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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Finding Harmony Town Competition
Thread: Finding Harmony Town Competition [ This thread is 43 pages long: (1) 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 ]
Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted July 02, 2008 08:07 AM bonus applied by GenieLord on 03 Sep 2008.
Edited by Daystar at 00:27, 30 Jul 2008.

Finding Harmony Town Competition

Okay, here's how things work:  I'm going to give you a list of 6 creatures, and you will have to choose 2 and make them work in a faction.  With each round I'll add more that you have to include, so things will get harder. They can be varied, eg, if I say "Elf" you can put a Sharpshooter or a Blade Dancer.  You'll have to add other creatures in to give a full line up.  Histories, Racials Skills, Heroes, and other data are worth increasingly more points.  You do not need stats for the creatures.  When flushing out your new town, feel free to use new creatures or ones from other factions.

Players can jump in or out at any time, the contest ends when Richard says so.

I'm looking for at least one judge, more would be great.  I'm just gonna watch this one go and provide sarcastic comments at random moments.

Round 1
Creatures: Imp, Monk(or Nun), [bird], Gargoyle*, War Machine, Chimera
Deadline: You have until next Sunday, the 10th, PM me for an extension.

Contestants
Lex, Jiriki9, Mvass, Emilsn, Carcity, Gl, Sith, Adrius, Eugen, Cepheus

Scores
Sith: 16
Emilsn: 15.5
Adrius: 15
Lexxan: 14.5
Mvass: 14.5
Eugen: 7

*I think these are right, if I am wrong please message me.
____________
How exactly is luck a skill?

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted July 02, 2008 08:12 AM

So all we need to do is create a full creature's line-up ?

We have this contest, bonus Faction Contest and now this ? It's maybe a bit too much. A great Idea nontheless, so I'm in!
____________
Coincidence? I think not!!!!

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DarkShadow
DarkShadow


Legendary Hero
Cerise Princess
posted July 02, 2008 08:13 AM

Im in too.Also your GL disguise is not really effective
____________

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alcibiades
alcibiades

Hero of Order
Really, Ubisoft?
posted July 02, 2008 08:25 AM
Edited by alcibiades at 08:26, 02 Jul 2008.

This should not be too difficult; Griffin, Minotaur and Hydra were all in the same faction in Heroes 2!
____________
Heroes 7 - News overview | Heroes 7 - Discussion thread

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DagothGares
DagothGares


Responsible
Undefeatable Hero
No gods or kings
posted July 02, 2008 08:28 AM
Edited by DagothGares at 10:08, 02 Jul 2008.

So all we have to do is choose two creatures? Or do we create a faction with them? But how can we create a faction, if we don't know what other creatures are to be included? please give an example
____________
Ceterum censeo Carthaginem esse
delendam.

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Sargeras
Sargeras


Known Hero
the Fallen
posted July 02, 2008 09:47 AM

U u u ...i'm in 2 ... but u need to explain what's need to be done more detailed...
____________
Now they shall be consumed by the very flame they sought to control...

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Xerox
Xerox


Promising
Undefeatable Hero
posted July 02, 2008 01:00 PM

I dont get it. I understand that im supposed to choose two of those creatures. And then? Wait for the next round so i can choose more creatures for my faction?
____________
Over himself, over his own body and
mind, the individual is sovereign.
- John Stuart Mill

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted July 02, 2008 03:28 PM

You just take the creatures and plant them into a faction that haves some sort of cohesion. You create the faction, then see where it goes from there!

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted July 02, 2008 03:55 PM

Yes, new creatures each week, and a new faction.  You get some points for just creatures, but you get more points the more you do.
____________
How exactly is luck a skill?

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mvassilev
mvassilev


Responsible
Undefeatable Hero
posted July 02, 2008 06:08 PM

Lineup (explanations of new abilities below):
L1: Salamander (Bite (Lizard Bite renamed)) >  Fire Salamander (Bite, Fire Breath) or > Sour Salamander (Bite, Acid Blood)
L2: Dwarf Digger (Dig) > Dwarf Miner (Dig, Miner) or > Dwarf Excavator (Dig, Bash)
L3: Spitting Serpent (Shooter, Poisonous Attack) > Venomous Serpent (Shooter, Poisonous Attack, Venom) or > Fanged Serpent (Shooter, Poisonous Attack, No Melee Penalty)
L4: Dwarf Axeman (Assault, Magic-proof 50%) > Dwarf Warrior (Double Attack, Magic-proof 50%) or > Dwarf Guardian (Cleave, Bash, Defensive Stance, Shield Allies, Magic-proof 75%)
L5: Dung Beetle (Armoured, No Retaliation, Random Curse, Large Creature) > War Beetle (Armoured, No Retaliation, Random Curse, Immune to Weakness, Large Creature) or > Foul Beetle (Armoured, No Retaliation, Random Curse, Bash, Large Creature)
L6: Dwarf Rider [Dwarf riding a lizard] (Bite, Large Creature) > Dwarf Jouster (Bite, Large Creature, Jousting) or > Dwarf Lizardmaster (Bite, Large Creature, Paw Strike)
L7: Hydra (Six-Headed Attack, Large Creature, Unlimited Retaliation) > Deep Hyrda (Six-Headed Attack, Large Creature, Unlimited Retaliation, Regeneration, Armoured) or > Morseler Hyrdra (Six-Headed Attack, Large Creature, Unlimited Retaliation, Hydra Bite)

Dig - the creature is able to dig a hole in the ground. Creatures who step in the hole are unable to move, have their defense decreased by 20%, and take double damage from Earth elementals and Earth elemental spells.
Miner - Creature generates a certain amount of ore, gems, or crystals every day.
Hydra Bite - Bite + Six-headed Attack

Story: The dwarves dug further underground, and discovered a layer underneath that of the Dark Elves. In it lived a great amount of various lizard beasts. Most of the Dwarves went back, but some stayed and tamed the lizards.
____________
Eccentric Opinion

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Xerox
Xerox


Promising
Undefeatable Hero
posted July 02, 2008 07:50 PM
Edited by xerox at 11:50, 03 Jul 2008.

Bulwark
The Beastmen were the replacement of Orcs. Almost like the Orcs, beast blood was infused to human bodies. The brave Minotaur fled first and inspired by the Minotaur the Beastmen made a rebellion against the Wizards and fled to the Swamps in the Southeast.

The Minotaur fled underground and found the Dark Elves. The Dark Elves promised them shelter but lied. The Minótaur were put in chains once more.

But soon the Minotaur Tauros became a famoús gladiator of Ygg-Chall and gained a fortune. He was so good that he could bribe the elven Wardens and flee with his people.

Beastmen Scouts found them and bough them to their towns, the Bulwarks. The Bulwarks were small wooden forts hidden deep in the swamps.

But recently the Wizards powerful arcane magic has revealed the Beastmen, and they will do anything to bring them back and further contiune their twisted experiments.
Some rumors even say that they have allied with the Dark Elves, who want them back so that they can dig their tunnels and work hard for them.

Aka: The Beastmen, The Exiled Ones
Associated colors: light brown and dark swamp green
Worship: The Beastmen worship their own racial gods and have little connection to the Dragons.
Country / kingdom: The Swamps of Hashima
Capital city: Rokard, the Great Rampart
Key symbols: The Bull of Freedom, The Emerald Serpent

1. Gnoll-Gnoll Raider/Gnoll Chief
2. Lizardmen Scout-Lizardmen Stalker/Blood Drinker
3. Harpy-Wind Hag/Caladria
4. Werewolf-Alpha Werewolf/Werelord
5. Medusa-Witch Archer/Gorgon
6. Minotaur-Exterminator/Elite Gladiator
7. Hydra-Abyssal Hydra/Chaos Hydra

Lv1 Walker. Gnoll
The Gnoll comes from humans that were set in prison cells and infused with the blood of Dogs and Hyenas.
The Gnoll shares some aspects of these animals and hunt in packs and scavenge other creatures.
Abilities: Scavenger, Pack Hunter
Stats: Low stats on almost everything except iniative.
Comment: Gnolls are rather nice creature when you get many of them. Get the hero with the "Gnoll special" skill and you start with powerful Gnolls from the begining. At the end of the battle you might want to run away from the last enemy stack and Scavenge to restore dead Gnolls.

Pack Hunter: The more creatures there are in the stack, the higher stats this creature gets.
1 Defense & Attack per 30 creatures. +1 Maxium damage per 60 creatures

Scavenger: This creature can scavenge dead creatures on the battlefield, restoring health points. The creatures loses one turn.
1 Health point restored per dead creature.


Gnoll Upgrade. Gnoll Raider
Gnoll Raiders are the most skilled Gnoll warriors. They often form their own packs to raid small villages. When they kill a enemy they take their money and bring it to their leaders.
Abilities: Pack Hunter, Scavenger, Corpse Harvester
Stats: +1 iniative and speed then the normal Gnoll but otherwise the same.
Comment: The Gnoll Raider can be very nice in early game. With Pack Hunter they become offensive, with Scavenger they survive and with Corpse Harvester you will get gold from creatures. And lots of extra free gold is very nice early in the game.
You could just run around with these and lay traps and harvest dead enemy corpses for gold.

Corpse Harvester: This creature can loot dead enemy creatures, stealing their gold. The creature loses one turn.
Loots 1 gold per dead creature in the stack.


And Gnoll Raider, and he looks hungry... thirsting for Wizard flesh... revenge for what the Wizards turned him into.

Gnoll Alternate Upgrade. Gnoll Chief
Gnoll Chief are pack leaders. They are old and wise and not very strong in combat. However since the Chiefs are pack leaders of the Gnoll, they can easly call reinforcements to aid them in battle.
Abilities: Scavenger, Pack Hunter, Pack Leader
Stats: Same stats as the normal Gnoll except some very minor +health.
Comment: The Chief is very nice. The summoned other stack stacks with "Pack Hunter" ability if the other stack is close to the Chief (that sounded funny...). It makes the Chief very powerful. I would take these if i had lots of rescourses.

Pack Leader: Once per battle this creature can howl, summoning reinforcements. The Reinforcements are 20% of the creatures orginial stack.
Summons normal Gnolls.


A Gnoll Chief doing ritual stuff on the big face picture.




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

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted July 02, 2008 08:04 PM bonus applied by alcibiades on 06 Mar 2009.
Edited by sith_of_ziost at 21:28, 11 Jul 2008.

The Free Cities: The Embassy Faction

History of the Embassy

Known as the Protectors of Travelers, the Embassy offers sanction to weary travelers on Sapphron Road that journeys treacherously to the Free Cities of the East. Their patron god being Sylath, they generally traverse the skies acorss their gifted wings. They stand on average a good seven feet tall, thus making them foreboding. However, their calm countenances make them quite settling to those of weary feet.

Although they primarily worship the god of the Skies, they have close ties to that of the Light, Elrath. They are at constant strife with the predatory Leonan and the sly and deadly Naga. However, they are devoted to the sacred duty of offering their hospitality to all who call themselves "traveler".

Tier 1
Avian Falconite -OR- Eagle's Wing

Avian – Flying, Caster of Endurance (Basic)

“For many years, the Sages of the Embassy have relied on their cunning to keep visitors safe from the predatory rivals that also roam the Unknown East. So to has Sylath blessed those who take up this dutiful task. Charged with protection first and foremost, Avians can bolster the skin of travelers during their voyages.”

Description - A human with brown robes, and a staff. Has wings out his back.

Falconite – Flying, Armored, Javelin – This creature is a shooter with Ranged Penalty. Its shots decrease the targets Health 1 point per hit.

“Hailing from the Elite Guard, Falconites are those who chose to defend the alabaster walls of the Embassy cities. They have great accuracy with javelins, and can aim so that their enemies do not recover very fast.”

Description - Clad in white robes with a javelin and gold should guards. Has Angelic wings.

Eagle’s Wing – Flying, Vengeance – This creature’s attack increases with the damage it takes from magical sources, Immunity to Curse

“Choosing instead to practice the Polearm, Eagle’s Wing fighters use sheer brawn to overpower their enemies. Their weapons are made out of Jade, a substance that resists magical weakening. Their armor is made from platinus, a form of obsidian that works in reverse. It bolsters the might of the target from the radiant power of the spell.”

Description - Clad in dark brown with silver shoulder pads. Brown wings, and a diadem around its head.

Tier 2

Shieldmaiden Iron Maiden -OR- Valkyrie

Shieldmaiden -  Child of the Light, Throw Spear – Activated: Once per battle, this creature can attack from range, dealing damage and decreasing target’s initiative, Healing Hands – This creature can heal a minor wound (healing = (5 hp/ tier level) (stack size/inverse of tier level)

“The fair maids of the Embassy believe that the sick and wounded are the most important in battle. They care to the needs of the injured, and can defend themselves quite well in battle. They also have a rare gift: A blessing from the god Elrath, that empowers them with any Light aligned force.”

Description - A white-robed maiden riding on a pure white pony. carries a Caduceus, and a spear in its right hand. blonde hair streaming behind it, and it looks as though it dissolves as it flows farther.

Iron Maiden – Child of the Light, Supernova – Activated: Blinds all enemies within four tiles, and eliminates this creature’s Child of the Light ability for the battle, Lay Hands

“The sheer brilliance of the sky is bestowed upon few, and those select few get the honor of naming themselves the Iron Maidens. They’ve mastered the healing arts, and the arts of channeling magical energies. The energy that is given to them by the Light can be forced into the minds of enemies, but this is considered a disdainful act by Elrath.”

Description - Wears golden armor, eyes glow white, and carries a staff Caduceus. has sparks wafting around it.

Valkyrie -  Child of the Light, Throw Spear, Lay Hands, Armored

“The great force of Light can be reverted to a simple state: its beauty. The Valkyries are those who follow that simple view. They ride the skies with the force of an aurora, and can bestow its healing on any wounded brother in sight.”

Description - Wears silver armor, and eyes glow like the aurora. aurora wafts around it. carries a long spear.

Tier 3

Gust Archer Saggitar -OR- Galeforce Archer

Gust Archer -  Shooter, Force Arrow, Wind Ward – Any ranged attack this creature takes has its damaged decreased equal to the heroes knowledge X 5.

“The bowyers of the Embassy know a thing or two about ranged warfare, and craft exquisite and powerful bows that are deadly to enemies. With them, they carry the powers of the wind, both blowing back enemies and gusting away incoming missile fire.”

Description - Human, wears a chestplate with a diadem around its head with a glowing emerald. its bow is very ornate and crested with jewels. the arrows look like emerald shards.

Saggitar – Shooter, Scatter Shot, Wind Ward, Armored

“Those who craft their own pearl bows can call themselves masters of the bow. These Saggitars know when and where each arrow strikes without a second thought. They also know just how many arrows can be forced onto on bow, and can launch volleys of them at a time.”

Description - Its bow is double in size, wears a lavish crown, and looks very stern.

Galeforce Archer – Shooter, Gale Arrow – This creature’s shot forces its target back equal to half its speed, Wind Ward, Bravery

“Being experts in the field of ranged battle, Galeforce Archers have increased power behind their shots, and, as such, force them back a great deal. Their experience in battle makes them impossible to intimidate or frighten; they more often exert those feelings on their enemies just before they are shot to their death.”

Description - Wears redcoat boots and has a less distinguished diadem. its bow is less ornate and more sleek. the bowstring looks incorporeal.

Tier 4

Solarus Raybender -OR- Solemnus

Solarus – Immunity to Dark Magic, Bash, Sun’s Touch – The targets of the creature’s attack take minor Fire damage before the damage its applied.

“Those powerful enough to look toward the sun take with it the responsibility of its rays. The Solarus is a being that has achieve divine enlightenment. They cannot be fooled by shadows arts, and can bestow the sun’s radiance on their foes.”

Description - Looks like a dark skinned "300's Xerxes"-esque creature.

Raybender – Immunity to Dark Magic, Lightbending – Light magic cast on this creature instead increases minimum and maximum damage equal to spell level, Solar Flare – By canceling all positive effects on this creature, it deals damage to all surrounding units equal to the level and number of blessings.

“Taking the Light and bending it into strength, Raybenders cannot see the darkness in anything. Their exposure to light makes them too divine for such trivia. They can use the sheer force of Light to blast away enemies, but it comes at a high cost.”

Solemnus – Immunity to Dark Magic, Sun’s Touch, Waning Flame – Having reached the apex of their power, this creature loses strength slowly as the battle rages on. Caster of Divine Vengeance

“Those who have grown tired and slow step down to the circle of the Solemni. A Solemnus cannot be stolen by dark arts, and have seen to it that they can correct the wrongs of the wicked by force. They slowly dwindle as the battle, being old and frail.”


Tier 5

Magus Boreamancer -OR- Updraft Magus

Magus – Caster of Haste, Arcane Crystal, and Deflect Missile. Shooter, Stammering Shot – This creature’s shot has great magical energies and make enemies lose speed.

“The stern Magi of the Embassy see any physical combat as reckless. They have no sense of humor, and see their views as paramount. Even their magic bolts put down action against them, for their targets are crushed with overwhelming force.”

Boreamancer – Caster of Ice Bolt and Arcane Crystal, Stern Aura – All luck and morale is negated on enemies in this creature’s aura, Wind Ward, Rushing Gust – Activated once per battle, this creature can send a creature to the opposite side of the arena, Shooter

“The Boreamancer is a stern wizard who harnesses the sky’s might to show infidels true power, and thus causes those in his presence to give up any hope. The winds shield him, and also beckon to his call to send pagans to the ends of the earth.”

Updraft Magus - Caster of Deflect Missile and Arcane Crystal,  Shooter, Stammering Shot, Wind Ward

“Updraft Magi cause enemies to turn away from any loose object on their person. Frequently, they find themselves impaled by their own devices. The Updraft Magi have lost their stern visage, and have become crazed by the unpredictable forces of the storm.”

Tier 6

Windrider Sylphie -Or- Garuda

Windrider – Flying, Windriding – This creature has Haste at Basic Mastery cast on it at the start of combat, Rush Dive, Charge

“Having fascinated Embassy civilians for centuries, the beasts of the Unknown East are magnificent from afar, and frightening in battle. They have tremendous agility, and can strike from the skies with great precision.”

Sylphie – Flying, Windriding, Tornado – This creature can perform a damaging move and send all surrounding units flying, Evasion – Ranged shots have a 50% chance to miss this creature, Charge

“The grown females of the sky have even more strength and prowess in the skies. They can force all enemies to take cover from their devastating spirals and sweeps, and few have successful attack them from afar. Give them room to charge, and the enemy is already defeated.”

Garuda – Flying, Windriding, Tornado, Bash, Throw Enemy – This creature can pick up a creature (if no Large Creature ability) and can send it flying to a random point on the battlefield, Immune to Mind Control

“The males of the sky beasts are particularly nasty in battle. They send units flying, and defeat them by sheer assault. They cannot be tempted by physical or magical sources, and can perform a similar attack to that of the Sylphie.”

Tier 7

Griffin Zephyr -OR- Celestine (sehl-es-TÎNE) Griffin

Griffin - Flying, Sweeping Strike - This creature damages the enemies it flies over, Magic Proof 50%, Crippling Wound

"A strange beast from the breadth of Sylath, Griffins are His will made plain. They do not require nourishment, and fight with complete loyalty to the Sage. Their talons scrape the heads of those who dare to come under it, and they devastate their enemies with lasting wounds. Magic seems to reflect of their feathers."

Zephyr - Flying, Storm Strike, Storm Bolt, Magic Proof 80%, Stunning Strike

"The Zephyr is the essence of Sky Magic. Their blasts of electrical energy sizzles their enemies and those who stand from a distance are not even the slightest bit safe. The Zephyr can extend its shock to devastate enemies, and those who come under its claws have trouble taking any immediate action. Magic courses straight through them, causing little damage."

Celestine Griffin - Flying, Imperial Presence - All enemie spells fail while in the aura of this creature, No Enemy Retaliation, Crippling Wound, Magic Proof 60%.

"Having been trained by the wisest of Sages, the Celestine Griffins emit a powerful presence that hampers any magical action against them. They can call upon the forces of Light to stop any counterstrike, and have a shield that protects them from magical harm. Their talons are coated with bronze, crippling enemies.
_________________________________________________________________
Hero Class - Being the Herald's of the sky, the crafty sorcerors of the Free Cities have acclaimed themselves the Sages of Sylath. The Sage's dominant skill is Knowledge, followed by Defense.

Racial Ability - Called Thunderbreaking, it acts as a divining force that increase damage potential for all Embassy units. It delivers random jolts of power, that are also reflected in the racial skills and mastery of Thunderbreaking.

Basic Thunderbreaking - All units in the Embassy gain 20% stun chance to enemies, and are immune themselves to Stun.

Advanced Thunderbreaking - All units in the Embassy have Haste cast on them once attacked by enemy units (Mastery: Advanced)

Expert Thunderbreaking - In addition to normal damage, all Embassy units gain Lightning Breath (Power = Stacksize*.5+(enemy size/tier level)

Ultimate Thunderbreaking - All Embassy units gain Immunity to Elemental Damage.

Perks -

Call of Thunder - Initiates Stun on a target.

Breadth of Storm - If a unit is struck with a Air spell, it is reflected to the nearest enemy. Additionally, units death initiates Stun to all enemies within 5 tiles.

Sun's Ray - Hero can pay double the casting cost of the curse on own stacks or blessing on enemies to immediately cleanse it.

Ultimate - Hurricane Force All enemy ranged shots and spells have their targets randomized. If hero has Ultimate Thunderbreaking, the targets are randomized to only enemies.
_____________________________________________________________________

Heroes

Campaign Heroes

Kale - "Gifted with the art of the Jet Stream, Kale is the High Guardian of the Embassy. As such, Kale has hardened his heart to keep his persistance true. With this discipline, Kale lets his armies weed out infirmity."

Specialization - Pure of Spirit - Any Dark Magic spell cast on troops has a chance to fail and drain twice the mana.

Kol - "The Enlightened Chancellor of the Embassy, Kol can sense fear by the smell of the air. This ability lets him use empathy and caring to the highest degree."

Specialization - Compassionate Elder - Netral creatures are more likely to join this hero's army. If they are hostile, they have a greater chance to flee than fight.

Vortis - "Believing he is descended from Sylath himself, this zealous religious patron solely depends on his ties to the Sky lord. As he sees the storms on the horizon, he believes it to be a personal message from his distant forefather. As such, he can read the very currents of the sky to give him a decisive advantage."

Specialization - Premonition - The hero can partially see the projected attacks of enemies in battle. This depends on the ratio to the two hero's levels. If the hero enemy hero is skilled in Enlightenment, he/she receives a starting mana penalty (2 for each hero level).

Single Player Heroes

Adonis - A lavishly dressed priest of Sylath, Adonis is quite a beaurocrat. He can balance expenses and project profit like no other being in the Embassy. As such, he can cut war expenses and even add to the treasury.

Specialization - Beaurocrat - This hero starts with Spoils of War and its bonuses increase with hero level.

Hadrian - Hadrian was orphaned by his parents when he was very little. With that, his godfather, Siquis, chose to lead him on a quest to become a champion archer. This took Hadrian to his destiny of Commandant of Arrows.

Specialization - Archer of Winds - All Gust Archers and their upgrades gain 1 defense per 3 hero levels and 1 initiative per 8 hero levels.

Kuloq - A very silent man, he is seen always vigorously pondering over a manuscript or tablet. He seems obsessed with the schemes of the Arcane. He doesn't take meals with the rest of the Borean Council. He merely studies in his Tower without rest. Many think him insane, but his studies have granted him increased knowledge in the Arcane arts.

Specialization - Arcane Master - This hero starts with a level 3 Summoning Spell, and can cast all Summoning spells at decreased cost based on hero level.

Viviana - A legendary taleteller, Viviana travels from tavern to tavern speaking of glorious riches and enticing adventures. Her stories have reached insofar as the Mainland of Ashan. With her vivid imagination, she can befuddle any enemy.

Specialization - Mesmerize - All enemy troops have a chance to become Mesmerized, which halves their speed, and zeroes their ATB value.

Demitri - A greatly reknowned swordhand, Demitri learned his dueling from the finest of all the worlds instructors. His battle style is often called a work of art, as his form is flawless. As such, low level militia flock to his command.

Specialization - Pinnacle Swordsman - All Avians and their upgrades have increased growth while the hero is stationed in the city, and they have 1 extra hitpoint every 8 hero levels.

Costella - The only female to take up the arts of the old Wizards, Costella claimed right to the sun at a young age, and has amazed her teachers ever since. She has respectedly claimed some of the most prestigious titles in the Embassy, and her arts with the Sun make her an idol to those who follow its rays.

Specialization - Ray's Chosen - All Solari and Solemni have their Sun's Touch damage increases, and Raybenders gain Fire Immunity.

Chergothem - A stern being who sees any chaotic force has untamed but domesticatable. If he sees disorder, one look from his stern face makes it run for cover. With his power, he can extend his influence into the minds of enemies, thus making them less able to act in the face of danger.

Specialization - Nullify - Hero has a special ability to negate all enemy morale and luck for a certain period of time (initially .10 turns)

Rendromar - The powers of the colder winds dwell within Rendromar's body, and he is seen flying straight into the colder mountains often. Rumors of his taming Yetis make him an elusive charcter, but his suppressive aura of chill make any attempt at truth become frozen in its tracks. Likewise, any enemy feels the weight of the cold upon their body.

Specialization - Frigid Aura - All enemies are strcuk with ice whenever the use a specialty, and the hero starts with Cold Steel.

El Fine

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 03, 2008 06:54 AM

Im new to this forum, but I'd like to be in, too, if I may?!
____________

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted July 03, 2008 07:41 AM

Sure!  
____________
How exactly is luck a skill?

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Mytical
Mytical

Hero of Order
Chaos seeking Harmony
posted July 03, 2008 09:01 AM
Edited by Mytical at 09:09, 03 Jul 2008.

I will need a few days to peice mine together but I am so IN.

PS...is the deadline the 4th or NEXT friday??
____________
Message received.

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted July 03, 2008 09:04 AM

I'll enter later this day. I'll pick Minotaur, Mage and Vampire
____________
Coincidence? I think not!!!!

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 03, 2008 09:29 AM
Edited by Jiriki9 at 10:33, 11 Jul 2008.

Nice

So here's my faction so far...I don't know the english ability-names, so if I translate some of the old abilities wrong and you don't know whats meant, feel free to ask.

Order of the Purified

Story:
A holy order which follows the idea that every dark person could also be good and therefore gives home and safety for the dark ones who are remorseful. Therefore they are neither liked by other ‘good’ factions nor by ‘evil’ factions, because they make dark units sacred.
The order does not control one connected realm, but it has established several Keeps during the last years, some of them former Vampire Lord's Castles, whose Ruler has decided to become a Paladin of the Order, others Monastries or smaller Castles which inhabitants follow the orders' ideas.

Home Terrain: Grass
Supported War Maschine: First Aid Tent

Creatures/Units:

Level 1: Pilgrim > Suffering Pilgrim (Self-Sacrifice) or Purified Pilgrim (Engaged, Inner Calm)

Description:
A horde of Pilgrims joins the Order every month. They are former bandits and thieves, rogues and murderers, villains and outlaws, who have enough of a live in fear and wilderness. So they go to the order where they get protection and a community which is stronger than any gang of villains, because they all can feel a strange light of blessing upon them.
Some of those Pilgrims feel very remorseful, so much that they suffer under they bad deeds done before they joined the order. They are fierce and fearless fighters, seemingly searching for death on battlefield. Those ar ealso called the Suffering Pilgrims, in opposite to the purified pilgrims, who don't look back to their old life, but forward into a life of good will and sacred fights. However, âlthough those Purified Pilgrims fight even fiercer, when their comrads die on battlefield, they never get berserking and seem relatively calm in the heat of battle.

Level 2: Purified Guard (Euphoric) > Sacred Guard (Euphoric, Great Shield, Shield Wall) or Blessed Guard (Euphoric, Long Spear, Spear Wall))

Description:
Those followers of the Order guarding its Cities, Keeps and Temples are called the Purified Guards. They would fight to their death for the order and seem to never loose their courage even face to face with the most awsome enemies.
When a guard is a veteran and has proven its trustwothyness, it usually can choose, if they wants to get blessed by a Paladin or Sacred by an Abbot, which also means a difference in Equipment, for the Paladins give their blessed Guards long spears to protect others and the abbots give their sacred soldiers Shields to protect themselves. Also, the innitiating rituals are rather different.

Level 3: Griffin (Flying, Large, Unlimited Counter) > Silver Griffin (Armored, Flying, Large, Nosedive, Unlimited Counter) or White Griffin (Child of Light, Flying, Large, Rescue, Unlimited Counter)

Description:
The Gryffins are one sign that one part of the orders origins lies in the Falcon Empire, but the gryffins of the order are of one of the smaller and more dexterous breeds, not of one of the strong ones. Yet they make a good support troop, attacking foes from the air just at time.
During the few last years, two main Breeds of Order Griffins have evolved: the White breed and the Silver Breed. The griffins originating from the first are a bit healthier and more musculous and they are especially trained to save concrete units from harm by rescuing them just before they get attacked. The second breeds decendants the Silver Griffins, are more offensive and a bit smaller, but wearing a typical silver armor, making it seems like a metal lightning strikes from the skies on the unexpecting foes.

Level 4: Purified Vampire (Purified Darkness) > White Vampire (Child of Light, Purified Darkness, White Bloodkiss) or Moonlight Cleric (Caster, Child of Moon, Inner Calm, Purified Darkness, Sword Whirl)

Description:
The Vampires have a special position in the order. They belong to the most feared and dark creatures, but in the order they show a completely different kinds. The Purified Vampires don't suck the blood of enemies or innocent victims, they reduce their need of blood on a minimum and this minimum they are granted by the order from voluntary donations of pilgrims and citizen. But the biggest difference can be seen in their acting, which is surprisingly protective and honourable.
Yet again their are two main groups of Vampires in the Order. The White Vampires initiate themselves by persevere one day in bright sunlight. They are even paler than other Vampires, nearly white and they only wear white cloth and silver armor. They have even developed a method to reverse the Vampire Kiss and give their power to others instead of draining it. This has given them a high reputation in the order.
The other main group are the Moonlight clerics, which seem to be closer to the 'normal' Vampires. They still prefer the night to the day, but they ar enevertheless friendly and loyal, yet a bit strange. The skilled Sowrd wielders clad in a traditional mix of black, white and grey are also capable of casting a few minor spells.

Level 5: Missionary (Ignore Enemy Presence, Shooter) > Missionary under Sun (Cast Spells, Child of Light, Ignore Enemy Presence, Shooter) or Missionary under Moon (Cast Spells, Child of Moon, Cleansing, Ignore Enemy Presence, Inner Calm, Shooter)

Description:
The Falcon Empire had the priests, the Order has the missionaries. Full of holy inspiration and sacredness, they want to spread the merciful truth of the order over all the continents. They dont attack physically but chant a prayer to the havens and summoning a holy anger on their foes.
The Missionaries split into two castes with different jobs and rites. Where the Missionaries under Sun bring the words of mercy to all the races who call themselves civilized and maybe 'blessed', the Missionaries under Moon are more concentrating on the dark ones, searching to purify villains and vampires. Their attacks are said to be wiping away magic from their foes.

Level 6: White Knight (Armored, Large, Purified Darkness) > Bloodless Knight (Armored, Child of Light, Immune to Mind-affecting Magic, Large, Purified Darkness, White Bloodkiss) or Remorseful Knight (Armored, Child of Moon, Large, Purified Darkness, Sharp Sword)

Description:
If a Vampire shows to be skilled, loyal and just, he is chosen to become a White Knight of the Order. Those knights, riding on glorious white warhorses, clad in bright shining armor, wielding powerful weapons, are nearly the most powerful troops of the order, which are able to clash away enemies within seconds - yet feeling a bit remorseful then, but loyally doing their tasks.
The Bloodless knights even exceed the others Vampires Pureness by not drinking a single drop of blood. This seems to be making them nearly more sacred than some of the abbots, yet only a few of them survive the procedure longer than a few weeks and the remaining have the strongest wills ever.
The Remorseful knights on the other hand hate fighting, but fight better and fiercer than all other Orer soldiers, wiping away many enemies with one blow of their Silver Blades. They do penace for their killings every evening, and even high respected in the order, they are never happy with fulfilling their duty of slaughtering foes.

Level 7: Warrior from across (Child of Light, From Across, Spiritual)> Reconciled Angel (Child of Light, Flying, From Across)or Shining Shadow (Child of Moon, From Across, Immaterial)

Description:
Recently, the order has begun not only to convert the living, but also offers some dead teh chance of showing what they are worth. This summoned Warriors from Across would give everything not to fall back in their cruel life after death, and because they are only formed by their own will, they are extremely strong. Yet they are still not real and so a battle with them can even last longer, when none of the contrahents is able to kill the other - some say the arriors' existence is now even more a curse than before.
Some parts of the order even go further than just summoning lost souls, they offer the fallen Angels Forgiveness. Those who accept are trying everything to get heaven's good will bak, so  they are both fierce and friendly.
But people also speak of other strange beings from the World of Dead - The Shining shadows they are called for their figure is just a mixture of light and darkness that crazes everyone. Even the sharpest Blades have difficulty in hurting them and yet no Dark Spell would harm them and all light seems to be drawn to them. Noone but their summoners know what this creatures were in their former lifes - and in fact, not many who have seen them feel the desire to know...


Child of Moon: This creature is immune against Dark Magic.
Euphoric: Negative Moral has no effects on this unit.
From Across: This units moral is always high and all enemy units on the field get -1 moral.)
Holy Fire: A Holy version of Fire Breath.
Ignore enemy Presence: This unit can use its ranged attack even if an enemy stands next to it.
Long Spear: The Unit attacks from a short distance (1 fld.), only creatures with long spears can counter.
Purified Darkness: Seeing an usually dark creature shining so obvious in the light of sacredness seems unnatural and confusing. There is a 50% chance that the enemy won't counter.
Rescue: When activated, the creature flies away (like with nosedive). Next time a friendly unit would get attacked in meele, the Unit which performed Rescue carries the attacked unit to a free field out of the attacvkers range and lands next to it. (effect: The attack is prevented and the attacked unit's positon gets changed)
Self-Sacrifice: The unit takes all damage dealt to friendly creatures next to it.
Spear Wall: This creature counters before the attacking enemy hits, but the damage of this counter attack is reduced when thre enemy creature stands nearer than 5 fields away (10%/field)
Spiritual: This unit is not completely real in the physical world, therefore there is a chance of 50% that a physical enemy attack on this unit deals no damage and a 25% Chance that a physical attack by this unit deals no damage.
White Bloodkiss: The creature sacrifices half of its Hit points to give back that number of hit points to a friendly creature (resurrection possivle!). (Activated Ability)


Heroe Types:
Vampire Paladin:
Class Skill:
Former Villain - Vampire Paladins can weaken chosen Dark Magic spells and Undead Creatures - one per Skill Level

Forgivenessful Abbot:
Class Skill:
Forgiveness - the Abbots can Forgive any dark creature or sinful person - and this way they convert a lot. The Hero can convert units to Order's units upt to Lv.3(L2:5/L3:7) at a rate of 5 Creatures to 1 (L2:3>1/L3:2>1) Conversion would go as realistic as possible and some creatures could'nt be cinverted (f.e. angels). Most creatures would become pilgrims. Additional, a small amount of pilgrims come to the hero at the beginning of every week (3(4/5) per Hero Level)


Important Heroes/persons:

High Lord Vargas: Human Commander of the Order, former Knight, formed the ideals of the Order together with Abbot Henryd the Mercyful. - Special Skill: Just Leader (No moral loss for units of different factions)
Abbot Henryd the Mercyful: Spiritual Leader of the Order, has a Brother who is a vampire, seeks treatment after deeds, not for what a person is. - Special Skill: Limitless Mercy (25% of any fleeing enemy troops wish to join his army)
Tarmaal the White: Vampire Leader of the Order, was one of the first Vampires to show remorse and join the order, always tries to convert Vampires. - Special Skill: Pale Knight (All White Knights, Bloodless Knights and Remorseful Knights in Tarmaals army gain +4Attack and Defense)

Special Buildings:

White Torch Tower:
All Light Spells cast in a siege in this town are at expert skill - Dark Spells can't be cast in a siege of this castle except by Vampire Paladins.

Purifying Pyre:
Decreases Growth (10%), but also decreases unit price by 20%.
____________

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GenieLord
GenieLord


Honorable
Legendary Hero
Geny is Kapara
posted July 03, 2008 10:34 AM
Edited by GenieLord at 00:24, 12 Jul 2008.

Mausoleum

When the Necromancers take over an Academy town, a seal of darkness covers it, and it becomes a Mausoleum. The seal is created to protect the Necromancers' creatures, that some of them can be damage by strong light of the Academy towns. With the seal, what used to be an Academy town becomes the wizards' greatest nightmare - a cavern of undead troops. A Mausoleum.

The Mausoleum is especially for special maps and quests (like the third mission of Markal in the Necropolis first campaign, when Academy towns were cursed). From it, you can recuit both Necropolis creatures and unique units of the Mausoleum.



1. Stygma - Cursed Stygma            OR   Skeleton - Skeleton Archer
2. Gargoyle - Raven Gargoyle           OR   Zombie - Plague Zombie
3. Mummy - Royal Mummy               OR   Ghost - Spectre
4. Raiser - Dark Sorcerer                 OR   Vampire - Vampire Lord
5. Phantom - Banshee                    OR   Lich - Archlich
6. Dread Knight - Death Knight         OR   Wight - Reaper
7. Crypt Warrior - Mausoleum Guard  OR   Bone Dragon - Spectral Dragon

Unique Creatures

1. Stygma - Cursed Stygma
Description: The Sygmas are evil spirits of dead children, trapped in dolls. The are in a permanent search for the creature/person that ended their lives on that young age, looking for revenge. They can pretend to be normal dolls, and therefore, they are useful as spies. However, educated Wizards and Mages know how to recognize Stygmas, according to a few special signs which they contain.

Attack: 2 - 3
Defense: 1 - 2
Damage: 1-3 - 2-3
Speed: 5 - 6
Initiative: 9 - 9
Hit Points: 4 - 5
Shots: 0 - 0
Mana: 0 - 0
Special abilities: Undead, Flyer, Sneak, Haunt

Sneak:
When a hero stands in front of an enemy town with a stack of Stygmas, they can sneak into the town and give him/her information about the amount of troops in the garrison. Doesn't work on Academy towns, as the Wizards know how to recognize Stygmas.

Haunt:
When the Cursed Stygmas choose to use this ability, they will lose all their turns in the battle. From now on, they will haunt a chosen area on the battlefield (a 4-tiles square). Any enemy creature that will pass on that area will be attacked automatically by the Cursed Stygmas.

2. Gargoyle - Raven Gargoyle
The Gargoyles of the Wizards, which are animated stone statues, are very different than the Gargoyles of the Necromancers. After the Necromancers had managed to raise dead creatures of all kinds (except of Angels and Unicorns), they started using dark spells to make their graves into battle units. These are the Gargoyles.

Attack: 3 - 5
Defense: 4 - 4
Damage: 1-4 - 2-4
Speed: 6 - 6
Initiative: 10 - 10
Hit Points: 14 - 16
Shots: 0 - 0
Mana: 0 - 0
Special abilities: Undead, Flyer, Immunity to Lightning, Immunity to Magic



3. Mummy - Royal Mummy
The Mummies are ancient dead humans, who were wrapped and preserved in mysterious ways. After they had found their way out of their tombs/pyramids, they realized that life after death will never be even close to their lives as humans. Trying to find a destiny, they agreed to join the armies of the Undead, that seemed to be their brothers.

Attack: 7 - 7
Defense: 2 - 4
Damage: 5-5 - 6-6
Speed: 5 - 6
Initiative: 8 - 9
Hit Points: 18 - 20
Shots: 0 - 0
Mana: 0 - 0
Special abilities: Undead, Wrap, Cursing Attack

Wrap:
The Mummy can wrap a small enemy creature with its shrouds so it won't be able to move until the mummy dies. When the mummy moves it will drag the creature after it (activated ability).

Cursing Attack:
Every creature that the Royal Mummy attacks is cursed with basic Weakness.





4. Raiser - Dark Sorcerer
Raiser is a living mage who has mastered the dark raising spells, well enough, to let those types of magic to take over him, to go into his mind and body, to flow in his blood, to curse his soul forever. The Raisers are often the leaders of neutral undead troops, since their mind, in spite of the dark magic's effect, still works more than the mind of an Undead, who is a puppet of its master.

Attack: 10 - 10
Defense: 11 - 13
Damage: 7-10 -  9-11
Speed: 3 - 3
Initiative: 12 - 13
Hit Points: 30 - 30
Shots: 8 - 8
Mana: 17 - 25
Special abilities: Flyer, Shooter, Caster (Raise Dead, Suffering, Confuse), Darkening, The Dark Fog

Darkening:
The Dark Sorcerer can Darken an enemy creature, so it will be immune to all the light spells, and will suffer +35% effect of the dark spells (activated ability).

The Dark Fog:
Once per a game, hero with assistance of at least 17 Dark Sorcerers, can delete from the enemy's adventure map his kingdom's territory, much like H3 Sphinx.



5. Phantom - Banshee
A Phantom is created by a death of a Reaper, the symbol of evil, the being which takes the living humans to the dimension of death. When a Reaper dies, its soul gets trapped inside the ghost of its last victim. The fusion of the ghost’s body and the Reaper’s lust of killing, is almost deadly. That dangerous creature is called Phantom by the Necromancers.
The Phantom is determined to kill creatures. It also takes the light out of places, and darkness always surrounds it. The gaze of the Phantom is dangerous, and it affects the Phantom’s poor victim roughly.

Attack: 15 - 16
Defense: 12 - 12
Damage: 12-15 - 12-17
Speed: 6 - 7
Initiative: 11 - 11
Hit Points: 50 - 50
Shots: 0 - 0
Mana: 0 - 0
Special abilities: Large Creature, Flyer, Undead, Incorporeal (30% of missing), Chase of the Living, Aura of Darkness, Deadly Gaze

Chase of the Living:
This creature causes 30% more damage to living creatures.

Aura of Darkness:
When enemies attack from the adjacent tiles to this creature, they are more likely to miss attacks over incorporeal creatures (15%). Shooters may cause less damage (20%) and may even shoot at the wrong creature (15%).

Deadly Gaze:
when this activated ability is used, the enemy will be either blinded, confused, frenzied, hypnotized or lose one creature.



6. Dread Knight - Death Knight
Eventhough the way that the Necromancers train units to Knight is quite dubious, the Dread Knight are indeed powerful units. It's hard to know what they are exactly, some say that they are vampire lord, but many say that they are Liches, because of their magical powers.

Attack: 15 - 17
Defense: 20 - 22
Damage: 17-25 - 18-24
Speed: 7 - 8
Initiative: 10 - 10
Hit Points: 110 - 115
Shots: 0 - 0
Mana: 0 - 0
Special abilities: Large Creature, Undead, Frighting Attack, Blade of Death

Blade of Death:
The attack of the Death Knight has:
20% chance to confuse the enemy,
15% chance to Blind the enemy,
10% chance to hypnotize the enemy,
10% chance to kill at least 2 units,
5% chance to half the creatures in the stack.
Only one of the effects above will be trigger.

 

7. Crypt Warrior - Mausoleum Guard
This is the only creature of the Undead troops which was created by the Necromancers, not raised or conscripted, but actually created. The Crypt Warrior is a powerful creature, which seems to be a frightening giant on the first glance, but it is made of pieces of bones and golden tombs.  

Attack: 29 - 30
Defense: 20 - 22
Damage: 30-60 - 38-70
Speed: 6 - 8
Initiative: 11 - 12
Hit Points: 170 - 190
Shots: 0 - 0
Mana: 0 - 0
Special abilities: Large Creature, Undead, Golden Shield, Curse of the Tombs, Pile of Bones, Guarder, Sentry of the Mausoleum

Golden Shield:
The unique Golden Shield of the Crypt Warrior protects it from ranged attacks. It reduces the damage that they cause by 25%.

Curse of the Tombs:
When the creature is present on the battlefield, all the living creatures get a penalty of -1 moral and -1 luck. The curse doesn't affect Undead creatures and Raisers.

Pile of Bones:
When a stack of Crypt Warrior is destroyed, a pile of bones will remain on the battlefield on the place it died, as an obstacle, that will have the effect of the Curse of the Tombs on the creatures in the tiles adjacent to it.

Guarder:
Every time the Mausoleum Guard is attacked, it receives a bonus of +2 defense.

Sentry of the Mausoleum:
This creature's attack in battle is increased by 30% if the battle takes place in a distance of one day or less from a Mausoleum town.

 

Underlined special ability is an ability of the upgraded creature.

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted July 03, 2008 10:36 AM

Quote:
You have until next Friday, PM me for an extension.


By next Friday do you mean tomorrow, or what?

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted July 03, 2008 12:38 PM
Edited by Lexxan at 12:45, 03 Jul 2008.

And now... the NECROMONGERS !

Alternative Necropolis: The Necromongers

Story: The Necromongers, a sekt of Vampiric Necromancers split themselves from the Hereshian Nercomantice Order. They now are fighting agains the Necromancers for true supremacy over Heresh. They use the corpses of various beasts to aid them in the proces

1) Inferus (zombie-like creature)
att: 1
def: 2
dam: 1-2
hp: 6
sp: 4
in: 7
gr: 21
cs: cheap
Specials: Undead, Taunt

1a) Necrote
att: 2 (+1)
def: 3 (+1)
dam: 2-2 (+1-0)
hp: 6
sp: 5 (+1)
in: 9 (+2)
gr: 21
cs: Somewhat Cheap
Specials: Undead, Taunt, Bash

1b) Arisen
att: 1
def: 4 (+2)
dam: 1-3 (+0-1)
hp: 8 (+2)
sp: 4
in: 8 (+1)
gr: 21
cs: equal to Necrote
Specials: Undead, Taunt, Fierce Retaliation, Summoning Channel
Summoning Channel: + 5 Spellpower when Summoning Spells are cast on this creature

2) Necreye (Dead Beholder)
att: 3
def: 3
dam: 2-4
hp: 10
sp: 5
in: 10
sh: 5
gr: 13
cs: slightly cheaper
Specials: Large, Undead, Shooter, No Melee Penalty, Hexing Attack

2a) Tenacled Necreye
att: 5 (+2
def: 3
dam: 3-5 (+1-1)
hp: 14 (+4)
sp: 6 (+1)
in: 11  (+1)
sh: 5
gr: 13
cs: Moderate
Specials: Large, Undead, Shooter, No Melee Penalty, Hexing Attack, NER*, No Ranged Retaliation.
NER= No enemy retaliation

2b) Infernoculus
att: 5 (+2)
def: 4 (+1)
dam: 3-4 (+1-0)
hp: 14 (+4)
sp: 5
in: 10
sh: 12 (+7)
gr: 13
cs: Moderate
Specials: Large, Undead, Shooter, No Melee Penalty, Hexing Attack, Hexing Shot
Hexing Shot: Same as Hexing Attack, but now in Ranged Attacks.


3) Necrotaurus (Undead Minotaur)
att: 6
def: 3
dam: 3-5
hp: 28
sp: 5
in: 9
gr: 6
cs: Expensive
Specials: Undead, Immunity to Sorrow, Enraged

3a) Double-headed Necrotaurus
att: 7 (+1)
def: 4 (+1)
dam: 3-6 (+0-1)
hp: 36 (+8)
sp: 5
in: 11 (+2)
gr: 6
cs: Expensive
Specials: Undead, Immunity to Sorrow, Enraged, Cleave

3b) Skeletal Necrotaurus
att: 6
def: 6 (+3
dam: 3-5
hp: 34 (+6)
sp: 6 (+1)
in: 10 (+1)
gr: 6 (
cs: Expensive
Specials: Undead, Immunity to Sorrow, Enraged, Agility



4) Nosferatu (new Vampires)
att: 8
def: 7
dam: 5-10
hp: 30
sp: 5
in: 11
gr: 4
cs: Somewhat Expensive
Specials: Large, Undead, Flyer, NER, Life Drain

4a) Strigoi
att: 10 (+2)
def: 7
dam: 8-12 (+3-2)
hp: 35 (+5)
sp: 6 (+1)
in: 11
gr: 4
cs: a bit Expensive
Specials: Large, Undead, Teleport, NER, Life Drain, Frost Aura, Imunity to Cold

Frost Aura: Allies standing next ot this target get the "Chilling Bones" trait. If your hero has the Chilling Bones perk, the effect will be doubled for all stacks adjescent to this creature.

4b) Moroi
att: 8
def: 10 (+3)
dam: 7-10 (+2-0)
hp: 42 (+12)
sp: 6 (+1)
in: 11
gr: 4
cs: a bit Expensive
Specials: Large, Undead, Flyer, NER, Major Life Drain

Major Life Drain: 75% of the damage done by this creature is converted into health.




5) Acolyte (Mage)
att: 13
def: 14
dam: 15-15
hp: 55
sp: 4
in: 10
sh: 5
ma: 10
gr: 3
cs: Above Average
Specials: Undead, Shooter, Caster*, Magic Shot
*Spellbook: Advanced Sorrow, Basic Ice Bolt, Advanced Weakness

5a) Necromagus
att: 20 (+7)
def: 16 (+2)
dam: 19-19 (+4-4)
hp: 55
sp: 4
in: 10
sh: 10 (+5)
ma: 20 (+10)
gr:
cs: Above Average
Specials: Undead, Shooter, Caster*, Magic Shot,  Mana Feed, Channeling
*Spellbook: Advanced Sorrow, Advanced Ice Bolt, Expert Weakness, Basic Confusion

5b) Cultist
att: 20 (+7)
def: 18 (+4)
dam: 18-23 (+3-8)
hp: 60 (+5)
sp: 5
in: 10
sh: 5
ma: 16 (+6)
gr: 3
cs: Above Average
Specials: Undead, Shooter, Caster*, Magic Shot, Festering Aura, No Melee Penalty
*Spellbook: Advanced Sorrow, Basic Ice Bolt, Advanced Weakness, Advanced Decay



6) Mummy
att: 18
def: 19
dam: 20-30
hp: 80
sp: 3
in: 15
ma: 20
gr: 2
cs: Expensive
Specials: Undead, Caster*, Hexing Attack
*Spellbook: Expert Confusion, Expert Raise Dead

6a) Mummy Pharaoh
att: 24 (+6)
def: 24 (+5)
dam: 25-30 (+5-0)
hp: 98 (+18)
sp: 3
in: 14 (-1)
ma: 20
gr: 2
cs: Expensive
Specials: Undead, Caster*, Hexing Attack, Iron Fisted Ruler
*Spellbook: Expert Confusion, Expert Raise Dead

Iron Fisted Ruler: Creatures of a lower level do 10% less damage per level difference versus this creature. (eg Level 1 = -50%; level 4 = -20%; etc...)

6b) Ancient Mummy
att: 22 (+4)
def: 26 (+7)
dam: 24-32 (+4-2)
hp: 113 (+23)
sp: 4 (+1)
in: 13 (-2)
ma: 27 (+7)
gr: 2
cs: Expensive
Specials: Undead, Caster*, Hexing Attack, Acid Blood, Immune to Light Magic
*Spellbook: Expert Confusion, Expert Raise Dead



7) Undead Cyclops (the statts are almost Identical to Cyclops; the differences are blue)
att: 29
def: 27
dam: 44-48
hp: 222
sp: 5
in: 10
gr: 1
cs: 2900 gold and 1 Mercury
Specials: Large, Undead, Raging Blood, Intimidation

Intimidation: all enemy stakc havea -1 morale Penalty, when this creature is present

7a) Festering Cyclops
att: 30 (+1)
def: 30 (+3)
dam: 44-50 (0-2)
hp: 230 (+7)
sp: 5
in: 10
gr: 1
cs: 3450 gold and 2 Mercury
Specials: Large, Undead, Raging Blood, Intimidation, Festering Aura, Weakining Strike

7b) Styxlops
att: 32 (+33)
def: 27
dam: 45-52 (+1-7)
hp: 225 (+3)
sp: 5
in: 10
gr: 1
cs: 3450 gold and 2 Mercury
Specials: Large, Undead, Raging Blood, Intimidation, Crushing Blow, Immune to Fire
____________
Coincidence? I think not!!!!

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