.
Description: These eagles have been special trained to poke the eyes out of their enemies by an attack.

Tier 5.


Dark monk.
Abilities: Shooter, Caster (weakness, Sorrow, Suffering, Decay)
Description: The dark monks job on the battlefield is to weaken the enemies so that the dark machines and birds in the dark church can attack the enemies.

Tier 5 upgrade.

Dark priest.
Abilities: Shooter, Caster (Weakness, Sorrow, Suffering, Decay, Mass decay), Power of darkness (when this creature attacks the enemy is pushed by darkness 3 steps backwards)
Description: Dark priests use their powers to avoid the enemy from attacking them and their enemies.

Tier 6.


Dark nun.
Abilities: Shooter, Caster (Weakness, Sorrow, Suffering, Decay, Mass decay), Summon ravens (the dark nun can summon ravens to the battlefield. The number of ravens equal 5 times the number of dark nuns. So if you have 10 dark nuns you get 50 ravens.)
Description: The nuns are evil females bound to magic. They are in charge of training the birds. And the birds have made a special bond to the,. The ravens especially protect them against any danger.

Tier 6 upgrade.


Evil nun.
Abilities: Shooter, Caster (Weakness, Sorrow, Suffering, Decay, Mass decay), Summon Dark ravens (Work like summon ravens but it summons upgraded instead.), Bird tamer(All birds in hero army get's a 1+ bonus to defense and attack for every evil nun on the battlefield)
Description: The evil nuns have not only mastered the dark art of magic but they have also full control over the birds. And all birds fight better under their lead.

Tier 7.


Shade.
Abilities: Flyer, Hates light (If this creature is facing any creature from Haven, Sylvan, Academy or Fortress factions it gets a 5+ to attack and defense and 4 plus to it's maximum damage)
Description: The shades are beings of pure darkness that is summoned by the most powerful priests. They decpice everything that is good and always attacks with greater fury if they are facing any good creatures.

Tier 7 upgrade.

Shadow.
Abilities: Flyer, Being of darkness (When this creature os killed all enemy creatures falls under every cursing dark magic spell), Hates light.
Description: The shadows are more evil than the shades. They are so evil that if they by any chance will get killed in combat their enemies will fall victim to anyknown cursing spell in all of Ashan.
____________
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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted July 30, 2008 11:24 PM

He he, no I think I'll try to be a little more creative than copying my Imp faction...
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted July 30, 2008 11:46 PM

If I merge Imp and Gargoyle into one creature, does that count as one or as two?
____________
Coincidence? I think not!!!!

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted July 31, 2008 12:09 AM
Edited by Adrius at 00:11, 31 Jul 2008.

Impoyles? Garmps? Ohhh... Now that's scary

Daystar, a question. This warmachine creature, can it be a golem or does it have to be something from the word "Warmachine", like a ballista? Stupid question really but I'd like to be sure.
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emilsn
emilsn


Legendary Hero
posted July 31, 2008 12:18 AM
Edited by emilsn at 18:39, 13 Aug 2008.

Shurinkar

*Shurinkar is the elven word for Asylum
Race: Elves(Dark and normal)
Motto: "Watch and Learn, then strike!"
Associated colors: Black, brown and blood red
Worship: Sylath
Racial Symbols: Sylath engulfed in white flames
Country/Kingdom: They live between Irollon and Karthal on a small tip of land with forest, ocean and mountains. Look at map over Ashan
Capital city: Asylath
Allies: No one
Neutral: All  
Enemies: No one
Main Magic skills: Destrucktion and Summoning
Main attribute: Attack
Secondary attribute: Knowledge

History/lore:
50 - 260 YSD. The Years of Healing: Creation of Irollan - Reconstruction from the Wars of Fire and relatively harmonious relations between the races.
Great swaths of the elven forests were burned away by the demons, scarring the land and poisoning the waters. Once the fighting was over, the elves retreated to their wounded land and spent the Years of Healing restoring it, planting new groves, cleansing the waters, and expelling the slightest bit of demon taint from their lands. Thus was created the Elven kingdom of Irollan.

In this period after the Reconstruction from the Wars of Fire, where the elves recover from great losses, some elves travelled away, south of their races new home: Irollan. They discovered the untouched place south of Irollan and started to create a new home.

Unknown time period - Joining up with Dark elf lord: Shuri - who led a group of dark elves to the place, where he had heard from intelligenses that the "Betraying elves" lives.
The ninja-elves meet up with them before Shuri and his dark elf group reach their land, still filled old hatred the elven leader, Mashasi refuses to join forces with them and ask for them to leave his kins land.
The dark elves refuges and lay down their reasons to join up with the "betraying" elves and after long discussion the dark elves are invited to join the ninja clans, but they will be considered lower ranked, until their trust is gained! Shuri agrees with these thermes.
Why the dark elf group had left Ygg-chall is unknown, though many think it has something to do with the demon coruption.

756 YSD. Death of Vaniel - Vaniel is succeeded by king Alaron, whose eye is turned outward from the forest. Slowly, he re-establishes stronger contacts with the other races.
Alaron provided aid to the Wizards of the Silver Cities in their wars against the Necromancers, and encouraged traders to come to the elven borders.

The ninja-clans hear about this aid that Alaron sends to the silver cities and send their best rogues out on a secret mission. They get what they want, the recipe to make gargoyles and also other things of value. The rogues brought it back to the ninja clans and they started making gargoyles for their own defense.

756-823 YSD, unknown specific year. Blessing of air and death of Mashasi - In between these years the ninjas felt needed to believe in something as the current leader has trouble keeping his people believing in him(Mashasi) so starts to wonder how he could gain trust of his people, so he stated that their new god was: Sylath and the creatures of air!  
Sylath acknowledged their belief and blessed the clans with great speed and swiftness. This gave a little more trust in Mashasi, but when he tried to make his son take over his place he was killed by a dark elven clan. leading to a minor civil war!
After the civil war, that didn't do much for the ninja society, they decided that the strongest ninja had to take the leader post. But for a current time, it was a group of elders that led the ninja society.

823-830 YSD. Taming the beasts - The ninjas discovers a new creature on the top of the mountains they live by and attemps to tame these crazed beast that they call: Chimera. But the ninja underestimated these beast and it cost them a lot of their race! It took them seven years to gain control over the chimeras, but all for the greater of their clans!

833 YSD. The new leader: A halfbreed! - As the year turned 833 YSD the ninja soceity was ready to finally pick their new leader. A huge and long trial of rites took place to find a new leader. The strongest ninja was surprising a female half breed named Kajria. The elders who stood for the choosing, felt that a half breed would be the best leader, as she could unite the dark elves and normal elves and ofcourse also that she was the strongest in the whole kingdom.
Kajria accepted the position with honor and glory, and after a new ceremony - Where Kajria recieved Sylath blessing as her being the leader, Kajria was fit to take on the leader post of the ninja soceity

835-836 YSD. Birth of the Flame - With their new beast, the ninjas wanted some even stronger and wanted to forge the chimeras with flames, but as these elven ninjas only wield the power to destroy with magic and not forging magic into things, they seek the help of the Silver cities. The new leader of Asylath: Kajria, first female leader of the ninja clans(more importen, a half breed of dark elf and normal elf), gather her best diplomatics and chimera tamers, guarded by the most dangerous ninjas and sent them all to the silver cities to ask for a gift of fire - To grant them Flameras as they called them.
The silver cities refused, as their last attempt to creat living beings failed and those recent them. It took 6 months of discussing and offering gifts, and more. They settled on that for the mages to do this, the ninjas most train the Rakshasa Rani, Rakshasa Raja and Rakshasa Kshatra in the art of fighting and make swords for golems and the Rakshasas. The ninjas agreed and they got their new flameras, along with some magic scrolls, the mages didn't know off.

*Things written in Italics are things I took from the HoMM5 page from age of heroes site.

Hero-class: Ninja
Faction ability: Ninja-Art
Basic Ninja-art:
Grants the hero the ability to annul “scout” from being used again the Ninja-hero (People cannot see how many troops he has)
Advance Ninja-art:
Grants the hero the ability to annul “scout” from being used again the Ninja-hero (People cannot see how many troops he has)
Boost pathfinder skill by 25% extra!
Expert Ninja-art:
Grants the hero the ability to annul “scout” from being used again the Ninja-hero (People cannot see how many troops he has)
Boost pathfinder skill by 25% extra! (Meaning that the penalty for moving through rough terrain is reduced by 75% and not 50%)
Teleport assault is now considered Expert level.
Ultimate Ninja-art:
Logistics is improved with 10% more (now giving 40% more speed over land), travelling by sea is increased with 20% more as well and death march grants 1 extra speed (to the already +4speed).

Special Ninja Abilities:
Fan of Knives:
Grants the hero the ability Fan of knives, it is a one time pr battle move that deals (herolvl*50damage) to 3 selected creatures.

Substitute:
The hero can cast Substitution on 3 of his units, so when the units are hit by an enemy unit there is a 20% that the dmg dealt to them is lowered 30% - This can only occur once by each enemy unit

Cornered:
If a creature is pinned up, they are freely to pass by any obstacle, creatures as well as the environment (rocks blocking or other things like that) but doing so renders them to receive 0.5 more damage from attackers, and any other ninja effect useless(as substitute) for the end of the round, this does not affect Log Cannon and tree cannon, as they are immobile!

Ultimate Ninja Special ability - Speed of Sylath:
Once pr battle the ninja hero can boost all creatures’ initiative by 50% for 1 round and making retaliation attacks do 1.5 times more damage as usual!

Attack(10%): Sharpened Blades(+2 to min. dmg and +1 to max. dmg - Requires, battle frenzy and fan of knives)

Defense(8%): Shadow evasion(Decreases dmg dealt to your creatures by  by melee attacks by 15%, requires evasion, vitality and substitute)

Luck(8%): None special ninja skills, but they can get elven luck and warlocks luck as they are elves of both races!

Leadership(10%): I Didn't want to make any special ability here, because I would make it posibel for the ninja hero to gain so many logictics skill known in HoMM5, Death march, familiar ground, swift mind, snatch, silent stalker and teleport assaul - So with all those skills I thought it would be a same to do it

Logistics(15%): Inspiration(If the hero finish off an enemy stack, the troops gain +1 moral, +1 defense, +1 attack and immunity towards all moral descreasing abilities for 3 rounds, requires diplomacy and empathy)

Enlightenment(2%): Battle Tactician(Boost substitute trigger chance by 10% and gives the hero a bonus of +2 knowlegde , requires Substitute and intelligence)

War Machines(8%): Ninja Cannons(All cannons recieve +1 initiave and +3 attack, requires cornered and balista)

Ligth Magic(2%): Delude(Enemy heroes light spells is cast like the hero has 3 less spellpower then he/she has, requires cornered and master of wrath)

Dark Magic(2%): Hatred(All heroes dark spells are cast like the hero had +3 spellpower, requires Master of mind and master of pain)

Destrucktion Magic(15%): Sylath's wrath(Chain lightning can now hit up to 6 units, fire spells cost 3 less mana and you can deep freeze 2 targets at the same time, Requires master of fire, master of storms, master of ice)

Summoning Magic(8%): Fog of war(The summons a fog that consumes half of the battlefield(selected which by the hero) and units can only see 2 tiles around them, making any ranged units unable to shoot, requires cornered, fog veil and master of earthblood)

Sorcery(2%)None special ninja skills.

*I will only add all special ninja skills, and then on a side note: Ninjas can get Power of speed(through attack), Aura of swiftness(Leadership) and other skills that can improve speed or initiave.

Tier 1:
Rogue assassin or stalker

Rogues are basic unit of the ninjas, they are trained to sneak, steal and strike without the enemy noticing them! Though being low ranked units, they highly needed as many missions need the rogue abilities
Abilities: Invisibility

Assassins are deadly ninja trained soldiers, armed with poison blades they can sneak behind enemy lines and do deadly damage! A lethal enemy to underestimate.
Abilities: Poison, invisibility

Stalkers are like the Assassins lethal and deadly, but they have no poison ability but if they behind enemies their blows do more damage and can easily make a whole army shatter.
Abilities: Backstab, Invisibility

Tier 2:
Stone GargoyleEmerald Gargoyle or Quartz Gargoyle

Stone Gargoyles are tough sturdy defense creatures, that the ninjas "bored" from the wizards and made a few modifications on. They gave them some new tricks that the opponent wont supsect.
Abilties: Immune to fire, spike trap, elemental

Emerald Gargoyles are a new little invention of the ninjas, they are made out of the nearby mountains, and got some special things to their new body.
Abilities: Immune to fire, elemental, spike trap, Absorb mana

Quartz gargoyles are a special view, you can see through and you often mistake them as the thin blue air, this often confuses enemies and make them run into a stack of Quartz gargoyles.
Abilities: immune to fire, camouflage, elemental, spike trap

*All the ninja gargoyles are immune to fire, as ninjas wield fire.

Tier 3:
Log cannonTree cannon or Spike cannon

Log cannons are rather small cannons, though heavy and impossibel to move that fire small wood logs at the enemy and if they hit right they might stun the enemies making them great artillery.
Abilities: Bash, Immobile

Tree cannons are sturdy and slow artillery, and is almost impossibel to move, but who needs to move a deadly weapon? Tree Cannons have so much power that their blows move enemies around!
Abilities: Scattering blow, bash, Immobile

The Spike cannon is a light cannon, that is mobile and got one unique feature, it leaves spikes on battle field with cripling poison on. What this cannon lags in damage, it gains in the ability of poison and spikes.
Ability: Spikes, Cripling poison.

*All cannons is controlled by a human unit, that will act if cannons are attacked.

Tier 4:
Basilisk riderBasilisk Knight or Basilisk Raider

The ninjas found basilisk out by the ocean, where there were some swamps and they tamed these dangerous beast, and learned how to ride them, bringing havoc on the battlefield!
Abilties: Basilisk bite

Basilisk Knights are armoured basilisk and ninjas trained in close combat, they have powerful blows and are very dangerous when they near you, but due to their heavy weight they are slow and cannot keep up for long.
Abilities: Armoured, Heavy weight, dire blow

Basilisk Raider doesn't have much armor on and may seem easy to kill, but where their weakness lies, they have a fatal strenght, they have learned an ability by the dark elves and they use it with high effect.
Abilties: Basilisk Bite, wheeling attack, snap

Tier 5:
Ninja Elite Ninja or Ninja Monk

Ninjaes are fast and powerful soldiers that are trained in the arts of killing without being hurt. Making the Ninjas the born killers.
Abilities: Agility, poison.

Elite Ninjas are higher ranked ninjas and they have been taught many of the old ninja secrets, they are faster and got greater killing abilities then the lower ninjas.
Abilities: Agility, poison, first strike

Ninja Monks are ninjas trained to heal and mending wounds, still being lethal in battle - They have lost some of the speed, but they gained more power by healing others.
Abilities: Poison, Mending Wounds

Tier 6:
Drake-NinjaDragoon or Serpentis

The drake-Ninjas are elite ninjas that have recieved the gift from the dragons of air, great speed, slicing blades and great intelligens.
Abilties: Caster(haste)

Dragoons are the outcome of a blessing and blood from the air dragon god, these ninjas have gained features of a dragon and the power of the air dragons!
Abilties: Caster(haste), Wind blast

Serpentis are a weird mix of ninjas and the dragons of air, but these Ninjas were given more blood then the dragoons leading to a different outcome.
Abilities: Spiked body, First strike

Tier 7:
ChimeraFlamera or Acidmera

The basic chimera that the ninjas met on the mountains nearby, where they slaughtered many ninjas and it took them a long time to tame the crazed beasts. The ninja's learned to use their great fly ability along with their own ninja battlestyle giving them a swift giant beast to wreak havoc on the battle field
Abilities: Snake tail, Swiftness

Flamera are the result of a magic experiment that the wizard helped the ninjas do, after a long diplomatic agreement. The wizard possed flame spirits into the regular chimera and this was the result.
Abilities: Snake Tail, Fire breath, Immune to fire

Acidmera's where create the same way the barberians made poisoness wyverns. Feeding the chimera's with plants that made them produce poison and got a little more greenish color, they got the acidmera, that is more like the ordinary chimera then the flamera
Abilities: Snake tail, switftness, Acid blood

Summoned creature:
Brazier Beast - Only able to be summoned by Ralaki, see heroes.

Brazier beast are stationary and cannot move. What makes them deadly is that they can hurl fire balls at their enemy and got a powerful fire shield, it is deadly from ranged and dangerous to fight with in melee!
Abilities: Fireball attack, Fire Aura, Immune to fire, Fire spirit

Ability List:
Invisibility: Homm5 style
Poison: Assasains' poison does 1dmg pr unit in stack, Ninjas and elite ninjas' poison does 4dmg pr unit in stack, ninja monks' poison does 3dmg pr unit in stack
Backstab: The unit can do 50% more dmg if they strike from behind
Elemental: Homm5 style
Spike trap: If more then 10 gargoyles die, a spike trap is triggered returning returning 50% of dmg done to the gargoyles
Absorb mana: If hit by any spell, the creature absorb half of the spells original mana.
Camouflage: Cannot not be seen from the start of the battle, only if it is hit or moved it is visable
Bash: Homm5 style
Scattering blow: Can move units around either one tile up, down or to the sides. Can not move a unit on an occupied tile, ONLY if the unit on the occupied tile also moves!
Immobile: Cannot be moved when combat starts, only moveable in tactic fase.
Spikes: On the tile the attack hits, it scatters spikes in a 2x2 grit, these spikes does 3dmgX((1/4)*units in stack) and adding cripling poison on hit.
Cripling poison: Homm5 style
Basilisk bite: Turns the target into stone for 3 turns, creatures in stoneform recieves 50% dmg and is destoned when hit.
Armoured: 50% reduced dmg taken from magical dmg and 10% reduced dmg taken from direct dmg.
Heavy weight: After 3 turns the unit loses 25% of its base iniative, after 6 rounds the unit loses 35% of its base initiave and after 8 or more rounds the unit loses 50% of its base initiave
Wheeling Attack: Homm5 style
Dire Blow: 33% chance to do 150% dmg.
Snap: The unit snaps and at all enemies it passes by doing 10% dmg
Agility: Homm5 style
First strike: Homm4 style
Mending Wounds: 3Hp pr 1spellpower, this can only ressurect creatures, if they have under 50hp.
Spiked body: Returns 25% of the dmg dealt to the attacker
Wind blast: Does 90% dmg and stuns the target for 1 turn(activated ability)
Snake tail: If an enemy is standing behind the chimera, flamera or acidmera they will be hit by the snake tail of the chimera's recieving 20% dmg
Switftness: Can boost units own initiave by 50% for 3 rounds(activated ability)
Firebreath: Homm5 style
Acid Blood: Homm5 Style
Fireball attack: Fires fireballs on targets!
Fire Aura: Returns 40% of the dmg dealt to the attacker
Immune to fire: Homm5 style
Fire spirit: Raises heroes fire spells by 5spellpower

Heroes:

Name: Raven
Description: Raven is a fierce leader that all respects and gifted in the art of poison and mending wounds, this gift led him to train the Elite Ninjas and Ninja monks.
Specialty: Training the best - Ninjas, Elite Ninjas and Ninja Monks' poison ability is better then normal, giving 3poison damage pr unit in stack. Also Mending wounds heal more HP then normal(+5 pr fifth level).
Starting skills: Basic Ninja-Art and Basic logistics
Starting creatures: 10 Rogues, 3 Ninja
Starting Spells: none

Name: Ralaki
Description: Ralaki is no good in open combat, actully he is worthless in one on one, but still he is feared amoung his people. From birth he was giving the mark of fire and when he had reached an age of 10, he could summon fire elementals and other fire beast to defeat his enemies! The last trick he learned was to summon a brazier beast, a unique fire monster that is almost uncontrollable!
Specialty: Summoning the Fire - Can summon a brazier beast in each battle, the brazier beast is a stationed ranged fire beast.
Starting Skills: Basic Ninja-Art, Basic Summoning and Basic Destrucktion
Starting Creatures: 3 fire elementals
Starting spells: Eldrits arrow

*like Arantirs dragon the abilities comes in time with the hero level

Name: Tyranda
Description: Tyranda is the fastest Ninja in her clan and not many other Ninja clans got such a fast Ninja. She tries to teach her troops this speed too and making her battlestyle swift and painless.
Specialty: Power of Speed - The effect of Haste spell is increased by 1% for every hero level.
Starting Skills: Basic Ninja-art, Basic Light magic
Starting Creatures: 10 Rogues, 5 stone gargoyles
Starting Spells: Mass Haste

Name: Akira
Description: Akira loves to just walk around in the forest, watching birds, plants and the nature itself, he is what you could call a daydreamer and he posses a very relaxed leader role. But non the less he can easily wipe out and army because of his great tactic powers.
Specialty: Battleplaner - Tactics now give an extra row of tiles.
Starting Skills: Basic Ninja-art, Basic attack + tactics
Starting Creatures: 10 Rogues
Starting Spells: none

Name: Trandar
Description: Trandar is a half breed and leader of one of the biggest ninja half breed clans in Shurinkar. So his leaderskills are suprior and he rules his clan with great respect to his people, this respect is returned to him.
Specialty: Clan Leader - Units under hero control cannnot have under 0 in moral.
Starting Skills: Basic Ninja-art, Basic leadership + diplomacy
Starting Creatures: 10 Rogues, 5 Gargoyles
Starting Spells: none

Name: Holies
Description: Holies is the key trainer of basilisk riders and loves the beast over anything. Somehow she has learned to decode their signals and this has proven useful as the basilisk would never turn against her!
Specialty: Basilisk tamer - Snap dmg is increased every second lvl by 1% and adds +1 defense each 4th lvl, both starting at lvl 4.
Starting Skills: Advance Ninja-art, basic Logictics
Starting Creatures: 10 Rogues, 5 gargoyles
Starting Spells: none

Name: Ytari
Description: Ytari was a powerful elite ninja and skilled in every art of war, and was a great candicate for the new project making even more powerful ninjas - So he signed up to become one of the blessed. He was turned into a serpentis and now leads the ninja-drakes, dragoons and serpentis' to battle with more power then any one else!
Specialty: Blessed by Sylath - Ytari can activate the power of sylath, that gives Ninja-drakes, Dragoons and serpentis' +3 attack and +3 minimum dmg. for 1 round. This can only be activated every 3rd round.
Starting Skills: Basic Ninja-art, Basic Attack
Starting Creatures: 10 Rouges and 1 Drake-ninja
Starting Spells: None

Name: Harim
Description: Harim is new in the Shurinkar army and Harim said himself, "I am trained by the best". The story of Harim is that he had been trained by the dark elf leader called, Vayshan - a dark elf leader of the dungeon faction - Harim left the dark elven society with knowning his betrayel and not regretting, and he brought some comrades with him aswell.
Specialty: Death's hand - Rogues, Assains and Stalkers gain +1 attack and defense every second level starting from the first
Starting Skills: Basic Ninja-art, Basic Logitics + Basic Scouting
Starting Creatures: 16 Rouges
Starting Spells: Fire Trap

Name: Rorret
Description: Rorret is a sick twisted person and people don't really seem to trust him, non the less he is a strong soldier and leader. He has named himself, and his former name is unknown but he enjoys his name and love how enemies flee when they hear they are up against Rorret, he is a master in Terror and all know it!
Specialty: Name of Terror - Enemy creatures recieves -1 moral, Heroes fan of knives have 30% to cause creatures to flee.
Starting Skills: Basic Ninja-Art + Fan of knives
Starting Creatures: 8 Rogues, 4 Gargoyles
Starting Spells: none

Name: Shino
Description: Shino is a person with lot of humour and if you knew he was a master ranged commander you would laugh, but he is and he is very admired, because his magic skills and tactical skills are highly developed, he is almost impossibel to suprice as he will be one step ahead of his enemies and not the other way around!
Specialty: Trick Master - If hero is level ten or higher: Land mine spell will have it's grit expanded by one tile, If hero is level fifteen or higher: Hero will be able to lay two Arcane Crystals instead of one, If Hero is level twenty or higher: Blade Barrier will be four tiles long instaed of three, If the hero is level twentyfive or higher: The hero will recieve a unique hero spell called Mass wasp swarm, Mass wasp swarm is like wasp swarm just it will hit all enemy creatures, that are not immune, the level of mastery determints the power of the spell.
Starting Skills: Basic Ninja-art, Advance Summoning magic
Starting Creatures: 10 Gargoyles
Starting Spells: Fist of wrath
____________
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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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted July 31, 2008 02:23 AM
Edited by sith_of_ziost at 04:49, 16 Aug 2008.

****DELETED AND MOVED****

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted July 31, 2008 03:11 AM

"Garmps"

actually no, that's "Gramps" a level 3 spellcaster who can't actually cast spells but when he fails he yammers about "The old days" and "whippersnappers" so much that the enemies are bored to death.  

In all seriousness: If you combine two or more creatures, the first counts as 1 and the rest count as 0.5.  This includes rider units, fusions, or imps riding on bird golems.

Segue directly into War Machines: They can't be anything that can run itself without its creator being right there.  The standard golem is, thus, out.  However, the Dragon Golem from HIV would be in, since it had a direct operator.  I would prefer things like catapults, battering rams, etc, but be creative about it.
____________
How exactly is luck a skill?

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