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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 ... 14 15 16 17 18 ... 20 30 40 43 · «PREV / NEXT»
Oscarius
Oscarius


Famous Hero
*sleepy*
posted August 22, 2008 02:10 PM
Edited by Oscarius at 14:13, 22 Aug 2008.

Hmm I think i'll make a goodigood castle, which could prove to be a challenge with this line up

Also Daystar, which kind of Basilisk do we talk about here, the Harry Potter snake style or the H3 lizard style  

Also I take every1 exept Pit Lord.
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Need moar avatars!

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blitzkrieg777
blitzkrieg777

Tavern Dweller
Mmmm! Love that monkey sweat!
posted August 22, 2008 02:48 PM

One more question, and I think I've got it.  Can we combine the creatures into the same tier?  Say have a Basilisk as the base creatures, and a type of Hydra as the upgrade?

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted August 22, 2008 02:50 PM

You can have either or both basilisks, and feel free to combine.
____________
How exactly is luck a skill?

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted August 22, 2008 03:38 PM

Okay, this is really nice. I choose Pit Lord, Nomad, Basilisk, Hydra, and Hero.

This space reserved for The Grotto Faction

Where fantastic beasts are tamed by caustic Goblins.

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emilsn
emilsn


Legendary Hero
posted August 22, 2008 06:07 PM

I am not sure if I get the hero unit (is it a unit or a hero?)
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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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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted August 22, 2008 07:35 PM

It's a unit.

But a unit version of a hero.

eg, a barbarian might be a level 6 creature on a boar with spells and several attack skills or sth.
____________
How exactly is luck a skill?

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted August 22, 2008 11:29 PM

Daystar, I'd prefer if we skipped the Hydra, we had it in the first round.
Sorry if anybody has already created an awesome Hydra unit, but my imagination on Hydras was stretched to its limit back then, and I'd rather not repeat myself.
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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted August 23, 2008 01:51 AM

Sorry, I didn't realize.  

As some time has passed I'll add a new creature.
____________
How exactly is luck a skill?

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted August 24, 2008 01:54 PM

We had the griffin in the first round, to, didn't we? or was it the second? perhaps you could change it, too?!

Yet, if the lineup stayed like now, i would like to take everything but pit lord... with probably a druid, witchmaster/wizard or beastmaster as hero unit...

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted August 24, 2008 02:06 PM

What? No we didn't have a griffing did we? Don't remove the Griffin!

Also, Daystar said he'd add creatures, not remove them since many have already started.
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted August 24, 2008 05:27 PM

okay, I didn't want to break your ideas, adrius
it was just - I'm so sure that griffin was in the first round, because I chose it^^ (it was kind of my first faction, that's why I remember^^)

It's just I wouldn't wnat to have a griffin again, yet...would a hippogriff also count, daystar?

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted August 24, 2008 07:03 PM

Sure.
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How exactly is luck a skill?

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted August 24, 2008 07:45 PM
Edited by Jiriki9 at 20:53, 14 Sep 2008.

So, then I now know what I'll do.

prepare for the Wild Elves'
Hidden Camp:

Worship: Nothing but Freedome and Live itself.
Colors: ochre, green, grey, white;
Symbols: The three stars of freedome, the Cornogriffs hoove;
Architecture: Mostly tents, if there are stabile huts, they're made of Wood or, sometimes, bones.
Area of Licing: "The Veldt", a big prairy in the west.


Background Story:

Long ago, the Elves were united in one, great civilization. But hose days are long gone. The Wild Elves are a seperated group of the Elves, who have, in their history, suffered much more than most others. Legends say, they werre rebels once, and therefore banned from the other Elves, outlaws, a homeless people, wandering around, not knowing were to go. Then they reached the Veldt and this is the legend how it happened.

"And the Ralvyan people were suffering great losses, mainly at the holy uncorns, because they were far away from the woods now, which were their natural home. And the people came to their leader, Prince Ilydras, and asked: 'Oh, Prince, you have led us here, and we are suffering! When will we find a place to stay?' And the Prince felt shame and guilt, because he did never mean to drive so many of his people into exile, but he answered: 'My loyal people, trust me, I am suffering together with you, but I know, I feel, we WILL find a place were we can stay, and I will pray to teh dragons that it will be soon.'

And he went and prayed to each of the god dragons, but no answer came and even in the next week, they did not fidn any save place, the regions were either filled woth foul folk and creatures, or not fertile enough to live. And Ilydras prayed every night, for three more weeks, but nothing helped and then he went outside of the tent that had been set up for him and shouted: 'You dragons are nothing one should worship. You do not care for the doom of my people, and we won't ever care for you again. The only thigns worth in this world are our lives and health, which make us be, and our freedom to do, what we feel is good for us. And nothing else should be worshipped anymore.'

And his people heared him, and allthough they were afraid of the anger of the dragons, they felt the same in their heart and sweared together with their prince, never again to worship a dragon god. And in the next days noone spent time on praying, but they gave all their effort to find a place to stay and three days later, a scout came back and told he had seen the extension of a vast, great grassland, just a few hours ahead. And the people reached it and Ilydras said 'this is our place. Here we can be free. We won't hide in forests, like our ancestors, but travel this vast prairy.' And then, he throw away his crown and added: 'And we won't need crowns or heirs anymore. I give away the burdon of nobility, for noone should decrease the others freedome. And those shall lead, which have the skills to lead.'

And his brothers, Paryl and Oreos, did the same as Ilydras, and so did their sister Zyraya, and the people applaused and in the next days, they parted into four groups, of which the four Clans offspring: Ilydras went north with what should become the Crane Clan, PAryl went into the Veldts West with what would become the Horn Clan, a great amount of people, led by the Druid Tirfaol, went south - we know them today as the Grass Clan and others folloed Zyraya and stayed near to the place were they first saw the Veldt - we call this clan the Talon Clan. But Oreos did not join any group, he went alone, taking noone but his unicorn with him, and so did some other Elves, becoming the first Nomads."



Heroes:

Class: Warlord

The Warlords are kind of nobles, but only in times, when their battle and leadership skills are needed. In times of peace, they live the life of normal nomads, travelling the veldt on their own, enjoying the true freedome they have - until they are called by a camp. Then they return to aid and lead their people. The first warlord was Oreos himself, or so it's said, because he is not alive anymore, he died in an Orcish attack some decades ago.

Racial Skill: Warlords Call

Description:
The Call of the Warlords is no order in any ordinary way, noone is forced to follow it - but exactly this makes so many Elves - and beasts - do. At the beginning of every week, all stacks in the heroes army grow, even if the player owns no town at all, depending on the "WArlords Call"-Level of the Hero.

Basic Warlords Call:
At the beginning of every week, all Lizards, Frilled Lizard, and Wulfzard Stacks grow by 8% and all Grass Archer, Borderguard and Free Hunter stacks grow by 5%.

Advanced Warlords Call:
At the beginning of every week, all Lizards, Frilled Lizard, and Wulfzard Stacks grow by 15%, all Grass Archer, Borderguard and Free Hunter stacks grow by 10%, all Viper, BAsilisk and Cobra stacks grow by 8% and every Elven Nomad, Windrider and Paryllian stacks grow by 5%.

Expert Warlords Call:
At the beginning of every week, all Lizards, Frilled Lizard, and Wulfzard Stacks grow by 25%, all Grass Archer, Borderguard and Free Hunter stacks grow by 20%, all Viper, BAsilisk and Cobra stacks grow by 15%, every Elven Nomad, Windrider and Paryllian stacks grow by 10%, every Hydra, Velydra and Herbivoric Hydra stacks grow by 8% and every Hippogriff, Cornogriff and Skyrider stacks grow by 5%.

Skills:

Fight for Freedome: Can be used once in battle. When used, all units of the hero cannot be forced to move by the enemy anymore and no enemy spells or skills or artifcts can change anything of the heroe's units movement (=entangle, slow, etc. do not work)

Fierce Journey: When this hero wins a battle, he gains movement points depending on how many of his creatures died in the battle (only once per day!)

Ambush: In a battle against an enemy, this hero can see how the enemy has palced their creatures, before he places his own.



Creature Lineup:

Tier 1: Prairy Lizard

Appereance: A normal lizard, with greeny scales, and yellow eyes. The tail is relatively long.

Description:
"Allthough they are small, the Lizards of the prairy proove to be good fighters. They were among the first creatures tamed by the Elves and nowadays, the Wild Elves have them like Humans have cats or dogs - the lizards are nearly everywhere in the camps, both the domesticated ones, guarding a tent or sleeping next to a fire, but also wild ones, lurking for some left food."

Abilities: Small creature;

Tier 1 upgrade: Frilled Lizard

Appereance:

Description:
"The frilled Lizards are highly agressive and that's what makes them dangerous. Many unprepared wanderers had to fidn out their bite is quite more painful than you would expect, and allthough they're small, they are respected by all steppe creatures. The wild Elves hold the frilled Lizards in high respect, because they are so fierce in battle and defend themselves and their territory so full of anger. This behaviour makes the frilled lizards almost idols for many of the Hidden Camps' inhabitants."

Abilities: Hiss;

Tier 1 alternative upgrade: Wulfzard

Appereance: The beasts got the body of a wulf, but they have not much fur, and under the fur, scales can be seen. THey also have a lizard's tail and head, and the claws are more lizard-like than wolflike. Yet their nose, teeth and ears are definitely wolfish.

Description:
"Those strange beings do only dwell in the  wild prairies where the Wild Elves dwell, and noone knows how they were created. Yet it is hard to believe such a being could be natural, for they are definitely a mixture of wolf and lizard. But they are good in combat, and they are a freedome-loving race - like all wolf-descendants. So the Wild Elves accept them and even fight together with them."

Abilities: Pack Hunter;

Tier 2: Grass Archer



Description:
"All wild elves have both the ability to shoot arrows and the skill to hide in the high prairie grass. But the grass archers live for the hunt in the prairy grass. They set up their tents in the wilderness of the veldts and like it more to travel than to stay somewhere - anywhere. In a battle, the Grass Archers are rather effective in hiding in the grass and then sending a volley of arrows on the enemy."

Abilities: Hide, Scatter Shot, Shooter;

Tier 2 upgrade: Borderguard

Appereance:


Description:
"Among the grass archers, there are those who almost never seek the security of hidden camps, but dwell and travel among the borders of their tribes lands. Those lonely guardians are not only strong archers, but also reasonable in hand-to-hand combat. It is said that some of them train their melee skills by wrestling with wulfzards."

Abilities: Hide, No Melee Penalty, Shooter;

Tier 2 alternative upgrade: Wanderers

Appereance:


Description:
"The wanderers are those archers, who have, by some reason, no tribe anymore. Some of them lost their tribe in wars orto catastrophes, others were banned. What they all share is their feeling of lonelyness, for allthough they mistrust every stranger, all wild elves, even the grass archers, have a strong bond to their tribe. The only time, they are travelling with other Elves, is the times of war, when they suddenly come out in rather big groups, willing to fight for some reason no other could understand."

Abilities: Hide, No range Penalty, Shooter;

Tier 3: Viper

Appereance:


Dsecription:
"The vipers are big snakes, dwelling in the dry regions of the Veldt, hiding on the ground and striking suddenly with their fangs. The Elves tamed them long ago and use them in battle. Yet they do not show the vipers much respect, not more then they show for every living being, allthough the snakes are pretty strong."

Abilities: Hide, Poisonous Bite, Sneaky strike;

Tier 3 upgrade: Basilisk

Appereance:


Description:
"The Basilisk is also called "King of Snakes" and that he indeed seems to be. With his thicker body and tougher scales, he shows to be stronger than other snakes and his stoning gaze is a powerful weapon. The Basilisks of the Hidden camps are trained by special trainers, called "The blinds", because their loss of eyesight protects them from the basilisks' gaze."

Abilities: Poisonous Bite, Stoning Gaze;

Tier 3 alternative upgrade: Cobra

Appereance:


Description:
"If the Basilisk is the king of snakes, the veldtian cobra is the queen of them. With he rmajestic appereance and more elegant body, she is dangerous and beautiful at one time. She also is the snake most respected in the Hidden Camps. A legend told in the Hidden Camps says that an ancient cobra once saved a Elven Tribe of a great danger, but they are not at one, what kind of danger this had been."

Abilities: Hide, Poisonous bite, Sneaky Strike, Spit poison;

Tier 4: Elven Nomad

Appereance: An elf with long brown hair, mounted on a grey horse, wearing not many cloth. He wields a long wooden spear.

Description:
"All Wild Elves are Nomads in some kind, but some of them never sleep in tents or even huts. You can see an Elven nomad sitting in the rain, smiling sightly, or standing tall in a storm, or - mostly - riding with his soulmate horse. Some travel alone, some travel in groups, but they all ride through the veldt, without destination, without purpose, except one: Their way is their goal."

Abilities: Jump, Large Creature, Strike and Return, Throw Spear;

Tier 4 upgrade: Windrider

Appereance: An Elf with long, red, plaited hair, wearing leather clothes and wielding a fighting staff with a blade on each of the staffs ends. He is mounted on a big brown horse.

Description:
"The Windriders are born and trained warriors, gathering in times of war, and then vanishing from the sight of their brothers and sisters. it is not known how they hear of wars, but they definitely do. The only answer they give when ask about this is: "The wind wispers of everything." The windriders horses are not Elven-bred, but wild veldt horses and it's another secret how they are tamed, or as the riders tell it "Won, not tamed! My horse is a friend, not a slave!" But as the Hidden Camp's inhabitants say: 'It's easyer to ride a Hydra than to get a secret out of a windrider.'"

Abilities: Jump, Large Creature, No Enemy Retaliation, Pass and Strike, Strike and Return;

Tier 4 alternative upgrade: Paryllian

Appereance:


Description:
"The Paryllians are Nomads who have mastered the art of shooting with Bow and Arrow. They are like eagles: Moving quickly somewhere out of sight, striking suddenly and surprising and vanishing back at once. Not only in battle but in general, for the Paryllians do not like company. The name origins in Paryl, a legendary Elve who was among the first Wild Elves settling in the veldt and a master in shooting from a unicorns back."

Abilities: Jump, Large Creature, No Range Penalty, Shoot and Strike, Shooter, Strike and Return;

Tier 5: Lesser hydra

Appereance:


Description:
"The Lesser Hydras of the Veldt have been dwelling there for hundreds, thousands of years. A long time, they were untameable and wild, not very intelligent beasts who killed and ate most other beings of the veldt. Their role of bloody rulers was drastically changed when the Elves began to live in the veldt, and set up their tents. First the Elves and Hydras only battled each other, but at some time, the Elves discovered the Hydras were tameable, despite their wildness, when the eggs were stolen from the mother and the brood raised by ELves. This ended the era of the wild Hydras and they became war pets to the Wild Elves."

Abilities: Fire Resistance(20%), Large Creature, Poison Resistance(25%), Thick Scales, Three-headed-attack;

Tier 5 upgrade: Velydra

Appereance:


Description:
"In the more wayless, wavy parts of the Veldt, a bigger race of hydras exist, and only there. Theír breath is deadly and their hunger unsatisfiable, and they kill everything the can eat. But the elves proved to be stronger, and now most velydras are under their control, a deadly weapon to defend their life and freedom."

Abilities: Acid Breath, Fire Resistance (20%), Five-Headed Attack, Large Creature, Poison Immunity, Poisonous Bite, Thick Scales;

Tier 5 alternative upgrade: Herbivoric Hydra

Appereance:


Description:
"Colosses wandering through the veldt in herds, the Herbivoric Hydras look like the most dangerous predators that could be imagined - but this is only a mask. The Herbivoric Hydras are a big, strange creatures, but they do not eat meat, only grass. It is not known how such a normally peaceful being, and one living in big groups, could evolve from the Hydras, but they definitely are. The elves use the Herbivoric Hydras in Battles and, more important, as cattle, for one Herbivoric Hydra, if cooked right, could feed a whole village for two days or more."

Abilities: Fire Resistance (20%), Large Creature, Poison Resistance (50%), Six-headed Attack, Thick Scales, Trample;

Tier 6: Hippogriff


Description:
"

Abilities: Drive-Away-Dive, Evade, Extra Retaliation, Fly, Large Creature;

Tier 6 upgrade: Cornogriff

Appereance: A white hippogriff with a silver horn on the forehead and bigger talons with silvery ornaments.

Description:
"The cornogriffs are an extraordinary breeding success of the Wild Elves, mixtures between Hippogriffs and the Unicorns which the elves brought from their old homelands. They were created to keep the heirdom of the unicorns alive, because not many unicorns had come with the Wild Elves and those found it hard to survive in the veldt. Teh cornogriffs are highly respected and well-treated. The nobles of the Wild Elves mostly have a cornogriff as mount."

Abilities: Blinding Attack, Drive-Away-Dive, Evade, Extra Retaliation, Fly, Large Creature;

Tier 6 alternative upgrade: Skyrider

Appereance: A grey hippogriff, rode by a female Wild Elf in silver chainmail. The Rider wears a Silver Helmet in Unicorn shape and wields a silver Blade.

Description:
"The air cavallery of the Hidden Camps show that the Wild Elves are no lesser succession of the ancient elves. When a shining Skyrider regiment appears in the sky, you see the Elven glory of the ancient days. Every opponent will know that their time has come. It is possible for every Elf to become a skyrider but it requires decades of hard training before you may even try to become rider of a hippogriff - and many fail here, for hippogriffs are stiff and intelligent and they choose their riders well."

Abilities: Double Dive, Drive-Away-Dive, Evade, Fly, Large Creature, Unlimited Retaliation;

Tier 7: Chosen

Appereance: A young Elf with short black hair and normal cloth in the wild Elves' colours, wielding two swords.

Description:
"When the Wild Elves seperated, they decided nobility should no longer be decided by heirloom, but by choice and deeds. Every three years, all young Elves still unprooven get prooved by their camps Council and some of them are chosen to get the chance of becoming a future noble. There is no difference here between male and female, or other corporal differences. When a young elf is chosen, he or she has to prove its worth, travelling the veldt and other parts of the worlds, fulfill quests and serve the Wild Elves before they can come back to their tribe as true heroes. Until then they will have found what their real talents are."

Abilities: Call of Freedom, Caster, No Enemy Retaliation;
Spell book: Haste, Divine Strength, Cleansing, Wasp Swarm;

Tier 7 upgrade: Wind Druid

Appereance: An elf with knee-long white hair, dressed in an ochre and green robe. He's got a long wooden staff in his hands.

Description:
"Some of the chosen find out on their journeys that they are excellent casters and when they come back they take some extra decades of training with the druids. Then they can call themself a Wind Druid. Those wise Elves do not lead armies, but serve other heroes, because they know that they are stronger together. Where one wind druid is not stronger than oter casters, 5 of them are a nearly incomparable team, because they know how to unite the magical power."

Abilities: Call of Freedom, Caster, Circle of Union, Expert Light Magic, Advanced Summoning Magic;
Spell book: Blade Barrier, Cleansing, Confusion, Deflect Missile, Divine Strength, Endurance, Haste, Ice Bolt, Lightning, magic Immunity, Phantom forces, Summon Hive, Teleportation, Word of Light, Resurrection;

Tier 7 alternative upgrade: Prince of the Veldt

Appereance: A majestic Elf in shining golden and silver armour, riding an armoured hippogriff. The Prince wears a big Silver Claymore.

Description:
"The Princes of the Veldt do not reign or lead the armies, they prefer to fight in battle. Wherever a Prince of the Veldt arrives, the troops feel encouraged and give their best, knowing the fight must be really important - otherwise no prince would join it. In fact, most Elves would follow a prince to the end of the world, but surpsrisingly, th eprinces seldomly even use there might when it's not necessary and they do live worse than many other elves."

Abilities: Call of Freedom, Encourage, Fly, Large Creature, Leadership, Magic-Proof (50%), No Enemy Retaliation, Strike and return, Unlimited Retaliation, Wild Nobility;
Spell Book: Cleansing, Wasp swarm;


Creature Abilities:

Advanced Leadership: Increases the moral of all friendly units by 2.
Advanced Summoning magic: This creature casts all spells of the Summoning Magic school on Expert Level. Additionally, it is able to cast all Summoning magic spells up the fourth grade in the spell book of the hero leading the army.
Call of Freedom: This unit feels the call of freedom. It is immune against all kinds of magical mind control and all skills, abilities, spells or artifacts reducing this creatures initiave or speed only have half the effect on this creature.
Circle of Union: This unit gets stronger, the more units are in the stack. First, their mana grow whith the number of units. Second, only those spells in this unit's spell book are available, whose level is equal or lower than the number of creatures in the stack. Third, for every three creatures in the stack, the stacks initiative is increased by 4%.
Double Dive: When this creature uses a Dive ability, it dives at another randomly chosen enemy creature before it Dives at the target.
Drive-Away-Dive: Like Battle Dive, but the creature using this ability does not fly to a randomly position, the attacked creature has to move away and the creature takes it position.
Encourage: Activated Ability, once per battle. When used, this ability increases all other friendly creatures' initiative, speed and attack.
Evade: There is a good chance that this creature jumps into the sky when its attacked in melee and evades the attack this way - this creature can still retaliate.
Expert Light magic: This creature casts all spells of the Light MAgic school on Expert Level. Additionally, it is able to cast all Light magic spells in the spell book of the hero leading the army.
Extra Retaliation: This creature has two retaliations instead of one.
Five-headed attack: In melee, This creature hits all adjacent squares except the two squares directly behind this creature.
Hide: This creature is invisible as long as no enemy creature is within 6 squares away from the creature. When this creature shoots, it reveals is position for the moment of attack, then fades back into invisibility when the next creatures turn begins.
Hiss: When this creature attacks, there is a chance of 50% that the enemy does not strike back.
Jump: When moving, this creature can ignore  barriers and creatures which are only one square big - it jumps over them.
Pass and Strike: When this creature moves over the battlefield and passes any enemy creature (square to square!), it ackas them, dealing 50% of the melee damage. The enemy gets no retaliation.
Poisonous Bite: The melee attacks of this creature poison the attacked enemy. A poisoned enemy is dealt a small percentual amount of damage at the beginning of their turn.
Shoot and Strike: When this creature attacks an opponent in melee and still has shots left, it gets an extra ranged attack (low range), dealing 50% of the normal ranged damage.
Small Creature: When this creature is attacked there is a small chance that the enemy attack misses.
Sneaky Strike: When this creature was invisible at the beginning of its turn and is attacking, it deals twice the normal damage.
Spit Poison: Activated Ability, can only be used once per battle. The creature spits poison at an enemy, dealing a good amount of damage to them and poisoning them.
Stoning Gaze: The melee attacks of this creature have a chance of 10% percent to stone the attacked enemy. A stoned enemy completely looses their turns, until the curse fades (20% chance per turn) or the creature is attacked by an enemy (which as well ends teh stoning curse. A stoned creature gets a bonus of 50% for their defense, but may not retaliate.
Thick Scales: This creature gets an additional defense bonus of 25% against melee and ranged attacks, and a bonus of 10% against damaging spells.
Throw Spear: Activated Ability, Once per battle. This ability is a ranged attack, inflicting 150% melee damage, but can only be used in targets within 7 squares from the creature.
Trample: When attacking in melee, this creature tramples over all creatures in its way to the target, dealing 150% of the normal melee damage. (similar to the Mages' ranged attack)
Wild Nobility: When a stack of this creatures is garrisoned in a Hidden Camp when the week switches, it increases the growth of all tiers by the following formular. (Number of Units in the stack)*(Tier Multiplyer [T1:*10,T2:*6,T3:*4,T4:*2,T5:*1,T6:/2,T7:/4])

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted August 24, 2008 08:23 PM

Daystar, are these new creatures coming up soon? I don't really want to start on my faction until I know what creatures there are.
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Oscarius
Oscarius


Famous Hero
*sleepy*
posted August 24, 2008 08:26 PM

I think he added "Poltergiest", or if it's my memory that serves me wrong

Also Daystar 2 questions:
1: The poltergiest, can u say that that's a spirit and such, in that case i'll change (I've got the feeling that i'm gonna change alot)
2: Is the "Judge problem" solved
____________
Need moar avatars!

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted August 24, 2008 08:32 PM

A ghost huh? Great, I'll get to work.
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mvassilev
mvassilev


Responsible
Undefeatable Hero
posted August 25, 2008 05:47 PM
Edited by mvassilev at 02:06, 15 Sep 2008.

Desert

Aka: Nomads
Worship: Asha, in her incarnation as the Goddess of the Sands
Core Philosohpy: Survive.
Motto: "A drop of blood is a desert oasis."
Race: Human, beast, giant scarab
Country: Far Deserts
Capital: none, nomadic

The Sandsires, who are giant scarabs, have long lived in the Far Deserts. They are nomadic, and can travel long distances without water. Asha has taught them the use of sand in battle, and how to control the dangerous creatures of the Desert. Though the Sandsires have been little involved in the wars that have plagued Ashan, they now feel that they have to protect their Goddess's creation against the Demon Messiah, so they have come forth to do battle.

L1: The Dry Lizard is a relatively common creature in the desert sands. It has an amazing ability to conserve water, and can also bite its enemies when helping its allies. Desert Lizards are stronger Dry Lizards who have gained their strength from scavenging corpses. Leaping Lizards can jump at their enemies and surprise them, hurting them heavily.
Dry Lizard (Lizard Bite, Sandblessed) > Desert Lizard (Lizard Bite, Sandblessed, Scavenger) or > Leaping Lizard (Lizard Bite, Sandblessed, Leap)

L2: The Sand Ghost is the spirit of a traveller who perished in the desert sands. Its body is incorporeal, which makes it harder to hit. The Poltergeist is a malevolent ghost with a special knack for interacting with the material world, especially with machines. It can control enemy machines, and turn them to the Sandsire's use. The Sand Soul's malevolence is so infectious that it can turn creatures from its target into other Sand Souls.
Sand Ghost (Incorporeal, Flying, Sandblessed) > Poltergeist (Incorporeal, Flying, Sandblessed, Mecha-Control) or > Sand Soul (Incorporeal, Flying, Sandblessed, Ghost Drain)

L3: The Nomad is a seasoned warrior of the desert. His skill in traversing the desert sands with its numerous sinkholes has made him impossible to slow down. The Nomad Wanderer is a nomad who spent all of his life in the desert, hunting enemies. His strikes have enormous power, especially from a long distance, and he can strike his weakened enemies again. Nomad Archers are nomads who use bows to strike their enemies from afar. They are able to move around when their enemies are close, and can also shoot quickly.
Nomad (Large Creature, Sandblessed, Immune to Slow) > Nomad Wanderer (Large Creature, Sandblessed, Immune to Slow, Cleave, Rider Charge, Armoured) or > Nomad Archer (Large Creature, Sandblessed, Immune to Slow, Ranged, Maneuver, Quick Shot)

L4: The Basilisk is a dangerous lizard of the desert sands. To gaze into the Basilisk's eyes is to risk being turned into stone. The Greater Basilisk can respond to his enemies' attacks without limit, turning many of them into stone. The Ancient Basilisk, of the oldest of Basilisks, can defend and turn his enemies into statues with great success.
Basilisk (Sandblessed, Stone Gaze, Lizard Bite) > Greater Basilisk (Sandblessed, Stone Gaze, Lizard Bite, Unlimited Retaliation) or > Ancient Basilisk (Sandblessed, Stone Gaze, Lizard Bite, Defensive Gaze)

L5: The Griffin Duchy tamed and bred many Griffins, but still others remained in their ancestral lands in the far Deserts. The Desert Griffins are the more powerful ancestors of the Griffin Empire's Griffins. They are blessed by the desert, and can strike their enemies with sand from the heavens. Sandstorm Griffins are Griffins accustomed to flying the the far deserts' sandstorms. Thus, they have adapted, and became impossible to blind or slow down. Nomad Griffinriders have made an alliance with the Griffins. The Nomads use them in combat, and the Griffins get to eat their enemies. They are far better able their enemies with attacks from the skies, especially from long distances.
Desert Griffin (Flying, Large Creature, Sandblessed, Unlimited Retaliation, Desert Dive) > Sandstorm Griffin (Flying, Large Creature, Sandblessed, Unlimited Retaliation, Desert Dive, Immune to Blind, Immune to Slow) or > Nomad Griffinrider (Flying, Large Creature, Sandblessed, Desert Dive, Jousting Bonus, Cleave)

L6: The Sand Pits may look like a regular hole in the desert, but are actually dangerous fiends that are like holes. They move around, slowly approaching their unuspecting prey, and then swallow it whole when it least expects it. Its prey may step on it, and that could lead to its doom. The Desert Pit is even more dangerous. If an enemy stands on it, it can spit, and blind it, as well as causing damage. The Pit Lord is an ancient Sand Pit. It can hide itself in the desert, and teleport right under its enemies, leading them to unsuspected doom.
Sand Pit (Large Creature, Sandblessed, Passable, Swallow, Immune to Earth Magic) > Desert Pit (Large Creature, Sandblessed, Passable, Swallow, Immune to Earth Magic, Sandspit) or > Pit Lord (Large Creature, Sandblessed, Passable, Swallow, Immune to Earth Magic, Mirage, Teleport)

L7: The Sand Worm is the most dangerous creature in the far deserts. He is completely blind, though that does not prevent it from striking its enemies, and swallowing them completely. Wroth Worms are even more vicious than regular Sand Worms, and are able to stun their enemies. Subterranean Worms are able to go underground to surprise and swallow their enemies.
Sand Worm (Large Creature, Sandblessed, Immune to Blind, Swallow Whole) > Wroth Worm (Large Creature, Sandblessed, Immune to Blind, Swallow Whole, Enraged, Bash) or > Subterranean Worm (Large Creature, Sandblessed, Immune to Blind, Swallow Whole, Worm Dig)

Other L4: The Sandstorm is a desert phenomenon summoned by the Sandsires. It can strike its surroundings with sand.
Sandstorm (Large Creature, Sandblessed, Sand Aura)

New abilities:
Sandblessed: Creature can be affected by the "Sandbless" racial skill.
Mecha-Control: The creature disappears from the combat field, and the owner of the creature takes control of a selected enemy war machine. If the war machine is destroyed, then the stack of creatures reappears.
Ghost Drain: Like Life Drain, but can heal and ressurect above what the original stack has/had.
Quick Shot: The creature's shooting attack only uses 75% of the initiative of a melee attack.
Stone Gaze: When attacking, the creature has a 20% chance to petrify the enemy for 3 turns. Petrified enemies have 50% higher defense, and cannot act, but are unpetrified when attacked.
Defensive Gaze: When Defending, the creature's retaliations have a 100% chance to petrify the target.
Desert Dive: Like Griffin Dive, but the target is also given + 350 Sand Points.
Passable: Other creatures can stand on the tiles this creature occupies.
Swallow: The creature has a 30% chance of swallowing an enemy stack that is occupying the same tile. A swallowed stack cannot move or be targeted, and disappears from the battlefield. It takes 5 turns for a swallowed stack's hit points and numebers to be halved. After being swallowed, it returns the the battlefield. If the swallowing stack is destroyed, then the swallowed stack returns, though damaged.
Sandspit: Swallowed stacks are also given + 400 Sand Points and have a random curse inflicted upon them.
Mirage: Like Invisibility, but is able to move on the same turn, and activate it several times.
Swallow Whole: Activated ability. The creature is able to swallow an enemy stack whole. This ability can only be activated once per battle, and it takes three times the initiative of a regular attack. The Swallowed Whole's stack's hit points are added to the acting creature's hit points, up to healing it completely. The stack cannot swallow a stack with more than twice its hit points.
Worm Dig: Battle Dive + Swallow Whole.

Racial Skill - Sandbless: The hero is able to modify the initiative of Sandblessed and Sandcursed creatures, depending on the number of Sand Points, as well as give other bonuses/penalties.
Hero's creatures' ways of getting Sand Points:
Attack - +30
Defend - +30
Wait - +100
Kill enemy stack - Get all of that stack's Sand Points
Positive Morale - +150
Have Haste cast on the creature - +300
Divine Guidance - +500 points
Losing points:
Stun - -150
Warding Arrow - -75
Have Slow cast on the creature - -300
Banshee Howl - -30
Entangle - -200
Blind, Torpor - -400
Freeze - -175
Petrify - -200
Negative Morale - 150
Enemy creatures' ways of getting Sand Points:
Get Attacked - +30
Get Attacked while Defending - +10
Get Attacked by the enemy hero - +40
Stun - +150
Kill creature with Sand Points - Receive all of that creature's Sand Points
Have Slow cast on the creature - +300
Petrify - +200 points
Negative Morale - +150
Enemy creatures' ways of losing Sand Points:
Positive Morale - -150
Have Haste cast on the creature - -300
Divine Guidance - -500
Wait - -100

Basic: Gives the hero the "Timesand" ability. When activated, it takes away 100 Sand Points from all creatures, and rearranges the order of action in a way that is more favorable to the user. Creatures who have less than 100 Sand Points are unaffected.
Advanced: "Timesand" is more effective, moving creatures further forward and back.
Expert: "Timesand" is even more effective.
Ultimate: "Timesand" only uses up 50 Sand Points.
Curse of the Scarab: Gives hero "Curse of the Scarab" ability, which inflicts a random harmful spell on an enemy targeted creature. The spell takes up a certain amount of Sand Points, equal to Spell Cost*20.
Prayer of the Sands: Gives hero "Prayer of the Sands" ability, which, when activated, doubles Sand Point gain for all creatures.
Sandstorm: Gives hero "Sandstorm" ability. It creates a Sandstorm on the middle of the battlefield, which acts as a summoned creature.
Sandcall: Gives hero "Sandcall" ability. It heals and hurts friendly and enemy creatures, respectively, and can ressurect and add creatures to friendly stacks. The amount of damage is equal to the number of Sand Points/2. Cost: 30 mana.
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Eccentric Opinion

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted August 25, 2008 07:19 PM bonus applied by alcibiades on 06 Mar 2009.
Edited by Adrius at 22:35, 13 Sep 2008.

The Royal Guard


Town name: Palace
Also known as: The Royal Guard, the Fists of Elrath
Associated colors:  Silver, white, gold
Worship: Elrath, the Dragon of Light
Core Philosophy: “Bow before Almighty Elrath”
Country / kingdom: The Unicorn Empire
Capital city: New Talonguard
Architecture: Extremely luxurious and beautiful buildings in white stone.
Key symbols: The Golden and the Silver Crescent, military leaders also have a golden fist badge on their armours.

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Royal Guard: Introduction

The Royal Guard are a seperate group from Haven. They were created by the Unicorn Empire as an elite Demon Hunter group. These humans are driven by their Incredible faith and blessed soldiers, and at the front, the Sanctioned Champions of Elrath slaughters through the enemy ranks. They are known to be almost too fanatical for their own good, even for humans. Their fanaticism often leaves them blinded from the truth, and a "Kill first, ask later" philosophy is common among their ranks. Many are sceptic about the Royal Guard's motives, but in the end, these warriors are needed in a world overflowing with heretics.

Royal Guard: The Creation

The Unicorn Empire flourishes and the demonic gates have remained silent. Life is good, and no prophecies except for the one of the Demon Messiah troubles the people (The stories of the Ikardium Neveria is yet unknown.)  Then suddenly Black Gates appears over Ashan, with strange creatures pouring out from within. The Soulless have arrived, Ankash’s servants have come to cleanse the world from the filth that is life, all life, including the unlife that is Necromancy. And they will not stop until all that remains is sterile, lifeless dust. Something must be done, without panicking the Empire’s citizens. Past experience tells the humans that during this kind of crisis, people become more vulnerable to the seduction of Chaos, the war against these Soulless creatures cannot reach the Havens, less another Cultist uprising shall occur. The leaders of the Unicorn Empire starts a special army named the Royal Guard. Its purpose is to vanquish all threats to the empire while trying to hold the people of the Empire safe and uninformed of the events. While the Royal Guard is a force to be reckoned with, the power of the Empire remains strong, and they’re ready to use force against the Royal Guard if they would fall to demonic corruption, since they work closest to their enemies.

Royal Guard: Mentors and Champions.

The Royal Guard is free from almost all laws that affect the Empire; they are free to do almost anything to neutralize threats. This army is perhaps Chaos’ most primary target, since controlling the Royal Guard would essentially mean controlling the Empire, but various precautions have been made to prevent demonic corruption. Every army is lead by a Mentor and his Champion, the Mentor is most often an old Champion himself, he ensures that his own Champion stays faithful to Elrath and doesn’t fall to corruption. The Champion is trained from birth, once a Mentor is chosen he picks a baby from anywhere in the Empire. The procedure of choosing a child is held secret, but since almost all Champions have reached powers that are extremely improbable for a normal human, they must have some sort of system to evaluate a child’s potential, or perhaps it is just their training methods, but this question is left unanswered for the time being.

Royal Guard: Good or Evil?

The Royal Guard’s methods can best be described as effective; they have few moral restrictions and can use extreme ways to ensure that every last trace of heresy is destroyed. Their faith in Elrath and hate towards demons is close to naive, they have been known to destroy entire cities because of pure paranoia. All of these unfortunate events are held secret to the people, and many are those who have had their reputation destroyed just to ensure that the people’s trust in the Royal Guard is absolute.

Royal Guard: Law and Duty

A soldier’s sole duty is serving Elrath, which means serving the Empire and the Royal Guard. The Golden Crescents’ Inquisitors are the rulers of the Royal Guard, they alone have the power of speaking directly to Elrath (Or at least that’s what they say…)

All crimes are equal in the Royal Guard, stealing and murder has the same punishment, death. There are normally only two ways to punish a criminal in the Royal Guard, the first option is letting them fight in one of the numerous arenas spread over the Empire. Alas, there is truly no way to win as a gladiator, the opponents will keep on coming until the criminal is dead, the only true victory lies in the glory of killing as many opponents as possible. The other option for punishment is draining the criminal’s lifeforce with a necromancy-like spell cast by a Priest (Any connections to Necromancy is ignored of course…) The lifeforce drained is then forged into a powerful divine weapon, it’s a popular method, since the process of ripping the soul out is extremely painful for the criminal.


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Hero: Mentor
Appearance: A human in silver armour, wears a white robe over the armour. Has a horse mount, wields a steel staff in his/her hands.
Racial skill: Tutoring
Favoured Attributes: Knowledge, Defence
Favoured Magic: Destructive/Light (Magic masteries are only gained by the Champion)

Tutoring: Apart from normal factions, the first unit that the Palace town gains access to is actually their strongest! When you first choose your Mentor and start a game, you’ll have to build a Champion’s Hall to access your first unit… the Tier 8. The Palace’s Tier 8 creature is special, it doesn’t have any growth, and you can only have one per hero at a time. What’s even more special about it is the fact that the creature grows with the Mentor; he/she uses the Tutoring skill to increase their Champion’s strength. The Mentor himself doesn’t contribute to the army in any other way than using his/her attributes to make the army stronger; the Champion does the real work. Like any other creature, the Champion can be killed, but he/she becomes stronger for every level gained by the Mentor and gains access to many spells and abilities, and most of all, sword techniques. The Mentor himself doesn’t gain masteries such as basic attack, destructive magic etc, all these skills go to the Champion! Since both the Mentor and the Champion has attributes that affect the army, their army only gets ½ of the attribute bonuses per Mentor/Champion, meaning that the combined Attribute-bonus of the Champion and Mentor isn’t more than that of a normal hero. Also note that when all other creatures in your army die, you lose the battle, it doesn’t matter whether the Champion is alive or not, also note that the death of a Champion doesn’t mean the end of a battle.

Basic Tutoring: The Mentor’s Champion gains an equal amount of experience on each level up.

Advanced Tutoring: The Mentor’s Champion gains 1.1 of the normal experience on each level up.

Expert Tutoring: The Mentor’s Champion gains 1.2 of the normal experience on each level up.

Ultimate Tutoring: The Mentor's Champion gains 1.3 of the normal experience on each level up.

Tutoring Skills (These are the only skills gained by the Mentor that aren’t given to the Champion instead.)


Counselling (Activated Combat Ability, the Mentor boosts his/her Champion’s ATB by 0.44, capped at 1. This skill is also required for many of the Champion’s skills to be accessed. While this may seem extremly overpowered, note that the Mentor has a really slow ATB recovery.)

Shield of the Gods (Activated Combat Ability, the Champion cannot be killed for 3 turns but the Champion is unable to move, attack or use any abilities.)

Time of Need (If the Champion’s health drops below 20% in a battle, the Mentor gains access to all his/her spells and abilities)

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Tier 8: Sanctioned Champion


The Sanctioned Champion normally has his/her claymore sheated on his/her back. I used this pic cuz I've always liked it... this was how I first visioned the Haven's heroes, they turned out a little bit less awesome. Anyway, now this hero model gets to serve as my Champion.

Description: The fabled Champions of the Royal Guard are Elrath’s ultimate mortal champions. They grow stronger for every battle, and their Mentor sees to that they are not seduced by the demons they face every day.
Name: Given by the player actually, as well as their Champion’s gender
Favoured Attributes: Can be chosen by the player when buying a Champion, the attributes chosen also affects the chance for obtaining skills. For example, having Knowledge as a favoured attribute gives a greater chance at obtaining Enlightenment and Logistics.
Favoured Magic: Destructive/Light
HP: The Champion’s health is 200 * Champion’s level, when a Champion dies, he she can be recruited once again at the Champion’s Hall, a 20% experience penalty is given. If the hero drops down a level, the skill(s) chosen at the recent level-up(s) is removed.

Starting Abilities: Large Creature (Think of this as the other units giving the Champion free space, the creature isn’t large, he/she is as big as a normal knight.), Caster (You get a spell if you choose Knowledge or Spellpower as your attributes. Spellpower gives Eldritch Arrow, Knowledge gives Haste, having both Spellpower and Knowledge as attributes gives you both spells.)

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Sanctioned Champion Skills

Attack Skills

Attack -> Battle Frenzy -> Retribution -> Purge (Activated Ability, the Champion runs up to an enemy and strikes it with 120% damage, all positive effects on the creature is cleansed.) Other Skills Required: None

Attack -> Archery -> Weapon Mastery (Activated Ability, the Champion gains an ability to switch between Bow and Claymore, using this ability uses up 0 ATB value. The Champion also receives a 10% damage bonus when using his/her Claymore.) Other Skills Required: Enlightenment -> Scholar

Defence Skills

Defence -> Evasion -> Heightened Reflexes (The Champion suffers 20% less damage from ranged attacks.) Other Skills Required: Counselling (Mentor Skill)

Luck Skills

No Specials

Leadership Skills

Leadership -> Recruitment -> Divine Presence (All allied creatures adjacent to the Champion always have at least +1 Morale.) Other Skills Required: None

Logistics Skills

Scouting -> Silent Stalker -> Huntsman (The Champion receives the No Range Penalty ability.) Other Skills Required: Attack -> Archery -> Weapon Mastery, Counselling (Mentor Skill)

Enlightenment Skills

Enlightenment -> Scholar + Intelligence -> Insight (Replaces Enlightenment’s Mentoring skill since a Champion is unable to meet other heroes, this skill increases the Champion’s favoured attributes by 1.) Other Skills Required: None

Warmachines Skills

Warmachines -> Ballista + First Aid -> Engineer (Warmachines under hero’s command gains a +2 initiative bonus.) Other Skills Required: Counselling (Mentor Skill)

Light Magic Skills

Light Magic -> Master of Abjuration -> Eternal Light -> Blessed Aura (Friendly creatures adjacent to the Champion are immune to Dark Magic.) Other Skills Required: Shield of the Gods (Mentor Skill)

Dark Magic Skills

No Specials

Destruction Magic Skills

Destruction Magic -> Master of Fire -> Purging Flames (The Champion gains a +4 bonus to Spellpower when using Fire Spells.) Other Skills Required: None

Destruction Magic -> Battlemage (The Champion can use Destruction spells or Divine Vengeance with “Touch” instead of casting it from a distance. Hold Alt while targeting an enemy and the Champion will walk up to the enemy and cast the spell with half the Required Mana.) Other Skills Required: Sorcery -> Mana Regeneration -> Erratic Mana

Summoning Skills

No Specials

Sorcery Skills

Sorcery -> Arcane Training + Magic Insight -> Arcane Perception (The Champion gains a 50% magical defence against all Magic Schools that he/she has mastery of.) Other Skills Required: Counselling (Mentor Skill), Enlightenment -> Scholar + Intelligence -> Insight

Ultimate Skill: Divinity (Activated Ability, the Sanctioned Champion transforms into a powerful Angel. The player’s army loses all bonuses to damage, health, speed etc and gives these to the Angel. The overall strength of the Angel is the power of its army.
The Sanctioned Angel’s abilities are: Large Creature, Flyer, Immune to Dark Magic, Call of Gods (Activated Ability, Resurrection with Mass effect). The Champion return to normal once the battle is over, if the Champion dies while in Angel form, he/she cannot be hired again at the tavern.) Skills Required: Divine Presence, Blessed Aura, Insight

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Pit Lord, Poltergeist, Griffin, Nomad, Basilisk, Hydra, and a Hero

Creatures (Note: since the Royal Guard has a Tier 8, they skip the tier 1.)

Tier 2: Wanderer (Nomad)
Appearance: A human in simple armour and shield, wears a short sword. The armour has the Royal Guard’s symbols
Description: The soldiers nicknamed “Wanderers” are travelling warriors that are often hired by the Royal Guard as assault units. They are not highly valued, and are often referred to as “cannon-meat” by the knights, nonetheless, all help is welcome in the fight against heresy.
Abilities: Small Creature

Tactics: The first normal creature gained by the Royal Guard, as with all Royal Guard units, the Wanderer is extremely powerful but low in growth. Be careful not to lose too many of these, they’ll become very useful once upgraded.

Tier 2 Upgrade 1: Sage
Appearance: An old, bearded man in brown clothing, he wields a staff.
Description: Sages are among the wisest humans in Ashan, and their deep knowledge in the history and beasts of Ashan is highly valued by the Royal Guard.
Abilities: Small Creature, Wisdom (This creature increases the hero’s knowledge by 1 for every 100 creatures in the stack. Note: Knowledge for a Palace hero means knowledge for the Sanctioned Champion.)

Tactics: If you choose Spellpower and Attack for your Champion, which is a very attractive combination, you’ll want to have Sages in your army to increase your Mana.

Tier 2 Upgrade 2: Vagabond
Appearance: A human in black armour, wields a round shield and spear.
Description: Vagabonds are a secret caste among the Wanderers, not much is known about their skills or their history, as they were only recently discovered by the Royal Guard. Their skills in keeping hidden could match most Dark-Elf assassins, and many enemies have been killed thinking of the Royal Guard as a pure might-machine.
Abilities: Small Creature, Backstabber (This creature makes 15% + stacknumber/30 extra damage when attacking enemies directly from behind. For example, the stack has 200 Vagabonds, the extra damage is 15% + 200/30 = 22% extra damage, rounded up, note that the opponent will receive the same bonus as the Backstabber bonus when retaliating to a Backstabber attack. E.g, the Backstabber bonus is 20%, the Vagabond attacks but gets retaliated, the enemy does its normal damage + 20%.), Secrecy (False info will be given to the opponent about the Vagabonds. Things such as their attack, damage, active effects etc, all becomes random.)

Tactics: Secrecy is evil! Your opponent will be given false info all the time, if he/she scrolls over your Vagabonds when choosing a target for his/her attack, a false number will be given about the estimated killed creatures! Your opponent will never know how many he/she has killed, if he/she’s not a mathematic genius…

Tier 3: Priest of Elrath
Appearance: A Priest in white robes, he wields a golden staff.
Description: Priests are more common in the Royal Guard than in the Empire’s armies, mostly because of the huge amounts of demonic influence that the Royal Guard has to withstand every day.
Abilities: Small Creature, Caster (Eldritch Arrow, Haste)

Tactics: Eldritch arrow will prove very effective early on; just don’t forget that Priests of Elrath are very effective in melee too.

Tier 3 Upgrade 1: Illuminated Priest
Appearance: The Priest has a golden halo in a chain around his neck; the staff has a sharp top.
Description: The order of the Illuminated is another organization within the Royal Guard; the order mostly consists of healers and priests who dislike killing. Even though killing is inevitable in the Royal Guard, the Illuminated Priests have been given the additional duty of healing other soldiers’ wounds.
Abilities: Small Creature, Caster (Regeneration, Haste), Lay Hands

Tactics: Regeneration can be very useful for your heavier creatures, but the really good thing is Lay Hands, consider having many stacks of these creatures to cleanse many effects and cast many spells, just don’t forget your offence.

Tier 3 Upgrade 2: Crescent Priest
Appearance: The Priest wears a Silver Crescent symbol around his neck; he also has a silver helm. The weapon is a two-handed flail with a golden skull.
Description: The Golden Crescent Inquisitors are the rulers of the Royal Guard, and their personal bodyguards are the Crescent Priests, whose order is named the “Silver Crescent”. The destructive behaviour of the Golden Crescent has apparently passed onto their minions, since the Crescent Priests’ powers are solely focused on destruction.
Abilities: Small Creature, Caster (Lightning Bolt, Eldritch Arrow.), Divine Influence (This creature’s Spellpower increases by 25% if it’s affect by any Light Magic, the effects are cumulative)

Tactics: Early on, having a large stack of Crescent Priests and a small stack of Illuminated Priests can be very useful. Let the Illuminated Priests cast Regeneration and Haste on the Crescent Priests to increase their Spellpower, your Champion can help with the effects too. More Light magic effects active on the Crescent Priests mean more Spellpower, just remember that the effects have to be different, e.g. two endurance spells will only give 25% Spellpower bonus, while endurance and haste will give 50% as long as they’re active. When your Spellpower is high, cast the Spellpower-dependant Lightning Bolt spell and watch the carnage.

Tier 4: Bound Ghost (Poltergeist)
Appearance: A white ghost, it holds its arms up in the classic “haunting” pose. It has no eyes or mouth.
Description: Bound Ghosts were once loyal soldiers in the Royal Guard army who died on the battlefield. Unlike other restless spirits, Bound Ghosts have chosen to stay in Ashan to protect their families by working in the Royal Guard even in this undead form.
Abilities: Small Creature, Flyer, Undead

Tactics: An average unit, high speed means go for the shooters.

Tier 4 Upgrade 1: Vengeful Spirit
Appearance: A red ghost with golden chains around its wrists.
Description: Vengeful Spirits are bound to Ashan by their hatred for their enemies; they cannot rest until all painful memories of their old life have been vanquished, and the power of pure will and hatred can be frightening.
Abilities: Small Creature, Flyer, Undead, Anger (This creature has Enraged ability with double effect.)

Tactics: As with the normal Enraged ability, Anger’s effectiveness increases as your army becomes bigger, a good tactic is to try and keep your Vengeful Spirits alive until almost all of your other creatures are killed, their damage will be quite frightening.

Tier 4 Upgrade 2: Purged Soul
Appearance: A silvery ghost that illuminates its surroundings with a white light.
Description: Purged Souls are spirits left after criminals killed by divine creatures, their souls are purged and no sins remain, but they are only empty shells without feelings or any own will. It’s easily controlled by any Mentor or Champion, and its pure soul radiates a divine light every time it’s touched.
Abilities: Small Creature, Flyer, Cleanser (Every time this creature is attacked, Cleansing is cast on the Purged Soul and all adjacent creatures.

Tactics: A good unit whose Cleanser ability requires a bit of thinking to be effective. It can be used to attack an enemy creature to make it retaliate and cleanse a whole pack of units’ bonuses, or to attack an enemy standing close to your own units to cleanse their curses.

Tier 5: Griffin Knight (Griffin)
Appearance: An extremely muscular Griffin with a silver armoured knight mounted on it. The knight wears a sword.
Description: The Griffins of the Royal Guard are among the most ferocious creatures in Ashan. Their training-schemes kill many Griffins in exhaustion, but the surviving ones are tougher and more loyal to their masters than any other animal. So strong are they in fact, that Knights use them as powerful mounts in combat.
Abilities: Large Creature, Flyer

Tactics: A very powerful unit, pure mounted force, use with caution because as always, Royal Guard units are powerful but not numerous.

Tier 5 Upgrade 1: Heaven Knight
Appearance: Silver armour with golden details, wears a spear made of light, the Griffin has angelic symbols in metal hanged along its body.
Description: Heaven Knights are among the most adored warriors in the Empire, and only the most elite Griffin Knights are allowed to ascend to this rank. Upon receiving their new ranks, the Heaven Knights are given a Divine Spear created by Priests of Elrath. The power within the spears drives the Heaven Knights toward greater deeds, as blessed by the powers of light.
Abilities: Large Creature, Flyer, Spear of Vengeance (Every time this creature attacks the same creature as it did the last turn, its damage is increased by 20%. The damage-chain is stopped when the Heaven Knight makes damage to another creature, note that this doesn’t apply to when the Heaven Knight is forced to attack by retaliation. The bonus is reset once the chain-attacked creature is killed, this is to prevent getting e.g. a 100 % damage bonus and then go for the defence, since your Heaven Knights won’t lose their bonus when retaliating.)

Tactics: Choose the strongest enemy unit, attack it relentlessly until your damage bonus is sickly high, just make sure not to attack anyone else. Oh, and make sure that you weaken or drain the strong unit’s retaliation before attacking with your Heaven Knights, sacrificing your knights won't do you any good; get the 20% bonus before your enemy’s first attack.

Tier 5 Upgrade 2: Berserker Knight
Appearance: A Griffin Knight in grey armour with red insignias, the knight wields a large axe.
Description: Berserker Knights are perhaps the least religious of all warriors in the Royal Guard, but through their worship of battle, and the sinners they slay in the process, they honour Elrath with their bravery.
Abilities: Large Creature, Flyer, Enraged, Battle Spirit (This creature will have a greater chance of receiving good morale for as long as the stack has killed more creatures than it has lost. E.g. the Berserker Knights have lost 40 of their own but killed 50 enemy creatures, 50 – 40 = 10 = 10%, which gives a 10% chance of gaining good morale; this chance is separate from the Morale stat of the Berserker Knights. Another example, the Berserker Knights has 1 morale, but has killed 100 enemy creatures and lost 0 of their own; the Berserkers now have a 100% chance to get good morale at the end of their turn, and the 1 morale stats doesn’t matter.)

Tactics: Battle Spirit is great, but remember this: If Berserker Knights killed < number of opponents killed, you’ll have a chance of receiving bad morale! E.g. 50 – 70 = -20 = 20% chance of receiving bad morale. Note that the Battle Spirit bad morale process is also separate from the normal morale.

Tier 6: Demon Tamer (Pit Lord... is it a h5 version or what? I’m guessing that a Pit Lord can be counted as a demon... and after all, I can decide the looks of my creatures! So the Pitlord looks like a normal demon now…)
Appearance: A priest in white clothing holding a chain, the chain is attached to a large Demon in golden armour; the demon looks starved and tired.
Description: Demons are hated in the Royal Guard, but they can be useful tools too. Why sacrifice your own soldiers when you can torture and enslave demons to your will? This task falls upon the Demon Tamers, priests dedicated to understanding demons’ behaviour, and how to bend them to your will.
Abilities: Large Creature, Shooter, Demonic, No Melee Penalty

Tactics: A very expensive but effective unit, good in both ranged and melee. No real tactic is needed; just let them do their thing.

Tier 6 Upgrade 1: Demon Purifier
Appearance: The demon has white skin and golden horns; the priest wears an Inquisitor’s hammer.  
Description: There is a limit to how strong a Demon is allowed to become in the Royal Guard, and most of them are killed before reaching a power where the Priest might lose control. The solution to this is the act of purifying. The Priest drives a spear made of pure light through the heart of the Demon, cleansing all demonic energies from it; the Demon is then forever bound to the Priest as a mindless puppet.
Abilities: Large Creature, Shooter, Purified (Light spells cast on this creature have double effect, including Divine Vengeance.), No Melee Penalty

Tactics: Purified is a great skill, casting many light spells on this creature will turn it into a real powerhouse, Resurrection will be very effective too.

Tier 6 Upgrade 2: Hell Binder
Appearance: A priest in silver armour, his left hand bursts with lightning which he occasionally casts on the Demon to keep it in check; he holds the chain in the right hand. The demon has black skin and larger horns than normal, the chains are also sturdier.
Description: Some Demons reach strengths beyond what even a Divine Spear can handle, and while most of them are simply killed before anything bad happens, the strongest Demon Tamers sometimes use these as servants, despite the risks.
Abilities: Large Creature, Shooter, Demonic, Demonic Wrath (When this creature’s stack goes below 15 %, the Demon breaks the chains and kills the Hell Binder, Frenzy is then permanently cast on the Demon with a 100% damage bonus for the rest of the match. Note: the Demon loses Shooter ability once Demonic Wrath is activated.), No Melee Penalty

Tactics: Basically just a powered up Demon Tamer, remember to have this stack close to your enemy when Demonic Wrath triggers, you don’t want this unit eating going to berserk on its allies.

Tier 7: Elrathian Dragon
Appearance: A silvery dragon with golden angelic symbols tattooed over its entire body, its eyes bursts with holy light.
Description: Above the Golden Crescent’s Inquisitors and the Divine Angels are the Elrathian Dragons of Heaven, the mightiest servants of Elrath. When called to the battlefield, these mighty creatures of vengeance are a heretic’s nightmare incarnate. While not having the ability of breathing fire, the silvery claws of the Elrathian Dragons are not to be trifled with.
Abilities: Large Creature, Silver Claw (This creature’s attack drains 25% of the attacked creature’s defence, the defence is returned at the end of battle. The effect is cumulative, so two attacks on one creature will decrease its defence by 50 %.)

Tactics: continuous use of Silver Claw on a single unit will give your other units a big advantage against it.

Tier 7 Upgrade 1: Bliss Dragon
Appearance: Completely golden skin with silver tattoos instead, the eyes glow in green.
Description: The unusual Bliss Dragons are also known as Elrath’s Purging Wings, their eyes are rumoured to see into the soul itself. Any heretics are sure to be spotted and eradicated once the Bliss Dragon enters the battle.
Abilities: Large Creature, Silver Claw, Holy Claw (Activated Ability, the Bliss Dragon attacks the enemy and casts Divine Vengeance with half the normal damage on the enemy.), Eyes of Elrath (As long as this creature is alive, you’ll be able to spot things that are normally invisible, such as Fire Traps, Assassins, Snare by Goblins etc.)

Tactics: Remember to save Holy Claw until the late parts of a match where you’ve had many casualties. Eyes of Elrath can be very useful against the evil Destruction-Stalker rush used by Dungeon.

Tier 7 Upgrade 2: Divine Dragon
Appearance: Its wings are embraced in a blinding light, the tattoos are also glowing. Its eyes are white.
Description: The Divine Dragons rest upon the highest mountains, waiting for the call of battle. Their wings are said to have been created by pure light, and there are few who can look directly at a Divine Dragon without having their eyes burned.
Abilities: Large Creature, Silver Claw, Blinding Light (Enemy creatures adjacent to the Divine Dragon have their speed reduced by 50%, the effect is not cumulative.)

Tactics: If your army has high initiative, the Blinding Light effect can be really useful, send your Divine Dragons in and place it adjacent to a unit who would normally be able to reach your other units (e.g. Champions.)

______________________________________________________


Royal Guard: Mentors

Note: All hero specials are only active for as long as the Sanctioned Champion is alive, if the army doesn’t have a Champion, the Mentor’s special will not be active.

Kira – Royal Sorcerer
A Sanctioned Champion under this hero’s command increases his/her Spellpower by 2 for every 5 level gained by the hero, starting on 1.
Biography: Kira is one of the most powerful sorcerers that the Unicorn Empire has ever seen. Kira was raised in the Silver Cities, but was born as a daughter of the Empire, once she was told of her origin; she left her masters and joined the Royal Guard. The Golden Crescent quickly discovered her unusually strong will and it didn’t take long before she was given a child to raise as a Champion.
Sanctioned Champion’s starting abilities: Advanced Sorcery

Kharus – Fist of Elrath
All Priests of Elrath, Illuminated Priests and Crescent Priests in hero’s army gain 1+ to their Attack and Defence for every two levels gained by the Champion, starting on the first level.
Biography: Kharus is one of the Silver Crescent’s leaders, but unlike other Silver Crescents, he enjoys the thrill of close up combat, rather than sitting safely in their headquarters. His Sanctioned Champion has been taught both the supportive magic of priests and the battle techniques used by Berserkers.
Sanctioned Champion’s starting abilities: Basic Attack, Basic Light Magic

Hotaro – Dark Spirit
Some Light Magic spells can be cast on enemy creatures, if cast on an enemy creature, the spell will change to a Dark Magic Spell. Divine Strength becomes Weakness, Haste becomes Slow, Endurance becomes Vulnerability, Regeneration becomes Decay, Righteous Might becomes Suffering. This ability works on mass spells as well.
Biography: Hotaro is one of few Mentors that are in fact not pure of spirit; he was once possessed by a particularly evil spirit which took over his whole body. Fortunately, a holy priest was not far away and Hotaro was quickly cleansed of the evil spirit, but the possession had still left a scar on Horato’s soul. Many of his holy spells would shift into dark magic; soon he no longer dared to use any blessings at all, in fear of cursing his friends. Hotaro was lucky again, for a Mentor saw in him a talent the Royal Guard could benefit of. Now a Mentor himself, Hotaro has learned to completely control his special ability and now teaches it to Champions as well.
Sanctioned Champion’s starting abilities: Basic Light Magic, Counselling (Mentor Skill)

Gabrielle – Griffin Master
All Griffin Knights, Heaven Knights and Berserker Knights in hero’s army gain 1+ to their Attack and Defence for every two levels gained by the Champion, starting on the first level
Biography: Gabrielle was previously a commander in the Impostor Isabel’s army. Once she learned of the terrifying truth, that her master was actually a succubus, she immediately abandoned her rank and fled to the Free Cities. After hearing of the new Royal guard being created, she joined them in search of redemption. After years of service, she was deemed worthy and was given the rank of Mentor.
Sanctioned Champion’s starting abilities: Advanced Mentoring (Mentor Skill), Basic Enlightenment.

Elarius – Spirit Lord
All Bound Ghosts, Vengeful Spirits and Purged Spirits in hero’s army gain 1+ Hp for every 5 levels gained by the Champion, starting on the first level. Also, Vengeful Spirits and Purged Spirits gain “Mind Conversion” ability. Mind Conversion enables you to transform your spirits into the alternative upgrade during combat. Using this ability uses 0 ATB value.
Biography: Elarius has the ability of twisting the minds of spirits, using their emotions to his advantage. His powers are so great that he can actually transform a spirit into another sort of ghost. His powers are discussed as immoral and heretical, but his understanding in the mind of spirits has proved invaluable in combat. As a Mentor, Elarius teaches his Champion the same abilities that he has perfected after years of training.
Sanctioned Champion’s starting abilities: Basic Defence -> Protection
____________

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blitzkrieg777
blitzkrieg777

Tavern Dweller
Mmmm! Love that monkey sweat!
posted August 25, 2008 08:18 PM bonus applied by alcibiades on 06 Mar 2009.
Edited by blitzkrieg777 at 17:40, 14 Sep 2008.

Town Name: Temple City
Kingdom: The Upper Kingdom of Shalassa
Town Description:  A Temple city of the Naga is easy to recognize.  Centered around a massive granite pyramid that emerged from the coastal waves, with high obelisks that tower over the coastal waters and edge of land, the serpent statues and images of their Dragon God, Shalassa.  However, few outsiders have seen inside the city.  Walls of polished coral with fierce coral moats that protect them, guarded by the Amazon Order of Naga.


Faction History:

The Origins

243 BSD:  The Elder War rages across the world.  Angels pursue the Faceless to their destruction.  The Naga, not wishing to become involved in the fight, try to stay neutral.  When a group of Faceless refugees approach the Naga capital city of Anaripoli, asking to stay the night, the Naga vow of hospitality compels them to acquiesce.  During the night a host of Angels attacks the city, killing Faceless and Naga without quarter or consideration.  The city is destroyed.  Fearing more reprisal from the angelic forces, the Naga dive into the safety of the oceans, where they live in peace for almost 900 years.

717 YSD – The Shadow of the Horn:  During the third eclipse, an army of Demons and corrupted Mermen attack the Naga city of Scyapoli.  Unprepared to defend themselves, the city is ravaged.  The relic, the Horn of Shalassa is stolen from the Naga people.

718 – 724 YSD:  Led by Prince Ronatei, a group of Naga emerge from the waves to hunt down the Horn.  After six years of searching, Ronatei corners the Demon Modi and reclaims the Horn before it can be used to taint the Elemental Dragon, Shalassa to the Demons’ foul purposes.  Ronatei sends the Horn back to the sea, however he refuses to return.  Ronatei realizes that the Naga will never truly be apart from the rest of Ashan, and he determines to make the Naga less reactive to the world of the dry land.

726 YSD – Birth of the Upper Kingdom:  Ronatei proclaims himself King of the Upper Kingdom and begins to build the second city of Anaripoli on the Barrier Islands to the East.  The city is built partially on rock, partially in the ocean to best use the Nagas’ amphibian abilities.

842 YSD:  Fleeing from the War of the Broken Staff, a group of minotaurs and centaurs plead at the gates of Anaripoli for sanctuary.  King Tukinamei is reminded of the catastrophe that resulted during the Elder War and refuses.  The minotaurs are captured and subjugated by the Dark Elves while the centaurs join the ranks of the Orcs.

845 - 872 YSD – War of Red Blood:  Hearing of the Nagas’ cold refusal of the centaurs’ request for safety, the Orc Tribes declare the Upper Kingdom as spineless snakes, afraid of the color of their own blood.  One Orc Chieftain, looking to make a name for himself, attacks the city of Helaopoli.  This sparks the War of Red Blood that ends after Queen Pythatia forces all Orcs off the Barrier Islands.  The Barrier Islands are claimed by the Upper Kingdom and are closed to outsiders

972 YSD – Second War of Red Blood:  As King Ahmenotsei convinces his ministers to forgive the Orc Tribes for their attacks one hundred years earlier, he opens the borders of the Barrier Islands to outsiders again.  No sooner is the decree made then separate forces of Orcs and Demons attack the Naga cities.  Enraged at the desecration of their open hand, King Ahmenotsei declares war against all with Demon blood, vowing to sweep the scourge from the land and sea.


Hero Information:

Hero: Templar
Description: The Naga are a race of snake-people, with long serpentine tails from the waste down and four arms.  Male Naga have reptilian faces and thick scales, while the females tend to be fairer, with more humanoid features.  The Templars are guardians of the Upper Kingdom, bound to protect the Naga people from all outside influences, including the magic of the dry land.  Instead they focus on their prayers of invocation to strike down their enemies.
The Templars wear golden armor, and carry twin daggers in their lower arms and a trident with their upper.  They ride massive, six-legged Meglodilles across the land, with their coiled lower bodies wrapped around their saddle.
The Templars are similar to the Barbarian in that they only have access to the Shatter aspect of Light, Dark, Destruction, and Summoning Magic.  The Sorcery Skill is replaced by the Prayer Skill.
Primary Traits: Defense 30%, Attack 25%, Knowledge 25%, Spellpower 20%.

Faction Skill:  Invocation
Description:  Invocation has two aspects.  The first allows Templars to cast Invocation Prayers, which are gained from the five levels of the Shrine of Shalassa.  The second allows them to attach permanent invocations on their creatures at a Temple City.  These permanent invocations connect two different creatures together.  As long as both creatures are in the Templar’s army, each creature gains one of the other creature’s abilities.
Skill Levels:
Basic Invocation Skill:  Allows the templar to use prayers of the first and second temple to be used in battle.  The templar can bind two creatures in their army at the Fountain of Life.
Advanced Invocation Skill:  Allows the templar to use prayers of the first, second, and third temple to be used in battle.  The templar can bind four creatures in their army at the Fountain of Life.
Expert Invocation Skill:  Allows the templar to use all prayers of temple to be used in battle.  The templar can bind six creatures in their army at the Fountain of Life.
Ultimate Invocation Skill:  Allows the templar to select one creature as a secondary binding to all other creatures in the templar’s army at the Fountain of Life.
Abilities:
Venomous Strike:  Any time the templar attacks a creature, in addition to normal damage the enemy attacked will also be poisoned. Poisoning will cause damage based on the templar’s level during the next three turns.
Prayer of the Dragon:  Grants mass effect to the Prayer of the Tides and Prayer of Divine Wrath, but doubles the casting cost of these prayers.  Hero only wastes half of his/her current initiative to cast these prayers.
Spirit Binding:  If a creature stack is defeated, any bound creature stack retains its additional ability until the end of the battle.
Snaketongue:  At the beginning of each battle, the templar can automatically cast one prayer.  This prayer has no cost and does not affect the templar’s starting initiative.


Heroes:


Name:  Kalaitei
Special Ability: Fang of the Snake
– Snakemen, Cobramen, and Snakemen Warriors in hero’s army gain +1 to their attack and defense for every two levels of the hero, starting on the first level.
Background:  Kalaitei is one of the most decorated Cobramen of the Upper Kingdom.  He was granted the position of Templar when he stopped a horde of centaurs single-handed.
Starting Skills: Basic Invocation, Basic Attack, Venomous Strike
Spellbook: N/A
War Machines: Healing Tent


Name:  Nephitys
Special Ability: Temple Guardian
– Whenever the hero casts the Prayer of Blessed Rain, it has the additional affect of increasing the targets’ mana by one point per every hero level.
Background:  Nephitys is the sister of King Ahmenotsei and the head of the Temple of Shalassa.  A kind woman with a graceful smile and gentle demeanor, Nephitys is the opposite of her dominating and fierce brother.
Starting Skills: Basic Invocation, Basic Prayer, Mana Regeneration
Spellbook: Prayer of Blessed Rain
War Machines: N/A


Name:  Ahmotek
Special Ability: Constrictor
– Any time the hero attack an enemy, there is a 5% chance per hero level that the enemy will be stunned.  If the target is stunned, it loses additional health when it takes its next turn.
Background:  The greatest general of the Upper Kingdom, Ahmotek has led countless strikes against the Orc Tribes to force them back away from Naga land.  Ahmotek towards over most Naga, with a tail twice as long and powerful as most Naga.
Starting Skills: Basic Invocation, Basic Attack, Tactics
Spellbook: N/A
War Machines: Ballista


Name:  Ramasei
Special Ability: Head of the Snake
– Basilisks, Greater Basilisks, and Raging Basilisks in hero’s army gain +1 to their attack and defense for every two levels of the hero, starting on the first level.
Background:  A vile Naga with vile tastes, Ramasei is known to eat the most foul concoctions so he can better relate the basilisks in his army.   Though the rest of his army tend to hide from his fetid tongue and short temper, basilisks flock to him.
Starting Skills: Basic Invocation, Basic Shatter Destruction, Weaken Destruction
Spellbook: Prayer of Weakening
War Machines: N/A


Name:  Aksonysia
Special Ability: Soulbinder
– When two creatures are bound in the hero’s army, the creature on the lower tier gain +1 to their attack for every two levels of the hero, starting on the first level.
Background:  The high priestess of the Temple, Aksonysia is a careful and wise woman.  She watches her troops and the Naga people with the patience of a predator, and guides the weakest towards greater strength and ability.
Starting Skills: Basic Invocation, Basic Prayer, Spirit Binding
Spellbook: Prayer of Speed
War Machines: N/A


Name:  Hathoei
Special Ability: The Striking Fang
– All creatures in the hero's army gain +1% to their initiative for every level of the hero.  Snakemen, Cobramen, and Snakemen Warriors gain an additional +1%.
Background:  The head of the Striking Fang, Hathoei trains his soldiers to be fast and stealthy, careful of every movement, with lightning strikes.  Dangerous and cunning, Hathoei can drift in and out of sight like a phantom.
Starting Skills: Basic Invocation, Basic Logistics, Scouting
Spellbook: Prayer of Speed
War Machines: N/A


Name:  Anithtep
Special Ability: Stable Master
– Hippogryphs, Water Griffons, and Hippocampus in hero’s army gain +1 to their attack and defense for every two levels of the hero, starting on the first level.
Background:  Anithtep lives a simple and pious life.  A patient templar who prefers quiet solace over the throngs of naga that litter the city, it is little surprise that he choose to master training the Temple hippogyphs and such, rather than listen to others shatter his calm silence.
Starting Skills: Basic Invocation, Basic Defense, Protection
Spellbook: N/A
War Machines: Healing Tent


Name:  Inthamia
Special Ability: Eye of the Snake
– Naga, Medusa, and Naga Amazons in hero’s army gain +1 to their attack and defense for every two levels of the hero, starting on the first level.
Background:  An accomplished amazonian archer with strong beliefs, Inthamia is a cunning opponent, happy to wait patiently for her skilled archers to crush her enemies from a distance.  She sees protecting her army’s lives as far more honorable than talk of the honored dead.
Starting Skills: Basic Invocation, Basic War Machines, Poisoned Arrows
Spellbook: N/A
War Machines: Ammo Cart


Name:  Metisys
Special Ability: Stonegaze
– The chance of petrifying an enemy for Medusa, Basilisks, Greater Basilisks, and Raging Basilisks is increased by 1% for every level of the hero.
Background:  A dangerous woman, Metisys hates outsiders with a harsh passion.  After her parents were killed in an Orc raid, she vowed to stop any Orc's blood in their bodies, no matter who they are.  Thus far, she has made good on her vow.
Starting Skills: Basic Invocation, Basic Shatter Light, Weaken Light
Spellbook: Prayer of Weakening
War Machines: N/A


Name:  Othepasei
Special Ability: Amphibious
– When the hero attacks or is attacked on the water, his troops do double damage.
Background:  Othepasei loves the water, perhaps moreso than he has any right to.  Prefering to float through the oceans of Ashen, as opposed to slithering on dry land, Othepasei will sometimes stay in the waves for weeks without feeling the need to have ground beneath his coils.
Starting Skills: Basic Invocation, Basic Luck, Resourcefulness
Spellbook: N/A
War Machines: Ammo Cart


Prayerbook:

Level One:

Prayer of Smite: Cost: 6
Causes a bolt of lightning to damage the selected unit.  (Air Direct Damage, 17+18*Power.)

Prayer of Speed: Cost: 6
Causes the selected friendly unit to move further in battle. (Increases the Speed of a creature by 3.)

Prayer of Battle:  Cost: 6
Causes the selected friendly unit to cause more damage.  (Increases min and max of the target by 1.)

Prayer of Weakening: Cost: 6
Causes the selected enemy unit to cause less damage.  (Decreases min and max of the target by 1, to a minimum of 1.)

Level Two:

Prayer of Blessed Rain: Cost: 9
Heals all units in the target area.  (Target area is 3X3.)

Prayer of the Tides: Cost: 9
Deals water damage to all units in a line. (Water Direct Damage.  Area 1X4.  20+22*Power.)

Prayer of Fog: Cost: 9
Makes the selected friendly units in target area receive less damage from ranged attacks.  (Target area is 1X3.  50% less damage.)

Prayer of Strength: Cost: 9
Affected creature is boosted by blessed strength and endurance.  (Attack and Defence of the creature is increased by 10.)

Level Three:

Prayer of Steadfast: Cost: 12
Makes the selected friendly unit to all Mind Control and Curses.

Prayer of Shields: Cost: 12
Makes the selected friendly unit immune to the next three shooter attacks.

Prayer of Arcane: Cost: 12
Clears both positive and negative magic effects from the target stacks and makes them immune to further magic spell effects. (Target area 2X2).

Level Four:

Prayer of Divine Wrath: Cost: 15
Casues direct water damage to a single targeted enemy unit.  (Direct Water Damage.  30+30*Power.)

Prayer of the Coming: Cost: 20
Summons water elementals to fight for the hero's cause.  (Number equals 2*Power.)

Level Five:

Prayer of Typhoons: Cost: 30
Causes direct water damage to all non-aquatic creatures and war machines on the battlefield.  (Direct Water Damage.  40+30*Power.)


Creatures:

Tier 1:   Snakeman
Type:  Walker
Description: All young Naga men are conscripted into the Temple army.  They learn to fight with curved swords and bucklers, and use their agile bodies as a steadfast defense against enemies.  The Snakemen are granted higher than average stats for a Tier one unit, but suffer from a lack of abilities.  They have very high initiative, which gets them across the battlefield quickly.
Abilities: Aquatic, Elusive
Bound Ability: Elusive

Tier 1 Upgrade:   Snakeman Warrior
Type: Walker
Description: Snakemen Warriors are carrier fighters, and wear bright silver armor, and carry four swords in their four arms.  Their years fighting has given them a taste for demons, and they relish the taste at every chance they get. Snakemen Warriors gain a modest amount of stats, not enough to make up for their lack of benefits, though if fighting a Inferno army, they can become a force to be reckoned with.
Abilities: Aquatic, Imp Eater, Elusive
Bound Ability: Imp Eater

Tier 1 Upgrade:   Cobraman
Type:  Walker
Description: With tan skin and a distinctive hood, Cobramen are a special race of Naga, capable of killing a man with thier poisonous fangs.  Dressed in gold armor and curved knives perfect for bringing their victims close, Cobramen are dangerous opponents.  Though they don't get the stat bonus of the Snakemen Warriors, they do get an increase in damage, hit points and defense.  Coupled with their poisoning ability, Cobramen are solid upgrade.
Abilities: Aquatic, Venomous, Elusive
Bound Ability: Venomous

Tier 2:   Naga
Type: Shooter
Description: From a young age, female Nagas are trained on the strong short bow.  Their bows are designed to pierce shileds, and they carry short knives in their lower hands for protection.  Naga are good shooters, especially against other factions' range-hardened troops.  Though they lack the life and defense to go toe-to-toe with other shooters or in melee combat.
Abilities: Aquatic, Elusive, Shield Breaker
Bound Ability: Shield Breaker

Tier 2 Upgrade:   Medusa
Type: Shooter, Caster
Description: With writhing green hair and a magical gaze that can change an enemy to stone, the Medusa are rightly feared.  Though they are primarily archers, the Medusa have a power over enemies that is only rivaled by their counterparts, the Basilisk.  Medusa don't gain much in stats, but the threat of being petrified in a melee attack can give them extra cushioning when it comes to melee.
Abilities: Aquatic, Elusive, Stonegaze
Spellbook: Prayer of Smite (Advanced)
Bound Ability: Stonegaze

Tier 2 Upgrade:   Amazon
Type: Shooter, Caster
Description: Dressed in a golden breastplate protecting their tan scales, the Amazons are fierce warrior elite.  Using arrows that anchor enemies to the ground, their opponents have to rip the arrows out of their bodies to move.  And if they get too close, the Amazons' short sword make short work of them.  The added bonus of the Amazon's Barbed Arrow and No Melee Penalty abilities give the Amazon a lot of flexibility.  Like the Medusa, this is a good upgrade for a solid Tier two.
Abilities: Aquatic, Elusive, Shield Breaker, Barbed Arrows
Spellbook: Prayer of Smite (Advanced), Prayer of Blessed Rain (Advanced)
Bound Ability: Shield Breaker

Tier 3:   Hippogriff

Type: Flyer, Large Creature
Description: Bred to be messengers to quickly cross the Barrier Islands, the Hippogryphs have found a welcome place within the Naga ranks.  With tan bodies and pale green and white plummage, the Hippogryphs are swift to strike, and swifter to get away.  Though the Hippogryph lacks punch, the protective ability of Sky Dodge is a good benefit early.
Abilities: Sky Dodge, Raking Strike
Bound Ability: Raking Strike

Tier 3 Upgrade:   Hippocampus
Type: Walker, Large Creature
Description: Like the Hyppogryphs, the Hippocampus were bred as messengers to keep in contact with the Lower Kingdom.  Swift with emerald scales, light silver armor, and a mastery of the tides, Hipposcampus can swing the tide of any battle.  Though they lose the Sky Dodge ability, the Hippocampus has its own benefits.  Surge is definately a more affective attack, and with the added bonus of fire resistance, it can be a good defender for shooters.
Abilities: Aquatic, Surge, Aura of Fire Resistance
Bound Ability: Aura of Fire Resistance

Tier 3 Upgrade:   Sea Griffin
Type:  Flyer, Large Creature
Description: Scouring the waves for fresh shark to eat, the Sea Griffins make prime fighters for the Naga.  With tan fur and golden armor complete with snake icons, the Sea Griffins wheel into the sky when attacked, then plunge to earth as if they were plunging into the ocean.  Sea Griffins are an affective force for attack and retreat tactics.  They only gain a minor amount of stats, but with the affective combinations they have for attack, they are probably one of the most affective Tier 3 creatures available.
Abilities: Aquatic, Sky Dodge, Raking Strike, Plunge
Bound Ability: Raking Strike

Tier 4:   Basilisk

Type: Walker
Description: A creature that has the tail of a serpent, and the front scaled appearance of a horned rooster, the Basilisk is feared for its ability to turn onlookers to stone.  Don't let its size decieve, the Basilisk is sturdy and dangerous to any enemy it faces.  The biggest downfall of the Basilisk is its attack.  One of the lowest of any Tier 4 creature.  However its defensive abilities and the threat of turning enemies to stone still makes it a worthwhile addition to the Temple armies.
Abilities: Aquatic, Stonegaze, Thick Scales
Bound Ability: Thick Scales

Tier 4 Upgrade:   Raging Basilisk
Type: Walker
Description: Basilisk is one of the favorite delicassies for the Orcs, but when one of these tasty treats escapes, then Orcs should watch out.  The silver and emerald-scaled Raging Basilisks ar enfuriated by the sight of Orcs, and are driven to a fury by the smell of their blood.  A creature that specializes against Orcs, the Raging Basilisk gains a chunk of attack, changing its focus from defense to offense with No Retaliation and Blood Driven.
Abilities: Aquatic, Stonegaze, Thick Scales, Blood Driven, No Retaliation
Bound Ability: Blood Driven

Tier 4 Upgrade:   Greater Basilisk
Type: Walker
Description: With golden horns and olive scales the Greater Basilisk has a gaze even more feared than its lesser cousins.  It also is very quick to respond to attacks and strike at its enemies.  The Greater Basilisk is all about turning enemies to stone.  It gains some defense and hit points, but gains more with a higher percent chance to Stonegaze and Unlimited Retaliation to use it.
Abilities: Aquatic, Stonegaze, Thick Scales, Unlimited Retaliation
Bound Ability: Unlimited Retaliation

Tier 5:   Gorgon Rider

Type: Walker, Large Creature
Description: Riding the massive reptilian-bulls known as Gorgon, the Gorgon Riders ar a fierce and powerful breed.  Dressed in boiled leather armor, carrying long halberds and shields, the Riders can do massive damage, and their mounts' eyes can stun an enemy with a red-eyed glare.  The Gorgon Riders have solid defense and hit points along side average attack for a Tier 5 creature.  Nothing stands out about them, though they have some nice offensive and defensive abilities coupled with good movement.
Abilities: Aquatic, Stun, Large Shield
Bound Ability: Stun

Tier 5 Upgrade:   Gorgon Barbarian
Type: Walker, Caster, Large Creature
Description: Dressed in silver armor, weilding twin battle-axes with blood-thirsty abandon, the Gorgon Barbarians take strides from their Orcan enemies.  So much so that when they face an Orcan adversary, they fly into the same rages as their demon-blooded foes.  Obviously, the Grogon Barbarians are designed for one thing.  Which makes them invaluable against a Stronghold army, but falling short against other factions.  Still they get a hefty attack bonus while giving some ground on defense.  And the ability to cast war crys doesn't hurt.
Abilities: Aquatic, Furious, Stun
Spellbook: Rallying Cry, Battlecry
Bound Ability: Stun

Tier 5 Upgrade:   Gorgon Nomad
Type: Walker, Caster, Large Creature
Description: Ranging the Barrier Islands, the Gorgon Nomads are the outriders for the Upper Kingdom.  They dress in golden armor riding massive tan Grogons, the Nomads have trained their beasts to pin enemies to the ground to allow other Nomads to use their long spears to slay them without resistance.  The Gorgon Nomad gains additional defense, combined with its potent abilities, makes it a great addition to any army.
Abilities: Aquatic, Stun, Gore, Large Shield
Spellbook: Prayer of Steadfast (Expert)
Bound Ability: Stun

Tier 6:   Spitting Hydra

Type: Shooter, Large Creature
Description: Unlike their cave dwelling cousins, the Spitting Hydra only has front legs with a powerful serpentine tail.  With light green scales and a poor disposition, the Spitting Hydra can fire acidic bolts leagues away to attack its prey.  The somewhat random nature of the Spitting Hydra's Triple Shot can be a blessing, or frustrating at critical times when it only hits one enemy.  However with its high damage and high hit points, it is a sturdy creature that does significant damage.
Abilities: Aquatic, Triple Shot, No Melee Penalty
Bound Ability: No Melee Penalty

Tier 6 Upgrade:   Chaos Hydra
Type: Shooter, Large Creature
Description: With five heads, emerald sclaes and silver armor, the Chaos Hydra is terrifying to behold.  But to none so much as to demonic folk that make up the Chaos Hydra's diet. Should a demon get close enough, the Chaos Hydra will gobble them up lickety-split.  As with most of the Temple's first upgrade, the Chaos Hydra is designed to fight a specific opponent.  However it is not quite as single minded as the rest.  Though its Demon Eater ability can give it a serious bonus when fighting demons, its the devestating force that has a chance to be unleased with its Chaos Shot.  On one lucky turn, and a strong force, this Hydra can devestate an army.
Abilities: Aquatic, Chaos Shot, Demon Eater, No Melee Penalty
Bound Ability: Demon Eater

Tier 6 Upgrade:   Tidal Hydra
Type: Shooter, Large Creature
Description: Deep in the Ashan seas, the tan and golden scaled Tidal Hydra lurks.  Able to send waves of water crushing down on an enemy, the Tidal Hydra can wash an army away with a firece stroke.  The long area provided by it Sea Spray shooting ability is very affective, however it is hampered by low initiative.  Unfortunately, by the time its turn rolls around, the cluster of enemies at the beginning of battle has spread out, however it is still very affective, coupled with its ability to Regenerate makes it an effective unit.
Abilities: Aquatic, Sea Spray, Regeneration, No Melee Penalty
Bound Ability: Regeneration

Tier 7:   Sea Serpent

Type: Walker, Large Creature
Description: The dreaded Sea Serpent is a terrifying sight to behold.  With its glistening light green scales and serpentine body, the Sea Serpent towers over enemies that huddle beneath its writhing mass.  Though not quite as weak as the Bone Dragon, the Sea Serpent ranks as a weaker Tier 7 unit.  It spouts hefty hit points and initiative, but lacks attack and defense.  The real bonus comes from its Elusive ability that makes it difficult to kill.
Abilities: Aquatic, Elusive, Immune to Water
Bound Ability: Immune to Water

Tier 7 Upgrade:   Sea Dragon
Type: Flyer, Large Creature
Description: With silver fins, elongated to give it flight, the Sea Dragons are the children of Shalassa.  Wreaking her divine vengeance againce Demons and Orcs alike, the Sea Dragon soars over the battlefield, spraying its acidic breath on the vile despoilers.  Though the Sea Dragon gains a large bonus against Inferno and Stronhold armies, it is still a solid creature.  Still on the low end for a Tier 7 critter, the Sea Dragon does get a significant bonus on its attack to help even it out.
Abilities: Aquatic, Elusive, Acid Breath, Sea's Vengeance, Immune to Water
Bound Ability: Sea's Vengeance

Tier 7 Upgrade:   Leviathon
Type: Walker, Large Creature
Description: Nothing is feared in the deep, quite as much as the Leviathan.  Said to be long enough to wrap around the whole of the Barrier Islands, heaven help the creature that gets wrapped up in its endless coils.  One-on-one, the Leviathan is unmatched.  Its Coil ability can take out any other creature on the battle field... eventually.  However as an upgraded Tier 7 creature, it is very weak.  It still spouts a hefty amount of hit points so it can weather many outside attacks while it is bound up in its Coil ability, but with its low defense and attack, it might have to weather a lot to defeat another big enemy.
Abilities: Aquatic, Elusive, Coil, Immune to Water
Bound Ability: Immune to Water


Creature Abilities:

Aquatic:  If this battle takes pace over water, this creatures HP is increase by %10.

Aura of Fire Resistance:  Attacking fire spells deals 30% less damage to this creature, and all other creatures surrounding it.

Barbed Arrow:  After a successful attack, if the attacked creature moves on their next turn, the creature suffers additional damage.  Damage is proportional to the number of creatures in the attacking stack.

Blood Driven: When this creature attacks an enemy with the activated Raging Blood ability, this creature gains a 50% attack increase for every Rage level the enemy creature has obtained.

Chaos Shot:  When this creature shoots at an enemy, it also randomly hits up to four enemies that are closest the target for half damage.

Coil:  Once per battle, this creature engulfs an enemy that is directly next to it.  The enemy creature cannot move or attack as long as this creature does not move or attack another enemy.  The enemy creature is damage every turn it has or this creautre has.  Activated ability.

Demon Eater:  When directly attacking enemies with the Demonic Ability, this creature can drain their health and use it to restore its own, or even to resurrect some killed creatures.  Life drained is equal to the damage inflicted.

Elusive:  Non-magical attacks against this creature has 25% chance of not inflicting damage.

Furious:  If this creature is facing an Orc army, the creature gains the same Blood Rage bonuses of any enemy creature in an attack.

Gore:  Whenever this creature attacks an enemy, the enemy cannot attack any other creature until this creature either dies, moves, or attacks a different creature.

Imp Eater:  When directly attacking enemy Imps, Familiars, or Vermin, this creature can drain their health and use it to restore its own, or even to resurrect some killed creatures.  Life drained is equal to the damage inflicted.

Plunge: If this creature is off screen due to a Sky Dodge, on its next turn it can select a creature and do 1.5 times damage on an attack.

Raking Strike: During attack, this creature damages not only the target but any other unit positioned counter clockwise to it.

Sea Spray:  When this creature shoots and enemy, it also damages creatures along side the target.  Target area 1X5.

Shield Breaker: This creature ignores the Large Shield and Shield Allies abilities.

Sky Dodge: After the creature is directly attacked, it jumps into the sky and cannot be attacked again until it lands.  After a melee attack the creature is not eligible for any attack or spell until its next turn, when a new place is selected for i within its movement area.

Stonegaze: In a melee attack with a non-elemental creature, this creature has a chance to petrify the enemy.  If the petrified creature is the last creature only remaining creature on the battlefield, then the petrified creature is defeated and the battle is concluded.  Petrification is based on 10% for Medusa, 15% for Basilisk and Raging Basilisk, and 25% for Greater Basilisk.  Petrification can be Cleansed.

Stun:  At every attack creature has a chance to stun the enemy so they won't be able to retaliate and lose initiative (mechanical creatures are not affected).

Surge: During attack, this creature damages not only the target but any other unit positioned directly behind it.  If there is no creature behind it, the attacked creature is pushed away from this creature.

Thick Scales: This creature gains a +2 Defense bonus for every tile it's attacker walks.

Triple Shot:  When this creature shoots at an enemy, it also randomly hits up to two enemies that are closest the target for half damage.

Sea's Vengeance:  This creature does an additional 30% damage to enemies with Demonic or Raging Blood abilities.

Venomous:  In addition to normal damage the enemy attacked will also be poisoned. Poisoning will cause a certain amount of damage for the rest of the battle. Poison damage is proportional to the number of creatures in the attacking stack (at the time of poisoning).


Campaign:

Campaign Heroes:


Name:  Nuthemei
Faction:
 Temple
Description:  An armored naga that rides a fierce, spined Meglodille, Nuthemei carries a pair of curved spears to attack both sides of his mount at the same time.
Special Ability: Protector of the Faith – All of the hero's creatures gain the Prayer of Battle effect for the whole of combat.
Background:  Nuthemei has shown himself to be a true and faithful follower of Shalassa for his entire life.  The kind of dedication that has granted him the title of Lord Templar.  Bound by his oaths to king and faith, Nuthemei determines to follow the Temples decrees to eradicate all Orcs and Demons from the Barrier Islands, no matter the personal cost.
Starting Skills: Basic Invocation, Basic Attack, Battle Frenzy
Spellbook: Prayer of Battle
War Machines: N/A


Name:  Clethimestrys
Faction:
 Temple
Description: Clethimestrys has trained to ride the fearsome Gorgons, and coils astride the reptilian bulls.  She carries a long staff and fires lightning at her enemies, a trick few other naga have ever achieved.
Special Ability: Weakening Stare – The Defense of all creatures of the enemy army is decreased by 1% per hero level.
Background:  Clethimestrys' is the sister of King Ahmenotsei, but was forced to join the Templars when she spoke against him in court.  She no longer speaks against her brother, instead holding her long tongue to chant spells that few other naga can employ.
Starting Skills: Basic Invocation, Basic Prayer, Prayer of the Dragon
Spellbook: Prayer of Smite
War Machines: N/A


Name:  Clethimestrys
Faction:
 Inferno
Description: The corrupted naga now rides a fiery Red Bull into battle, firing her deadly lightning as she rides.
Special Ability: Tainted Prayers – This hero can cast Temple Prayers up to the fourth level without the Invocation skill.
Background:  Clethimestrys' betrayal hit the Upper Kingdom hard, and she fulfilled her role of occupying the Kingdom's greatest protector with deft skill.  Now her tainted eyes glare at her brother's throne, one that she will coil atop once Shalassa has been bent to demonic wills.
Starting Skills: Basic Gating, Mark of the Damned, Basic Sorcery
Spellbook: Prayer of Smite
War Machines: N/A


Name:  Katlyn
Faction:
 Haven
Description: The hunted Duchess of the Unicorn Duchy, Katlyn is one of the only human that has the strength of spirit and purity of heart to ride a unicorn.  Her skill on the animals back with a longsword in hand speaks for itself.
Special Ability: Pureheart – The hero's creatures always has positive morale (no less than +1).
Background:  Once the proud Duchess of the Unicorn Duchy, the Demon incursion onto Spiral Island has forced her to take her people and flee.  She'll need help to cleanse the foul taint from her land and reclaim the island for the Holy Griffin Empire.
Starting Skills: Basic Training, Basic Light Magic, Benediction
Spellbook: Divine Strength
War Machines: N/A


Name:  Yurtas
Faction:
 Stronghold
Description: Yurtas is a basic Barbarian.
Special Ability: Blade of the Khan – Slayers, Executioners, and Chieftians in hero’s army gain +1 to their attack and defense for every two levels of the hero, starting on the first level.
Background:  Yurtas has decided to make a name for himself by conquering the blood weak naga as a first step to claiming his right as the Khan.
Starting Skills: Basic Blood Rage, Basic Defense, Vitality
Spellbook: N/A
War Machines: Healing Tent


Name:  Hethor the Black
Faction:
 Necropolis
Description: An undead naga, coiled around a black Meglodille, Hethor fires green energy at his foes with his long staff.
Special Ability: Serpenttongue – Nuetral Temple creatures are more likely to join this hero.  More over, this hero replenishes Dark Energy with every Nuetral Temple creature hired.
Background:  The brother and shame of Nuthemei, Hethor turned his back on Shalassa, heeding the call of Asha instead.  Though it is not a crime for naga to worship other Dragon Gods, the Upper Kingdom would no doubt want to eradicate Hethor if they find the chance.
Starting Skills: Basic Necromancy, Basic Enlightenment, Scholar
Spellbook: N/A
War Machines: Ammo Cart


Name:  Choriolus
Faction:
 Inferno
Description: Choriolus is a basic Demon Lord
Special Ability: Horned Lord – Horned Demons, Horned Overseers, and Horned Grunts in hero’s army gain +1 to their attack and defense for every two levels of the hero, starting on the first level.
Background:  Choriolus was bound to take the Temple cities of the naga and hold them under his iron boot.  With fierce abandon, he will do just that.
Starting Skills: Basic Gating, Basic Leadership, Recruitment
Spellbook: N/A
War Machines: Ballista


Name:  Modea
Faction:
 Inferno
Description: Sitting atop a corrupted lizard, Modea launches bolts of fire from the tip of his staff.
Special Ability: Flame Lord – Effective Spellpower of the hero is increased when casting fire spells.  Modifier depends on hero level.  Moreover, enemy fire spells have a lesser effect.
Background:  The son of Modi, Modea seeks to follow in his father's footsteps and finally corrupt Shalassa's spirit with demonic magic.
Starting Skills: Basic Gating, Basic Destruction Magic, Master of Fire
Spellbook: Eldritch Arrow
War Machines: N/A


Mission 1: Cleansing the Blood

As the the Orcs and the Demons begin their assualts on the Temple Cities of the Upper Kingdom, Lord Templar Nuthemei is directed to clear all Orcs from the face of Coreolis Island.  Nuthemei sharpens his fangs to do his King's work.

Starting Options:  Necklace of the Bloody Claw, 25 Naga, 15 Hippogryphs

Objectives:

Capture the gate:  The orcs have captured the gates that protect the eastern half of Coreolis Island.  Nuthemei must claim the gate to gain access to the larger orcan forces.

Assemble 200 snakemen:  If Nuthemei has any hope of challenging the orcan, he'll need troops to do so.  Gather snakemen to his cause.

Assemble 40 basilisks:  The orcs will surely falter beneath the horrifying gaze of the basilisks.  Gather enough to turn an rarmy into a statuary.

Rescue Clethimestrys:  The orcs have imprisoned Clethimestrys in a tower.  You must rescue the King's sister.

Defeat Yurtas:  The orc warlord, Yurtas, is the key to reclaiming the island.  If you defeat him, your duty is done.

Nuthemei must survive:  The Lord Templar must survive to continue the King's war against the Orcs and Demons.

Mission 2: Cleansing the Taint

Rumors of nagas turning from Shalassa burn at Nuthemei's scales.  And the news that it might be his own brother, Hethor, is even more distressing.  If Clethimestrys' information is correct, then Nuthemei must act.

Starting Options: 40 Snakeman Warriors, 4 Gorgon Riders, or 2500 gold.

Objectives:

Capture Nephipoli:  Purge the hideous undead from Nephipoli.

Destroy Hethor:  You must find where Hethor is hiding and stop his foul cult.

Capture Ithixipoli:  You have found Hethor, capture his city and return it to the glory of the Upper Kingdom.

Nuthemei must survive:  The Lord Templar must survive his conflict with his brother.

Clethimestrys must survive:  Surely the King would be crushed if anything happened to his sister.

Mission 3: Cleansing the Fire

The distressing news of Demon armies laying siege to Anaripoli is more than distressing, but in order for Nuthemei and Clethimestrys to get to King Ahmenotsei's aid, they must first recapture the ground the Demon armies have taken.

Starting Options:  1 Sea Serpent, 4 Spitting Hydras, Sack of Endless Gold

Objectives:

Capture a town in one week:  Nuthemei needs a city to strike from.  Liberate a town within one week or the demons will bee too strong to oppose.

Capture Heiropoli in one month:  Holding Heiropoli will give you the key Island of the Breakers, you must claim it before it can be fortified.

Rescue Katlyn:  Allies are hard to come by, even human ones.  Rescue her from her demon pursuers.

Capture Symoria:  If Katlyn is to be truly effective, you must purge the demon's from Spiral Island.

Escort Clethimestrys to the coast of Dire Island:  Anaripoli needs assistance.  Get Clethymestrys to the coast of Dire Island so she can rush to her brother's aid.

Nuthemei must survive:  The demons must pay, this cannot be achieved if Nuthemei dies.

Clethimestrys must survive:  Every naga counts, and Clethimestrys needs to get to her brother to give him help.

Katlyn must survive:  The only contact with the Griffin Empire, Katlyn is Nuthemei's only avenue for assistance from the other nations.

Mission 4: The Cost of Vengeance

Clethimestrys' betrayal has forced Nuthemei and Katlyn to circumvent around Dire Island.  But how can they hope to reach Anaripoli in time with Demon armies searching for anything that slithers.

Starting Options:  50 Cobramen, 30 Medusa, Turban of Enlightenment

Objectives:

Avoid the Inferno ships:  If Nuthemei or Katlyn are spotted, then their attempt to sneak around Dire Island will be lost.

Capture the first gate:  There is no way past the Gate of Wisdom but through it.  Free it from the demons that hold the sacred shrine.

Capture the second gate:  Both the Gate of Wisdom and Grace must be bypassed.  This is just one more step to reach Anaripoli.

Defeat Choriolus:  The demon general is the last barrier between Nuthemei and Anaripoli.  Crush him.

Nuthemei must survive:  There is no time to lose, Nuthemei must reach his king.

Katlyn must survive:  Katlyn is Nuthemei's only ally in this time of fire and betrayal, don't let him down.

Mission 5: In Defense of a Dragon God

Too late, Anaripoli has been sacked, and the Horn of Shalassa again lay in the hands of the enemy.  Can Nuthemei and Katlyn find the Horn in time, or with the gentle Dragon God be tainted by the Demon Sovreign's magic?

Starting Options:  2 Leviathan, 30 Greater Basilisks, Dragon Flame Tongue

Objectives:

Recapture Anaripoli:  The naga capitol city must be reclaimed.

Recapture the Horn of Shalassa:  This sacred arficat should not remain in demon hands.

Defeat Clethimestrys:  Make the tratorous naga pay.

Defeat Modea:  You must stop Modea from corrupting the Horn of Shalassa.  Otherwise, all is lost.

Nethemei must survive:  Too many lives have been lost.  Nuthemei must fulfill his duty and reclaim hi honor.

Katlyn must survive:  If the naga fall then Katlyn's Duchy is in jeopardy.  She must survive the conflict to ensure that doesn't happen.

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted August 25, 2008 08:30 PM
Edited by Adrius at 20:34, 25 Aug 2008.

Ohh... Me like factions that abandon Magic skills

It's a bit weird that such an intelligent race of people would abandon it though... after all, Magic is like science in Ashan.

This might just turn out to be the best Naga faction I've seen... awesome so far Blitz
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