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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 10 ... 12 13 14 15 16 ... 20 30 40 43 · «PREV / NEXT»
Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted August 13, 2008 11:12 PM
Edited by Adrius at 23:16, 13 Aug 2008.

Rasen-Shuriken!

I'm probably the worst addict around...

If you haven't noticed already, my faction is actually a bit inspired by Bleach, my first name for the Void Realms was actually Soul Society... *Shudders* I'm so glad I changed that...
____________

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xerox
xerox


Promising
Undefeatable Hero
posted August 14, 2008 11:57 AM
Edited by xerox at 15:46, 14 Aug 2008.

Is deadline Sunday or Friday?






Also I dont understand whats wrong with my racial. You are not forced to let everybody rest at the same time, its a activated ability like Gating.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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emilsn
emilsn


Legendary Hero
posted August 14, 2008 02:24 PM

Friday, that is what I understand
____________
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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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted August 14, 2008 07:09 PM
Edited by Adrius at 20:17, 14 Aug 2008.

I hope it's friday, sunday's way too much time.

Oh, and I added some Spiritualism Skills for my faction.

EDIT: Brauch die Verdamte Stealth-Knopf!
____________

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted August 15, 2008 05:08 AM

It is friday, just to settle all doubts.

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted August 15, 2008 11:17 AM

Yep, will begin to judge when I get online again 'tonight' (friday hehe).  So..looking forward to one of you giving me something to go WOW about.
____________
Message received.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted August 15, 2008 04:57 PM

Hmm, I added two heroes, but they are not as good as i wished, and I won't add any more today...I'm just too deep into other things to concentrate on this now^^

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Oscarius
Oscarius


Famous Hero
*sleepy*
posted August 15, 2008 04:58 PM

Mytical, it's done, i'm not going to add any story (sadly)
____________
Need moar avatars!

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted August 15, 2008 05:56 PM

Updating the Skill system...

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted August 15, 2008 07:11 PM
Edited by Lexxan at 21:35, 15 Aug 2008.

I can't put my faction into One post!

(So I'll continue here with  the Skill system)


(Continuation from page 8)

Destructive Magic: (2%)




Master of Fire: Grants armor-damaging effect to Fireball, Firewall and Armageddon spells. Creatures affected by these spells suffer additional -50% defense penalty.
Preq: Basic Destructive Magic
Req: Mana Burst, Secrets of Destruction



Master of Ice: Grants freezing effect to Ice Bolt, Deep Freeze and Circle of Winter spells.
Preq: Basic Destructive Magic
Req: Cold Death



Master of Storms: Grants stunning effect to Lightning Bolt and Chain Lightning (first target only) spells.
Preq: Basic Destructive Magic
Req: Sap Magic



Secrets of Destruction: Hero gains +2 Knowledge permanently and randomly acquires one damaging spell of 1st to 3rd circle that is not yet in hero's spellbook.
Preq: Master of Fire
Req: Ignite



Mana Burst: The hero calls upon the forces of nature to affect enemy casters. Any time an enemy creature casts a spell it will receive damage 10 times the hero's level.
Preq: Master of Fire
Req: none


Cold Death: Makes Necromancer's spells Ice Bolt, Deep Freeze and Circle of Winter more powerful. Those spells will kill at least one creature, if that creature has no Immunity to Cold.
Preq: Master of Ice
Req: Extinguish Fire


Extinguish Fire: Makes creatures immune to fire feel 50% of the Fire damage, they usually would've ignored. Magic Proof effect is halved when struck by a fire spell of this Hero. Only works for enemies.
Preq: Cold Death
Req: None



Sap Magic: Damage dealt by enemy spells is reduced by 20%.
Preq: Master of Storms
Req: none


Ignite: Fire spells casted by the hero in combat will ignite enemies, inflicting 100% of current spell damage to the target during next 3 rounds.
Preq: Secrets of Destruction
Req: none



Summoning Magic: (8%)



Master of Conjuration: Makes Conjure Phoenix and Summon Elementals spells more powerful (effective Spellpower is increased by 4 for casting those spells).
preq: Basic Summoning Magic
Req: Fire Warriors, Exorcism, Elemental Balance


Master of Earthblood: Makes Fire Trap and Earthquake spells more powerful (effective Spellpower is increased by 4 for casting those spells).
preq: Basic Summoning Magic
Req: Fog Veil


Master of Life: Makes Fist of Wrath and Raise Dead spells more powerful (effective Spellpower increases by 4 for casting those spells)
preq: Basic Summoning Magic
Req: Banishment


Fire Warriors: Hero is granted the knowledge of Summon Elementals spell. Regardless of circumstances this spell will summon Fire Elementals from now on. The number of Elementals summoned is 40% greater than normal.
preq: Master of Conjuration
Req: none


Exorcism: All Destructive Damage spells against summoned and gated targets deal double the normal damage
Preq: Master of Conjuration
Req: none


Elemental Balance: Superb knowledge of summoning magic allows the hero to counterbalance the combat situation when battling against skilled summoners. Each time the enemy uses the Summon Elementals spell, a small group of elementals of opposite aligment is automatically summoned to fight for the hero's cause.
preq: Master of Conjuration
Req: none


Fog Veil: The Hero calls upon the forces of nature to affect enemy ranged-attacking creatures. Initiative of all enemy shooters is decreased by 10% and their damage is decreased by 10%
preq: Master of Earthblood
Req: none


Banishment: Special combat ability. Unsummons part of the summoned or gated stack.
preq: Master of Life
Req: none




Sorcery: (6%)



Magic Insight: Allows a hero to learn magic spells of the third circle regardless of actual skills in the respective schools of magic.
Preq: Basic Sorcery
Req:  Arcane Brilliance



Arcane Training: Reduces casting costs of all spells by 20%.
Preq: Basic Sorcery
Req:  Arcane Excellence



Mana Regenrataion: Doubles mana regeneration
Preq: Basic Sorcery
Req:  Erratic Mana




Arcane Brilliance: Adds +2 to hero's Spellpower permanently. Hero also receives a new spell in his or her spell book
Preq: Magic Insight
Req:  Distract



Arcane Excellence: Showing excellent progress in the field of sorcery, the hero is granted +2 Spellpower permanently and +100 temporary mana.
Preq: Arcane Training
Req: Counterspell



Erratic Mana: Mana cost of spells cast by the hero is randomly reduced by up to 50% (actual reduction is determined while casting is in progress).
Preq: Mana Regereration
Req: Arcane Rejuvination  



Distract: Enemy hero will receive 15% penalty to Initiative after casting any spell in combat.
Preq: Arcane Brilliance
Req: none  



Counterspell: Special combat ability. Negates all effects of the next spell cast by the enemy, but drains twice the mana cost of that spell.
Preq: Arcane Excellence
Req: none  



Arcane Rejuvenation: Doubles every form of Mana Regeneration (Cumulative with the Mana Regeneration perk and all Mana Regenerating Artefacts + Maahir's/Nur's Mystic Specialty).
Preq: Erratic Mana
Req: none  


THE END (? )

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emilsn
emilsn


Legendary Hero
posted August 15, 2008 07:37 PM
Edited by emilsn at 19:41, 15 Aug 2008.

wauw - you have supassed so much .. You are truly powerful

But - Most of your pictures doesn't work mate..
____________
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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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted August 15, 2008 07:48 PM
Edited by Lexxan at 19:49, 15 Aug 2008.

I know, the links are null (I yet have to fill them in )

(Edit: I act as if this were ICTC... but without the campaigns and heroes)

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blitzkrieg777
blitzkrieg777

Tavern Dweller
Mmmm! Love that monkey sweat!
posted August 15, 2008 09:24 PM

I think everything is done.  Or at least I don't have anymore time to spend on it.  I'm pleased.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted August 16, 2008 05:00 AM bonus applied by alcibiades on 06 Mar 2009.

The Megrim Faction

Known As – The Scavengers
Capital – Intellavarium
Symbosl – The Unfinished Circle, the Eye of Omega
Related Colors – Dark Grey, Electric Yellow

Background

“After the events of Isabel’s War, scientists from the Silver Cities experimented with the combining of magic and machine. After scores of subjects were lost and attaining a huge budget in a colossal deficit, the scientists absolved to make one final attempt. The result was the Darkmarg, a catalyst that binds machines to souls. This creation soon seized the scientist’s total devotion, and their families worried. They reported their actions to the Circle of Nine and asked for formal abolition. Seeing this breakthrough as a grave threat, Zehir sent out a dispatch of Mages to arrest the hindrances. They found the scientists mangled corpses, and no trace of their failed subjects.

Soon after, the reports of “unknown creatures of metallic complexion” were heard from as far as the Unicorn Empire. They had been stealing gardening equipment, cannonade, and weapons. Oddly, no human, livestock, or pet was harmed.

Several years passed as the Circle tried to hush what had happened in the Silver Cities. Then, a grand explosion rocked the lands beyond Ranaar. It was heard that mechanical beasts were converging on a meteorite that had crashed into the steppes. This so-called meteorite seethed with arcane energy. With it, all the bots were filled with vigor, and the religion of the Megrim was formed.

The source of all the strength to these automatons, the Darkmarg exists deep within an obsidian stronghold, guarded by those present at its creation. Few of the Megrim flock to seek its council, as few have ever seen its presence except those who guard it.”
__________________
Lineup

Tier 1 – Droid Cyber –OR- Mechanoid

Droid – Mechanical. Primitive Programming – This creature cannot make attacks. Stun Field – All units striking this creature have a 10% penalty to their ATB value.
Description – A miniscule unit, the Droid is a simple machine that has basic programming. Its primary and only subroutines, the scouting in battle and disabling potential threats govern its powers.
Appearance – A floating orb with metal overlapping across its body. Has one eye in its center colored green. When hit, green energy flashes temporarily.

Cyber – Mechanical. Primitive Programming. Dampening Field – All units striking this creature have a 20% penalty to their ATB value.
Description – A step-up from the Droid, the Cyber is using experimental generators that enhance its stunning fields. They still cannot fit a typical tool for a rudimentary attack, but have increased the plating protecting the generators.
Appearance – An orb with lines striating it that are colored green. Its metal plating looks electrified.

Mechanoid – Mechanical. Limited Programming – This creature can attack only creatures of less numbers. Stun Field.
Description – A temperamental machine with built in scalpels for attack, the Mechanoid has increased power than its counterpart. However, this new technology does not mean it is in any way an efficient attacker. Its programming can only target as many enemies as there are Mechanoids.
Appearance – An orb of darker metal overlapping, with light blue energy lining it. Has two spikes jutting out as if they were arms.

Tier 2 – Seeker Destroyer –OR- Snipescaper

Seeker – Mechanical. Shooter. Missile Shot – Shoots explosive projectiles that may fail if Hero has no Energize skill. Melee Penalty.
Description – A robust unit from range, the Seeker is a rudimentary device that plots the shots it fires to deal optimal damage. However, it requires a certain amount of energy from its commander from the Darkmarg.
Appearance – A sphere supported by two walking arms with a gatling magazine extending from its center upward. Two eyes on either side of the magazine.

Destroyer – Mechanical. Shooter. Missile Shot. Homing – All chances of missing are negated. Degenerate Circuitry - Defiance.
Description – The Destroyer has built-in reference programs to guarantee that its shots connect regardless of the energy coming into it. However, sometimes these shots
sever the command pathways and make the Destroyer deny a command.
Appearance – Chrome plated, and has two guiding arms on top of the supporting arms. Eyes colored green and have targeting reticules over them.

Snipescaper – Mechanical. Shooter. Energy Beam – Shoots polarized energy that doesn’t miss incorporeals. Precision Shot – Can spend two turns in attacking to lower targets Defense for the shot.
Description – Snipscapers have intensified scopes that make any enemy a fair shot. Its polarized energy beams hit even the faintest of enemies, whether corporeal or ectoplasmic. It can stalk the enemy and make its shot at the opportune time.
Appearance – Plated light silver, the gatling magazine is replace by a dual laser emitter. Eyes colored light blue. Supporting arms stalkier and less flexible.

Tier 3 – Gear Warrior Gear Knight –OR- Lancereaver

Gear Warrior – Mechanical. Degenerate Circuitry – Random Attack. Bash. Self-Destruct – If this stacks numbers drop below 15% of original, it will deplode with a damaging explosion.
Description – The mainline infantry of the Megrim, Gear Warriors make swordplay a dangerous thing. They have the power to stun the enemy with a brutal swipe, but can sometimes switch targets in the middle of attack. This anomaly cannot be explained by the Technicians. Its so suicidal that its programming detonates once its about to be vanquished.
Appearance – Humanoid, plated black, with the head rounded more egg-shaped. Gear protruding from its skulls horizontally. Eyes yellow. Sword attached to right arm, left arm a normal hand. Legs and feet as if wearing metal knee high boots. Chest branded with the Megrim symbol.

Gear Knight – Mechanical. Degenerate Circuitry – Random Attack. Bash. Self-Destruct. Surge – If this stacks numbers are restored from below 50%, it gains an addition to its damage.
Description – The Gear Knight is the closest thing the Megrim has in the way of full assault. The Gear Knight is dangerous in the right hands. If its systems are repaired from small numbers, the Gear Knight shunts more power from it to supplement extra power cells, thus making it more destructive.
Description – Plated Chrome with green eyes. Sword serrated, and flying ribbons from the back of its head as if they were strands of hair. Two additional gears protruding diagonally out of shoulders.

Lancereaver – Mechanical. Polearm – This creature can attack from two squares away. Armored. Self-Destruct.
Description – A somewhat steadfast unit, the Lancereaver is unlike its counterparts, due to its intensive armor plating and long attack range. It can safely pick off units from behind stronger units. Caution is still advised, because although it no longer randomly switches targets, it still deplodes once it sees its imminent doom.
Appearance – Plated silver with light blue eyes, sword replaced with hand holding lance. Lance attached by chain to back of arm. Gears glossed over.

Tier 4 – Mechanist Gyromonk –OR- Agardor

Mechanist – Cyborg – This creature is Mechanical, but can be healed and Resurrected. Repair. Iron Will – This creature has an addition to defense after Repairing.
Description – A rare sight in the Megrim: someone who talks before killing you. The Mechanist is the cybernetic patron of modern healing in the Megrim. He can Repair units in battle, and fortifies himself with the knowledge he is doing good. He is skilled in melee defense.
Appearance – Humanoid. Half metal skull from right eye going diagonally. Right arm mechanical. Covered in black robes streamlined with yellow lines. Has trinkets and parts hanging across his belt and arms.

Gyromonk  - Cyborg. Repair. Iron Will. Immune to Suffering. Rovolving Strike – This creature can perform an attack that hits all surrounding units.
Description – Choosing a more aggressive lifestyle, the Gyromonk demands a place on the frontlines of battle. He remolds the fallen ally closest to him, but does not fail to take out as many units as he can. His power cannot be corroded by plague or shadow.
Appearance – Covered in chrome robes with green streamlines. Waist replaced with swivel. Wears goggles that are implanted into head. Has two edge-hammers (hammers with bladed heads).

Argardor – Cyborg. Unlimited Repair. Iron Will. Degenerate Circuitry – Short Circuit.
Description – More machine than living being, the Argardor has the power to replenish the spirits of any Megrim unit around him. He has made restoration his life, and makes the fallen live again. However, this much machine was never meant to be combined with life, and he can shut-down violently after so much action.
Appearance – Covered in silver robes and inscribed light blue symbols. Braces locked against all visible skin and coursing with light blue ribbons. Wires dangling from waist.

Tier 5 – Gargoyle Proton Gargoyle –OR- Sabre Gargoyle

Gargoyle – Mechanical. Flying. Serrated Claws – This creatures attack decreases the targets defense by 3 points per hit (max 12).
Description – Highly intelligent and deeply malevolent, Gargoyles are scions of the true will of the Darkmarg. Forged by machine but acting as living beings, Gargoyles contain knowledge of all anatomy, and knows just where to dig its claws deep. Its power is limited only by the might of its creator.
Appearance – Black, stands like a cat with wings arched high back and spread. Head looks like a dragon with tusks. Eyes glossed over yellow. Claws approx. 7 inches long. Growls like thunder when immobile.

Proton Gargoyle – Mechanical. Flying. Energy Strike – Additional Energy damage is dealt on this creature’s attacks. Degenerate Circuitry – Meltdown.
Description – Proton Gargoyles are energized with a curious form of energy, known only by its creators. They are seething with deadly energy, and it can be seen coursing from their bodies. They are immune to it, but that much cannot be said of their targets. They fry and cook from the strikes those Gargoyles deliver.
Appearance – Chrome with green eyes and bolts of green energy emitted randomly. Head elongated back like a snake’s, and wings thinned and extended. Legs more frog-like, claws extended 5 inches.

Sabre Gargoyle – Mechanical. Serrated Claws. Cleave. Degenerate Circuitry – Short Circuit.
Description – The product of a madman’s rantings, Sabre Gargoyles are volatile to the highest degree. With two foot claws and an unnatural anger, they seek out any enemy to dash it to bits before their masters eyes. The paragon of Gargocrafting, they still have their flaws, not the least of which is the unpredictable failing of their motor functions.
Appearance – Silver with light blue eyes, Horns like a demon and curved upright like an S and pointed outward. Body more streamlined. Eyes with dark blue pupils. Daggers dangling from chest, and wings are more standard like. Claws two feet long like swords. Legs bull-like including hooves.

Tier 6 – Dreadnaught Juggernaut –OR- Eviscerator

Dreadnought – Mechanical. AI – This unit is susceptible to everything normal Mechanicals aren’t except healing and Resurrection. Charge. Electron Shock – Additional Energy and Lightning damage is dealt on this creatures strikes.
Description – The elite clique in the Megrim, Dreadnoughts are beings of sinister intelligence and deadly cunning. Their blades can cut through raw steel, and their remarks to their prey send them frantically fighting for their lives. A smirk is seen continually on their faces as their slice through layers of enemies.
Appearance – Humanoid. Face as if wearing a helmet with a glass face-plate. Black armor with longsword using both hands. Circular plate colored yellow on torso. Armor uneven and overlapping with edges jutting out of sides.

Juggernaut – Mechanical. AI. Charge. Electron Shock. Auto-Destruct – This unit can destroy itself and deal the remainder of its potential damage to a target.
Description – The raw energy stored within the Juggernaut makes them faster than anything in the Megrim, but makes then susceptible to enemy fire. The Juggernaut is a chaotic being that sees flaws in the enemy’s lives. It so willingly destroys itself to take out its foe just out of sheer brutality.
Appearance – Chrome and smooth-armored, cracks in armor colored green. Wields Longer sword and has hair out the back of its helmet. Has smaller swords holstered on each side.

Eviscerator – Mechanical. AI. Electron Shock. Lasting Wound – Targets of attacks suffer a third of the damage for three turns afterward. Degenerate Circuitry – Systems Failure.
Description – More focused in strength than the Juggernaught, the Eviscerator has supercharged arms that attack three times as fast as a normal slice. Their malign countenance makes them a horror to behold in battle. Its untamed systems can fail from overuse, but this is known to happen long after it would be considered unfortunate.
Appearance – Silver with light blue running lights, weilds two longswords. Shoulder guards over-extended. Feet pointed. Faceplate split like a peace sign (two eyes and mouth).

Tier 7 – Chimera Galvanic Chimera –OR- Catalysos

Chimera – Mechanical. Lightning Breath. Three-Headed Strike. Force Attack – Forces all units that take damage back one square.
Description – Said to be children of the Darkmarg, the Chimera is a multi-headed annihilator of all that stands against the Megrim. The blast enemies with the Darkmarg’s energy, and strikes with the force of three beings. Enemies cannot help but stumble back against its sheer might. A truly formidable foe, the Chimera knows no equal.
Appearance – Quadripedal like a lions body minus head and tail (metallic of course). Black. Has three heads extending like snakes standing in water. The heads have two yellow eyes each. Mouth like a cannon. Attacks with blasts of energy. Tail split into seven strands at the base.

Galvanic Chimera – Mechanical. Electrifying Aura – All units standing in this creatures Aura for one turn are shocked at half damage. Lightning Breath. Three-Headed Strike.
Description – Channeling the Darkmarg’s energy effortlessly, the Galvanic Chimeras make the power of their patron-god leak onto the battlefield. Their strikes are far to fearsome to take lightly. The shocking effects of the Galvanic Chimeras make the enemies cower in fear.
Appearance – Chromed over with bulkier heads with spikes pointed like ears. Eyes colored green. Body semi-hollow and green energy core visible. Feet like elephant’s.

Catalysos – Mechanical. Force Attack. Catalyst – Spells have increased effect on this creature. Energetic Pulse – This creature can damage enemies up to five squares away. Degenerate Circuitry – Systems Failure.  
Description – Accepting the mantle of the Darkmarg’s full power, Catalysi force raw energy to be launched at enemies. Its body is failing under the immense energy consuming it, and it can be damaged more so by magic than by the common sword. Eventually, it will power down indefinitely.
Appearance – Very hollow and silver, like a skeleton held together by light blue energy surging across it. Heads attached to semi-existent vertebrae. Tail consisting of entirely energy bit the tip. Legs completely intact but have conduits running from the top to the core.

Explanations – Degenerate Circuitry

Defiance – Fails to take its turn.
Random Attack – Attacks an enemy at random
Short Circuit – Powers down for the remainder of battle after using a special ability.
Meltdown – Explodes to damage all surrounding units then powers down.
Systems Failure – Fails to respond to any further commands and wanders about on its own.

Universal to all Megrim Units – Hive Mind – This unit is connected directly to the Darkmarg, and cannot ever fall under the enemy’s control.

Hero Class – Liege: Empowered with the advanced magics, Lieges are the vanguard of the Darkmarg. They act as conduits to channel energy to the Darkmarg, and thus increase its power. The higher the Hero Level, the more the Darkmarg gets energy, and thus the stronger the Lieges troops. Hence the racial ability “Energize”.
_____________________________
Energize – The Darkmarg’s sheer intelligence and power can be transferred to the Lieges, and then to its troops. As such, units have higher combat skills in battle. The Energize skill also reduces the risk of Degeneration; that is to fall completely useless in battle, explode out of overload, or just simple refuse orders. Any unit with Degenerate Circuitry has a chance to fail in tandem to their type of Degeneration. The higher the tier, the more dangerous it is to use them without Energize.

Basic Energize – All Tier 1 & 2 Programs are fully active, and they have less chance to Degenerate.

Advanced Energize – Tiers 3-5 have fully active Programs and less Degenerations. Tiers 6-7 have smaller chances to Degenerate.

Expert Energize – All Tiers have minimal chance to Degenerate. Tiers 6 & 7 have all racial programs active.

Ultimate Energize – All Megrim Units have twice the damage capacity and no Tier can Degenerate.

Racial Perks

Shock Inducer – Any Megrim unit subjected to Air Magic has the equivalent amount of damage transferred into additional Lightning damage on their next strike.

Dampen Magic – All enemy magic has its effectiveness reduced by 20%.

Reactor Overload – Activated ability: At a relative cost of mana, the Liege can inflict energy damage to a single stack in combat, and that stack gains Vulnerability to Magic.

Uber Skill – Antimaterial: The Hero can kill send off a barrage of random spells at the cost of losing one level of his Energize skill.
__________________
Racial Abilites – Programs

The Liege may buy additional programming to his systems. Each program grants new skills to his troops. However, they do not work unless the hero has attained the necessary Energize skill and can sustain them with his mana. The programs range from granting additional attack to reducing damage. They are rare to come by in their Racial Building, the Darkmarg’s Library. Only a few are released per week, and their’s costs are relative to the hero’s level. The higher the level, the cheaper the programs get, for the Darkmarg’s magic weaves through the Liege more easily.

Racial Building: Darkmarg’s Library

Basic Rarity

Intensify – All damage done by Tier 1 units increased by 10%
Focus Fire – Damage done by ranged attacks increased by 5% for every Tier of the target.
Polaron Beam – Tier 5 gain Shooter with Energy damage (2 shots)
Mana Shunt – By reducing initiative of a target, the hero can regain mana from a friendly target.

Advanced Rarity

Scatter Shot – All shooters gain Scatter Shot.
Damage Siphon – All damage dealt to troops reduces by 2% for each point of Hero Defense.
Mirror Armor – One shot cast of Arcane Armor at double Spellpower that recharges for each Summoning Magic cast.
Gatling Force – Tier 6 units gain Charge.

Ultimate Rarity

Anomaly – Target Tier 5-7 unit can bestow Frenzy on an attack target.
Scope – All Tier 2 units gain No Ranged Penalty
Darkmarg’s Mark – Any Megrim unit can cast all Levels 1-2 Dark Magic on a target stack upon attacking.
Revivalist’s Decree – Any Tier 4 unit has its Repair stats doubled.

Sovereign Rarity

Viridian Core – All units have double damage outputs.
Energy Transfer – The Hero can trade its next turn for an increased damage output equal to Attack and Spellpower combined to a target unit.
__________________
Heroes

Campaign

Darkmarg – “The core and mind behind all units tied to the Megrim, Darkmarg is a being that transcends this reality. Its mind is like a collaboration of all tied to it. If ever it was in danger, it would send out Drones, dangerous suicidal beings bent on the protection of the Darkmarg.”

Specialization – Drone Guards – If the army’s numbers fall below 50%, the Darkmarg can send out Drones that equal in power to the number of fallen units.

Vikalia – “Crowned Viceroy of the Megrim, Vikalia is a dangerous being. His brainpower is limited only by the favor of the Darkmarg. If he is silent for too long, he starts computing random scenarios in battle and saves them to his memory. In battle, this comes as a decisive advantage.”

Specialization – Precognition – Whenever an enemy uses a spell in battle, initiative of units increases 1% for every hero level.

Single Player

Sigurd – “A staunch being of great pride, Sigurd takes his fighting skills very personal. If he is bested, he will go into a frantic depression, but will come to his senses, not by his own will, but by his memory core being dumped by the Darkmarg. This erratic attitude makes him a great figure for those who take battle just as seriously.”

Specialization – Insanity Patron – All Gear Knights and their upgrades gain 1 attack per three hero levels.

Valkion – “One of the few female personas in the Megrim, Valkion takes her elevated position very haughtily. She sees all other female Megrim as inferior and unimportant, but she is subdued by the glares of the higher men. With this attitude, she has soared past her fellows to become a great general. With her experience, the power of her spells are greater against females.”

Specialization – Female Hunter – Any spell cast against a female unit has its damage or spellpower increased 1 for every 5 hero levels.

Xaxir – “Silent and shifty, Xaxir is more than what he lets slip. He is a master of seeking and destroying, a specialty of another machine. With this increased scope, Xaxir build better and stronger espionage units, most of which are killed by the Darkmarg in fear of their power. Nevertheless, Xaxir continues his own creating with his insight.”

Specialization – Seeker – All Seekers and their upgrades have increased ranged damage, 1% per 2 hero levels.

Chalkos – “A greatly enhanced prototype for a new type of Liege, Chalkos’s armor makes him the envy of the other Lieges. His plates can withstand intense heat, cold, and can conduct energy away from his internal parts. He can withstand numerous direct blows from any weapon. He gains many enemies due to his armor, but its more of an empty threat, since any attempt on his life results in miserable failure. He knows how to avoid conflict.

Specialization – Impregnable – The Hero can guard a unit in battle and reduce its damage as long as he continues his idleness.

Zarpados – “A scholar of sorts, Zarpados peddles in useless information. At least, that’s what its dubbed before something happens when this trivial knowledge is required. Zarpados has a gift for this insight, and shares it with anyone, considering it originally has no importance. But, in spite of this, Zarpados gains several followers, called the Solicitors. With this cult, Zarpados has informants everywhere.

Specialization – Eyes in the Dark – Activated from the Adventure Map, this Hero can reveal a spot anywhere on the map for a cost relative to its distance away in Mana.

Ivanderbar – “A crazed and respectfully eccentric crafter, Ivanderbar is a legendary creator of Gargoyles, beings built for the soul of an animal. His laboratory is lined with sinister instruments, but he’s as kind as he is insane. However, its has been recorded that some “accidental shutdowns of suspected eavesdroppers” have been reported to the Darkmarg, but, being in its good favor, the Darkmarg has never confronted Ivanderbar.

Specialization – Iron Mason – All Gargoyles and their upgrades have increased hitpoints, 1 per three hero levels.

Grognomor – “A frenetically adept Liege at the Destructive Arts, Grognomor uses his powers to eliminate choice enemies of the Megrim. His liberation tactics are, needless to say, chaotic, but the Darkmarg cares more for the result not the process. Grognomor, being a savant at the elemental magics, creates rifts of instability as he attacks in battle.

Specialization – Ripping Attack – Each hero attack has a chance to deal extra elemental damage to the target and surrounding units. Chance is 5% per five hero levels.

Khadmatir – “A mental surgeon and endoskeletal expert, Khadmatir is the High Surgeon of the Megrim. Khadmatir knows just where every bolt, wire, and cog is supposed to be and how its supposed to twitch, undulate, or revolve. With this expertise, his Allegion of Mechanics, the school he founded, teaches the fine arts of the Megrims healing practice.”

Specialization – Healing Touch – All Mechanists and their upgrades gain 5 points of Repair for every 3 hero levels.
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That's all. Hoped you liked it.

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted August 16, 2008 07:14 AM

I will begin judging tonight, and this time the scores (and why) will be posted alongside each faction.  This week I am going to be specifically rough in my scores, as the contest gets on in weeks the criteria will be more strict.


Sanctum - With changes  9.5/10 Amazing stuff.  I loved it.  

High Peaks - Mvass, you are a bloody genius.  9/10.  I really enjoyed the town.


Peak -   8.5/10 That special I either am not understanding, or something.  Just can not get past it.

Hidden Lookout - History still a bit of a dark point for the town.  7/10  (sorry)

Dark Church - Little more story/background and you would have been hard to beat.  7/10 (sorry)

Shurinkar - After looking over your town again, I still have to give you a .  9/10 (tie for 1st place?!)

The Megrim Faction - Sith you are always a genious.  Loved everything about the faction.  There can only be one winner this week, but more then a few of you deserve special mention.  9.5/10.  (Sorry)

Asylum - As I said..a masterpiece.  I loved your entry.    9/10 (Really sorry).

The Cyclone - Somehow, managed to improve on perfection.  Can't give any higher score tho.  10/10  

Abyss - Adrius ... any other week and you would have gotten first place.  It was truely great.  9.5/10.

See now I have a problem, however.  I think the early judging is a BAD idea.  Basically it has gotten to the point where I am telling people how to get 9's and 10's.  Which sorta defeats the point of a contest.  Giving advice for the NEXT weeks entry is great, for the current entry not so much imo.  Regardless though, somebody else will be judging from this point forward.
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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted August 16, 2008 11:26 AM

Hmm... So this means:

1. Sith
2. Adrius/Emilsn
3. Lexxan
4. Mvass

Right?
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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted August 16, 2008 12:08 PM

For what overall?  Or just this week?
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted August 16, 2008 04:57 PM

I think we need more judges. Not that mytical does a bad job by judging this, but two oppinions is always better than one. And besides, when we have two judges, Mysty can join in as well. (his points will count double, as only one out of two judges can judge his entries; ditto ofr the other judge)


What do you think?
____________
Coincidence? I think not!!!!

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Oscarius
Oscarius


Famous Hero
*sleepy*
posted August 16, 2008 04:59 PM

Good idea actully
It can make things interesting and, like u said 2 oppinions is better than 1
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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted August 16, 2008 05:39 PM
Edited by Adrius at 20:10, 07 Sep 2008.

Hmm... Yeah two or more judges would be great, it'll be hard finding volunteers though...

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