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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 20 ... 21 22 23 24 25 ... 30 40 43 · «PREV / NEXT»
LordGodric
LordGodric


Known Hero
The Griffin Rider
posted October 16, 2008 10:10 PM

uow! thank you very much! ^^

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted October 16, 2008 10:55 PM

I like your way to enter this contest, somehow, and your faction, as far as it is now (yet a bit Khazad-Dum-like - I would change the name "Balrog" if I was you, but well, this way its really funny), and your english definitely needs improvement but it looks like you give your best.
...and I have to agree: awesome pictures, especially with paint - for myself, I am losey in painting and drawing of any kind

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emilsn
emilsn


Legendary Hero
posted October 16, 2008 11:10 PM

Omg This guy is using humor ... Have not been used much..
____________
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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LordGodric
LordGodric


Known Hero
The Griffin Rider
posted October 16, 2008 11:30 PM
Edited by LordGodric at 23:01, 17 Oct 2008.

yes, my english have to be improved a lot but with time...


Edited: Tier 1-3 creatures added!

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mvassilev
mvassilev


Responsible
Undefeatable Hero
posted October 18, 2008 02:27 AM
Edited by mvassilev at 05:44, 06 Nov 2008.

Dark Sanctum

Motto: "Time for Revenge"
Also Known As: The Renegades, The Exiles
Associated Colors: Grey and dark red
Worship: All of the Elemental Dragons, Asha, and Urgash, believing that excessive devotion to just one of them causes imbalance and destruction.
Core Philosophy: "Eye for an eye"
Country/Kingdom: Arghal the Shrouded Island
Capital City: El Arghal
Key Symbols: Sword in a mirror

Over the history of Ashan, there have been many misfits who have been exiled from their lands for their practices. Not all become as famous as the Necromancers. Such is the case with the Exiles. Many of them were humans, elves, dwarves, or orcs who had dabbled in Dark or Destructive Magic, and were thus exiled from their lands. Eventually, these misfits started to congregate and gathered into a sort of tribe. The Faceless, nearly destroyed and hidden on the island of Arghal, noticed these Renegades, and helped them cross to El Arghal, where they settled and formed a thriving community, free from persecution. But they never forgot the affronts and offenses that their original lands have caused them. And now, with all the wars plaguing Ashan, they have decided that it would be a good time for payback.

L1: [Dwarf] The Duergar are dwarves who have been exiled for experimenting with channels of dark magic that they found underground. They were the first of the Exiles. Now the Duergar Warriors seek revenge, and have cursed weapons that weaken their enemies. They have also trained to resist magic. Stalwart Duergar are tough and can't be moved, nor can their armor be weakened. Assault Duergar are extremely angry about being wronged, and can sometimes attack twice in one turn, and can move quickly when the situation requires it.
Duergar Warrior (Magic-Proof 50%, Weakening Strike, Dark Channel) > Stalwart Duergar (Magic-Proof 50%, Weakening Strike, Dark Channel, Armoured, Unmovable) or > Assault Duergar (Magic-Proof 50%, Weakening Strike, Dark Channel, Assault, Dash)

L2: [Human] When the Falcon Empire fell, some humans escaped, and discovered a channel of dark magic that ran in a secluded forest. They formed a community around that channel, but it changed them, and, when the forest was brought under the control of the Griffin Empire, these humans were persecuted and exiled. Swordsmen are the descendants the warriors of that tribe, carrying large shields. Raged Swordsmen are especially angry at their past injustices, and can strike their enemies with greater and greater fervor. Defenders can block attacks that come at them, and suffer no damage.
Swordsman (Armoured, Large Shield, Dark Channel) > Raged Swordsman (Armoured, Large Shield, Dark Channel, Enraged, Love of Slaughter) or > Defender (Armoured, Large Shield, Dark Channel, Block)

L3: [Elf] Poachers are descended from Hunters who were forced to leave Irollan after they had been judged too bloodthirsty in dealing with nature. Thus, they have joined the Renegades, and serve as their main ranged warriors. Master Poachers are the elite among them, trained extensively in ways to curse enemies. Snipers are Poachers who are especially skilled at marksmanship. They can strike a creature and hurt it even more.
Poacher (Shooter, Elves Double Shot, Crippling Wound, Dark Channel) > Master Poacher (Shooter, Elves Double Shot, Crippling Wound, Dark Channel, Warding Arrows, Hexing Attack) or > Sniper (Shooter, Crippling Wound, No Range Penalty, Blade of Slaughter, Dark Channel)

L4: [Orc] Some orcish shamans were outcast from their clans when they experimented with their demonic blood, increasing their ability to cast magic. Dark Shamans can cast a variety of spells to crush their enemies, spells from all 4 schools of magic. Shaman Demonbinders are trained in the art of fighting with and against demons, and can bind demons to the regular plane of existence. Shaman Farseers can see what others cannot see, including invisible enemies. They can shoot, and fight hand-to-hand as well.
Dark Shaman (Energy Channel, Caster (Circle of Winter [with Master of Ice effect], Decay, Arcane Crystal, Regeneration), Dark Channel) > Shaman Demonbinder (Energy Channel, Caster (Circle of Winter [with Master of Ice effect], Decay, Arcane Crystal, Regeneration), Dark Channel, Demonbind) or > Shaman Farseer (Energy Channel, Caster (Circle of Winter [with Master of Ice effect], Decay, Arcane Crystal, Regeneration), Dark Channel, See All, Ranged, No Melee Penalty)

L5: Garudas are native to the island of Arghal. They can regenerate their wounds, and their close habitation with the Renegades have allowed them to channel dark energy. Light Garudas are blessed with the light of Elrath because they found a channel of light magic. They can attack several enemies at once with their breath. Dark Garudas are especially infused with dark magic, cursing their enemies with every attack.
Garuda (Flyer, Large Creature, Regeneration, Dark Channel) > Light Garuda (Flyer, Large Creature, Regeneration, Dark Channel, Child of the Light, Prismatic Breath) or > Dark Garuda (Flyer, Large Creature, Regeneration, Dark Channel, Evil Eye, Hexing Attack)

L6: [Demon] Flame Fiends are demons who have been violently exiled from Sheogh during the 5th Eclipse. They were affected by channels of dark magic. Now they want revenge, and have mastered the art of using fire in combat. Flame Demons are even more adept at using fire. Infernal Fiends are made of the hottest flames, and can shoot.
Flame Fiend (Large Creature, Explosion, Fire Shield, Immune to Fire, Dark Channel, Demonic) > Flame Demon (Large Creature, Explosion, Fire Shield, Immune to Fire, Dark Channel, Demonic, Flamewave, Incinerate) or > Infernal Fiend (Large Creature, Explosion, Fire Shield, Immune to Fire, Dark Channel, Demonic, Flamestrike, Ranged, Normal Melee)

L7: [Faceless] The Faceless are the leaders of the Renegades. After the war, they reformed their society. The Faceless Warrior can mark a creature for death. The Faceless Commander can whip up a frenzy in his wounded troops. The Faceless Juggernaut fears nothing, and kills without mercy.
Faceless Warrior (Large Creature, Dark Channel, Cleave, Armoured, Mark of Death) > Faceless Commander (Large Creature, Dark Channel, Cleave, Armoured, Mark of Death, Call to Revenge) or > Faceless Juggernaut (Large Creature, Dark Channel, Cleave, Armoured, Blade of Death, Immune to Magic)

New abilities:
Dark Channel: Creature gains "Dark Channel" activateable ability. A creature that uses it gains the ability to transfer Dark Chains. The more it uses this ability, the more effective it is.
Love of Slaughter: For every point of damage this creature deals, it gets 0.01 damage added to both its maximum and minimum damage.
Demonbind: Activated ability. When used on a friendly Demonic creature, it gives it 25% more hit points. When used on an enemy Demonic creature, it cannot gate, and its initiative is cut in half.
See All: Activated ability. Makes all enemy invisible units visible.
Mark of Death: Activated ability. One-time use. The player selects an enemy stack. The selected stack will lose 10% of its hit points every time it takes an action or an action is taken upon it.
Call to Revenge: Activated ability. For 3 turns, doubles the attack and initiative of all of the hero's creatures with losses in their stacks.
Blade of Death: Inflicts Mark of Death with attack.
____________
Eccentric Opinion

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Sweetcake
Sweetcake


Hired Hero
Hi I'm Sweetcake, who are you?
posted October 18, 2008 11:53 PM

Hi I'm new here, and this contest sounds like fun, Can I join in?
____________
The sweetest little cake in the world.

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted October 18, 2008 11:55 PM
Edited by Adrius at 23:51, 05 Nov 2008.

Town name: Utopia
Also known as: The Chronomancers
Associated colors: White, light blue
Worship: No one, sees themselves as gods
Core Philosophy: “A perfect world requires sacrifices”
Country / kingdom: Rules the whole Ashan (Read the story)
Capital city: Aszahal


Asziel’s Notebook:

Entry 1
It’s strange really, how Ashan’s races keep on struggling… our enemies feed of our conflicts, if we stood united, we wouldn’t have to worry about demons. Humans, Elves, Dwarves, Orcs, everyone… why do we struggle? We are of the same world, we should strive to make it better for everyone, and the most selfish of all is my own people, the damn arrogant wizards. I’ve been studying in the Silver Cities for years and I’m yet to find a way. My magic skills are powerful, but far from enough to achieve my goal… the Silver Cities doesn’t hold the answer, I must get out of this wretched place.

Entry 2
Ignorant fool! I offered him allegiance, to come with me and share secrets! My master is dead now, I feel strange, I’ve never killed someone before… but it was necessary, one day I’ll make it all go away. I finally know where to go; the Druids of Irollan have secrets… I’ll make them talk.

Entry 3
The Druids aren’t that different from my fellow Wizards… so secretive, yet they lack our arrogance... Most of them fled before I could get a hold of them, but I managed to catch one of them. He’s young and stubborn and my mastery in the dark arts isn’t that good, physical torture is the only way to make him talk. I hate this, but my intentions are good, the Seventh would understand.

Entry 4
I now know where the Druids hold their secrets, the young man died though… I’m leaving a trail of corpses. A few Treants guard the secret cavern, they shouldn’t pose too much of a problem, a good opportunity to practice my destruction skills.

Entry 5
The living trees are dead now, and I’ve reaped the cave’s secrets. A few curses awaited me as I opened the books… but it’s a price I’ll have to pay. I managed to dispel most of them, but one was simply too powerful… I’ve aged… about 200 years I think, fortunately elven blood flows through my veins... It’s a great pain, these years that I could’ve used to study… but it’s for a greater cause. I think this’ll be enough, now I only need one more piece, an altar. Fortunately there should be one nearby, in fact, why am I wasting time writing here?

Entry 6
Yes! It’s completed! I finally managed to create a steady portal, a rift in time. I’ve achieved a feat not even the Seventh was capable of! Everything is planned, I know exactly which events to manipulate, if everything is done correctly, we’ll never have war again! I’ll write again once I’ve finished my destiny, so much to do…

Entry 7
I’m back yet again; I used the same portal as before to return to present-Ashan. Everything worked excellent; I’ve united all of Ashan’s races to a Utopia of order and happiness, not even the demons could stand before our combined might. Something feels wrong though… it’s been several 100 of years… shouldn’t my empire have grown larger? I can’t see any trace of them; in fact, it looks like nothing has happened at all… I must return in time once again, maybe I’ve done something wrong.

Entry 8
I don’t know why, but my Utopia and the original Ashan seems separated somehow… I thought that if I manipulated the past, the future would change. Have I created two separate time planes? If so, all my work could be in vain… maybe Ashan is forced to live in suffering no matter what I do. I could stay here where I’m worshipped as a god… I don’t need that old wounded world, this is better.

Entry 9
I was foolish… none should suffer; I’ll have to change Ashan for the better. My people have already begun their work on the portal, it’s growing bigger and bigger. I’ll take my people through the portal and conquer the present-Ashan, all races shall soon join my Utopia… and all who doesn’t will perish. By the Seventh I swear I’ll be victorious.

__________________________________________________


Hero: Chronomancer
Favoured Attributes: Knowledge, Spellpower
Favoured Magic: Light, Dark (Chronomancy)

Appearance: A humanoid dressed in a white/light blue robe, the hero’s face is concealed by a hood. Its left arm is armoured with golden plates going all the way down to the hand, where he/she has sharp blade extensions to his/her fingertips (this is to prevent damage do the arm while using complex magic) The hero sits on a throne platform carried by 4 chained beastmen.

Attack animation: The hero lifts his/her hand forming a white sphere around it, white flames then rises from the ground below the attacked creature, damaging it.

Casting Animation, Offensive Spell: The hero spreads his/her arms while small stars appear from thin air and become absorbed into the hero’s hands. The hero then holds his/her palms together towards the targeted enemy and releases the spell.

Casting Animation, Defensive Spell: The hero forms a white sphere between his/her palms and then spreads his/her arms, shattering the sphere and releasing the spell.

Casting Animation, Chronomancy: The hero’s left armoured arm becomes engulfed in white flames, the hero makes a couple of movements with the arm before raising it, causing a small white explosion which releases the spell.

_______________________________________________


Racial Skill: Chronomancy
Chronomancy is the racial skill of the Utopia town. It is a special magic school accessed through additions to the magic guild(s). The main use of Chronomancy is to erase mistakes or prevent fatal moves by the opponent that you didn’t see coming, but there are other uses too. Chronomancy is a pure in-battle magic school that uses Mana, but lots of it. The Chronomancy spells are divided into 3 levels, where the first spells are gained after having a Magic Guild lvl 3 and Basic Chronomancy skill, a special bulding add-on to the Magic Guild is also necessary, called Chronosphere. When using Chronomancy, there is always a chance that the spell will backfire, causing the caster to age, so it’s always best to be careful. Also note that Chronomancy requires absolutely none ATB value! You can cast as many as you want during your turn!

Basic Chronomancy: Allows the hero to learn Chronomancy spells of the first circle.

Advanced Chronomancy: Allows the hero to learn Chronomancy spells of the second circle.

Expert Chronomancy: Allows the hero to learn Chronomancy spells of the third circle.

_________________________________________________


Chronomancy Spells

First Circle Spells (Requires Basic Chronomancy and a Lvl 3 Magic Guild with Chronosphere addon)

Slow Sphere
Decreases a targeted creature’s speed by 80% for its next turn. Mana Cost: 35, Chance of Backfiring: 20%

Rapid Sphere
Increases a targeted creature’s speed by 80% for its next turn. Mana Cost: 35, Chance of Backfiring: 20%

Second Circle Spells (Requires Advanced Chronomancy and a Lvl 4 Magic Guild with Chronosphere addon)

Time Warp
Works as teleport spell, but is easily accessed through Chronomancy. Mana Cost: 25, Chance of Backfiring: 15%

Time Mastery
Your next Chronomancy spell will have 0% chance of backfiring. Mana Cost: 25, Chance of Backfiring: 5%

Third Circle Spells (Requires Expert Chronomnacy and a Lvl 5 Magic Guild with Chronosphere addon)

Shutdown
The Chronomancer targets a 4x4 area and casts a spell on it. All creatures within the area are freezed in time, unable to do anything. Freezed creatures cannot be attacked. The spell lasts 3 turns and can be cleansed by Paladins, Cleansing spell and all other spells that includes cleansing. If several creatures are affected and one of them is cleansed, the effect is dispelled from all creatures. Mana Cost 120, Chance of Backfiring: 50%

Time Rift
Turns back time until one of your creatures’ turns. When casting the spell, a window pops up asking you how many turns you’d like to rewind, the choices are: 1, 2 or 3 turns. Once casted, the spell rewinds until your last creatures’ turn, or if your choice is 2 turns it’s the allied creature that acted before that one, same rule apply to the 3d choice. Mana Cost: 50, Chance of Backfiring: 50%

______________________________________________________

Backfiring

When a Chronomancy spell is cast, there is always a certain chance that the spell will backfire. When a spell backfires, the spell is not cast and one of the hero’s stats is randomly chosen and decreased by 1, permanently.

_______________________________________________________

Creatures

Human, Elf, Orc, Dwarf, Naga, Demon, Skeleton, Faceless, Angel


Tier 1: Dwarven Axethrower
Appearance: A dwarf with a brown beard and grey armour, he wears two axes.
Description: Axethrowers are the basic warriors of the Utopia. One should not take their low rank as a sign of Dwarves being lower valued; the dwarves simply have battle in their blood and there are therefore more of them among the soldier ranks, since they don’t require any special training.
Abilities: Small Creature, Shooter


Tier 1 Upgrade 1: Dwarven Raider
Appearance: Grey beard and a dark hood, the axes look a bit rusty.
Description: In the Utopia’s thriving cities, there will always be thieves and other criminals. The Raiders have the job of hunting these down and taking back what belongs to the Chronomancers.
Abilities: Small Creature, Shooter, Raider (Activated Ability, the player targets a corpse of a dead enemy, the player gains half as much resources as the dead creatures are worth.)


Tier 1 Upgrade 2: Dwarven Marauder
Appearance: Has black hair and silver armour, wears two hammers.
Description: The Marauders are melee combatants feared by most of the Utopias’ citizens. In peacetimes, Marauders work as effective law-enforcers, in times of war, Marauders are brave and strong soldiers.
Abilities: Small Creature, Tackle (Activated Ability, the Dwarven Marauder runs up to an enemy and tackles them, causing no damage but forces their ATB value to zero.)

Tier 2: Techpriest
Appearance: An Orc dressed in old, worn clothes, he wears a working hammer and a large backpack with metal stuff poking up.
Description: Orcs in the Utopia society took a liking for machines early. Technology is a religion for the Techpriests, who have their own god of machines whom they worship while working. There are no evidences of this god’s existence, but their incredible faith lends them great confidence on the battlefield.
Abilities: Small Creature, Enhancement (Activated Ability, this ability can only target allied warmachines. Increase the warmachine’s damage by 15%, or increase the First Aid Tent’s healing power by 20%. Only two enhancements can be active on one warmachine.)

Tier 2 Upgrade 1: Techmaster
Appearance: The Techmaster wears a helmet and has a heavier hammer.
Description: Techmasters are more experienced Techpriests, while they are still engineers; Techmasters also know the importance of a good defence. They are experienced fighters, and their great knowledge of machines often lets them predict their functions, allowing them to avoid heavy damage.
Abilities: Small Creature, Enhancement (Activated Ability, this ability can only target allied warmachines. Increase the warmachine’s damage by 15%, or increase the First Aid Tent’s healing power by 20%. Only two enhancements can be active on one warmachine.), Machine Faith (Passive Ability, this creature receives only 20% damage from warmachines)


Tier 2 Upgrade 2: Techlord
Appearance: Techlords have long hair and a long staff in their left hand.
Description: Techlords are the leaders of the machine-religion, while they’re not as strong as the Techmasters, their knowledge in machines is unmatched.
Abilities: Small Creature, Enhancement (Activated Ability, this ability can only target allied warmachines. Increase the warmachine’s damage by 15%, or increase the First Aid Tent’s healing power by 20%. Only two enhancements can be active on one warmachine.), Quick Repairs (Passive Ability, as long as the Techlord is adjacent to a warmachine, it cannot be destroyed by any means. The warmachine will survive any blow with 1 HP, if the Techlord dies or no longer is adjacent to the warmachine, the warmachine can be destroyed.)



Tier 3: Temple Assassin
Appearance: A human in white clothing, wears a grey mask. He wields two Katars.
Description: The holy assassins of the Utopia, Temple Assassins are assigned missions that demand a bit more finesse. They are experts at taking down unaware targets, using their deadly Katars to strike at the enemy’s weak spots.
Abilities: Small Creature, Decoy Tactics (Passive Ability, if an allied creature is killed near this creature, the Assassin will run up and attack the enemy who killed the ally with 120% damage and without suffering retaliation. The enemy creature must be within at least half of the Assassin’s movement range for the effect to trigger, ranged kills does not apply.)

Tier 3 Upgrade 1: Ritual Assassin
Appearance: Has white eyes and curved Katars. He also wears grey plates along his arms and legs.
Description: Ritual Assassins are Temple Assassins skilled in magic, which they use to support their already powerful stealth skills.
Abilities: Small Creature, Decoy Tactics (Passive Ability, if an allied creature is killed near this creature, the Assassin will run up and attack the enemy who killed the ally with 120% damage and without suffering retaliation. The enemy creature must be within at least half of the Assassin’s movement range for the effect to trigger, ranged kills does not apply.), Arcane Decoy (Activated Ability, the Ritual Assassin creates a doppelganger of himself, the Doppelganger has 50% of the Ritual Assassin’s health. It cannot make damage but can attack; it can also block ranged enemies. The Doppelganger’s abilities are: Small Creature, Summoned, Taunt)


Tier 3 Upgrade 2: Serpent Assassin
Appearance: Wields Katars with 3 blades, his clothing is dark grey with white armour details. The clothing has a serpent symbol on the back.
Description: Serpent Assassins are powerful warriors skilled in making poisons. They usually live in swamps, where the many strange plants are gathered for their experiments. In war, these abilities are more than useful.
Abilities: Small Creature, Decoy Tactics (Passive Ability, if an allied creature is killed near this creature, the Assassin will run up and attack the enemy who killed the ally with 120% damage and without suffering retaliation. The enemy creature must be within at least half of the Assassin’s movement range for the effect to trigger, ranged kills does not apply.), Serpent’s Gift (Activated Ability, the Serpent Assassin grants any allied creature the ability to poison their enemies. The targeted creature gains the ability “Poisonous Attack”), Poisonous Attack


Tier 4: Royal Chariot
Appearance: A white coloured chariot driven by an armoured Elven warrior. He wields a spear and has a large box of spears behind him, the horse if brown.
Description: The Royal Chariots are the cavalry of the Utopia, it takes a long time to train both the horse and the warriors using them, but in the end it’s worth it.
Abilities: Large Creature, Shooter, No Melee Penalty

Tier 4 Upgrade 1: Imperial Chariot
Appearance: Golden details, the warrior is more muscular, the horse has many scars from battles. Also, the Chariot’s wheels have spikes poking out.
Description: The Imperial Chariots are the Royal Chariots’ elites. They are powerful warriors whose Chariots have been enforced heavily, including vicious spikes that are useful for rushing the enemy’s forces.
Abilities: Large Creature, Shooter, No Melee Penalty, Trample (Passive Ability, as the Imperial Chariot moves, it damages enemies it passes. The damage is 20% of the normal damage.)

Tier 4 Upgrade 2: Virtuous Chariot
Appearance: A more sturdy and armoured Chariot, the warrior’s spears have curvy blades.
Description: The warriors of the Virtuous legion are old gladiators who after many years have earned the right to leave the arenas. The crimes that once got them there are forgiven, and their new rank grants them high power in the Utopia’s society. As former gladiators, the tactics used in the arenas are often seen on the true battlefield too.
Abilities: Large Creature, Shooter, No Melee Penalty, Chained Spear (Activated Ability, the warrior throws a spear with an attached chain into the targeted creature, he then runs backwards, dragging the enemy with him, the Chariot walks until it hits something or the chained creature does. The enemy is moved as many tiles as the Virtuous Chariot walks. This ability only works if there is room for both the Chariot and the enemy to move between them. This ability damages the enemy by 20% of the normal damage for every tile it’s dragged.)

Tier 5: Naga Sorceress
Appearance: A female 4 armed Naga dressed in golden armour, she wears no weapons but have gauntlets with claw-like extensions.
Description: The mysterious Naga are among the higher castes of the Utopia society. Although dragon worshipping has mostly been abolished in the Utopia cities, the Naga still have great skills in water magic.
Abilities: Large Creature, Caster (Ice Bolt, Haste), Focus (Activated Ability, the Naga Sorceress receives a 20% increase to her effective spellpower as well as a 20% Magic Resistance.)

Tier 5 Upgrade 1: Naga Princess
Appearance: Her armour extends to her tail as well, the claws glow in light blue.
Description: Naga Princesses belong to the Frostwind bloodline; they have such a natural affinity for water magic that everything they touch is immediately frozen. This power is as much a curse as it as a blessing, many Naga Princesses have accidentally killed their allies, but experienced Princesses are able to control partially control this power.
Abilities: Large Creature, Focus (Activated Ability, the Naga Sorceress receives a 20% increase to her effective spellpower as well as a 20% Magic Resistance.), Glacial Circle (Passive Ability, the Naga Princess casts Circle of Winter around herself when using her normal attack, the spell does not require Mana.)

Tier 5 Upgrade 2: Naga Amazon
Appearance: She wears silver armours and wields two katanas in her upper arms. The lower arms still have the claw-extensions.
Description: The Amazons are battle sorceresses, they wield powerful magic but are also skilled melee combatants. Their Silksword battlestyle is extremely effective at repelling enemy forces, giving room for other allies to attack.
Abilities: Large Creature, Caster (Ice Bolt, Chain Lightning), Power Thrust (Passive Ability, the Naga Amazon pushes her enemy away 2 tiles when attacking. The attacked enemy also has a 25% chance to be affected by Crippling Wound)

Tier 6: Beast Tamer
Appearance: A female elf holding a big wolf in a chain.
Description: Beast Tamers are female combatants that use animals in combat. Their favourite “pet” is the great wolf, a common but dangerous animal in the Utopia’s wilderness.
Abilities: Small Creature, Attack and Return (The Beast Tamer releases the wolf which runs and attacks the enemy, before returning to its master)

Tier 6 Upgrade 1: Wolf Mistress
Appearance: She has a long cloak on her back; the wolf has dark grey fur.
Description: Wolf Mistresses have such trust in their wolves that they often release them on the battlefield. Without its master the wolf is turned into a killing frenzy, gaining a bloodthirst rarely seen even in the wild.
Abilities: Small Creature, Attack and Return, Release (Activated Ability, the Wolf Mistress releases her wolf, doubling its damage but splits the HP between the Mistress and the Wolf. The Mistress cannot retaliate or attack without her wolf, and if she’s killed, the Wolf will disappear.)

Tier 6 Upgrade 2: Beast Master
Appearance: The wolf is heavily chained, the Beast Master wears white clothing.
Description: Beast Masters have a strong connection with the wild, they the closest thing to Druids in the Utopia’s world, but they do not share the same love for animals…
Abilities: Small Creature, Attack and Return, Wolf Call (Activated Ability, the Beast Master calls a wolf pack to assist her. The wolf pack’s stacksize is determined by the Beast Master’s numbers.)

Tier 7: Utopia Angel
Appearance: A silver armoured angel with 4 wings, he wears a heavy hammer.
Description: None know just who these angels serve, what is known is that they appeared shortly after Ashan had been united and the demons destroyed. They refuse to talk to anyone and only appear in times of need.
Abilities: Large Creature, Flyer, No Enemy Retaliation

Tier 7 Upgrade 1: Vengeful Angel
Appearance: A golden armoured angel, he wears a blade glowing with a red light.
Description: Vengeful Angels appear when a grave sin has been committed and usually just slays the criminal. They are not a common sight in the Utopia’s armies, but very appreciated as their rage often seeps into the allied troops too.
Abilities: Large Creature, Flyer, No Enemy Retaliation, Revenge (Activated Ability, the Vengeful Angel marks an enemy who has killed an allied stack, all allied creature can attack that unit without retaliation and Passive Abilities that apply when attacked, such as Fire Shield, are inactivated when your creatures attack.)

Tier 7 Upgrade 2: Ascended Angel
Appearance: Its eyes glows and the hammer burns with a blue flame. The armour has strange symbols.
Description: Ascended Angels are the only angels whose history is known to the Utopia. These angels ascended from heroes who died in the past, and their great battle experience
Abilities: Large Creature, Flyer, No Enemy Retaliation, Ascension (When this creature dies, Resurrection is cast on a random allied stack on the battlefield.)

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Sweetcake
Sweetcake


Hired Hero
Hi I'm Sweetcake, who are you?
posted October 19, 2008 12:02 AM

Thanks
____________
The sweetest little cake in the world.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted October 19, 2008 11:34 AM

Update: Begun with my faction's hsitory, I'll continue later...

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted October 19, 2008 12:42 PM

I've editied my above post, I wanted a white background... it's easier to read then
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Sweetcake
Sweetcake


Hired Hero
Hi I'm Sweetcake, who are you?
posted October 19, 2008 01:42 PM
Edited by Sweetcake at 18:15, 23 Oct 2008.

Adrius I hope it is Okay that I used the thing you had written in your post to make the basics for my Faction.

okay I think I have learned how to post images here. I will try now as I add a little more on my faction.

Faction: The Union.
Also known as: The Rebels
Associated colors: Green, Gold and Black
Worship: They all worship different gods.
Core Philosophy: For an united World
Country/kingdom: the most northen part of Irollan.
Capital city: Greenhill.
Architecture: A camp in the woods. will post picture from map editor later on.
Key symbols: The Symbol of unity.

Story:
Every once in a while there are people and creatures who disagree with the people in charge. this time those people have choosen to stand up against the leaders. as they gather more and more followers the quenens and kings of the world of Ashan starts to see them as a threat. but they can' do anything against them because some of them come from their family's and friends. The rebels most live in a secret hideout in the woods. They like the elves only want to have peace in the world and do not want to rule the world themselfs. So the elves are cooporating with them and helping them. As the war grows bigger the rebels are gathering more and more units. Sonn they will be able to fight back and end this war once and for all by showing the others that all kinds can cooporate.
____________
The sweetest little cake in the world.

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted October 19, 2008 01:45 PM

No problem, nearly everyone uses that thing as a basis.
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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted October 19, 2008 01:51 PM bonus applied by alcibiades on 06 Mar 2009.
Edited by blizzardboy at 00:57, 06 Nov 2008.

TOWN INFORMATION

Faction: Cove
"Where you lay your head is home."
Aka: The Brigands
Associated Colors: Teal and Black
Core Philosophy: Take, enjoy, and repeat as much as you can.
Worship: There is no set deity among the brigands, and very few care about the dragons at all.
Kingdom / Nation: None. The brigands run a powerful syndicate throughout the realms.
Capitol: Port Copperclaw; the unofficial brigand headquarters. Also known as Harlot Central.
Symbols: The Teal Coin, the Broken Knife.



History:
The Founding of the Copperclaw Syndicate
When various underground crime organizations began to clash with one another over whose streets belonged to who, the six most powerful brigand leaders convened in secret on an unnamed remote island to try to reach a means to end the bloodshed: Copperclaw, Tymerian, Acami, Eyeknife, Fostus, and Sandro. The meeting ended almost as quickly as it began. Copperclaw, a scrawny human bandit that quickly became a brigand leader through low cunning and ambitious greed, had secretly hired a massive mercenary force from a naga envoy known as Spine, and ordered everybody else and their henchmen at the meeting to be killed. Sandro, an elusive renegade wizard from the Silver Cities that ran a powerful market in the subterranean realms, managed to escape with a powerful artifact that allowed him to turn invisible at will. With a large power vacuum to fill with the other four crime groups, Copperclaw and his network of brigands were quickly able to become the dominate force in the streets and on the highways. Only Sandro stood in his way. With Sandro's forces having a strong advantage in the subterranean passageways that they were so familiar with, Copperclaw found himself unable to oust Sandro from his seat of power with sheer numbers, and every attempt ended with severe loses.

But what manpower couldn't solve, money did. Copperclaw offered Sandro's followers 100% of the cut of whatever deals they made for the next ten years if they joined his syndicate. Many accepted Copperclaw's offer, and Sandro found his network severely diminished and his own men began killing one another for the chance to be admitted into Copperclaw's network with special favor. In time, Copperclaw's network was beginning to simply be called "The Syndicate" because of it's thoroughly entrenched presence throughout the realms. Sandro, a man that had enjoyed the life of banditry simply because of the challenge of it, was disgusted with how easily his men sold him out over money. He fled into the wilderness of Heresh with only his scholarly wizard books, the one place where crime had almost no influence, where he allegedly was never seen again. Within the year, the remaining henchmen that were under Sandro's control had been absorbed into Copperclaw's syndicate.

The Establishment of Port Copperclaw
As the syndicate grew in power and became a greater threat to the commerce of legitimate authorities, the need for a safe central headquarters outside of a city became imminent. Copperclaw founded his own port town on the outskirts of orcish territory. Although orcs hate being ripped off as much as anybody else, it was generally easier to get away with things within their territory, and it wasn't a location that a ruling authority, particularly the Griffin Empire, could easily invade. The lieutenants of Copperclaw sent word throughout the streets in every town and city of the founding of Port Copperclaw; a place where you could live free and be your own authority. The message had the effect that Copperclaw had hoped for, and in time there were enough outlaws and scum in Port Copperclaw that the port city could fight off a massive army just by itself. Copperclaw knew that he couldn't effectively control the city of outlaws, but he didn't need to. As long as everybody in the city looked out for themselves, which they did, the dangerous city would properly protect itself and give him a location where the syndicate could freely administer it's operations.


The Continuance of the Syndicate
Copperclaw, old and plump, died of a heart attack inside the harem of his personal palace on top a king-sized bed of stolen gold with a bottle of wine in one hand and an old, rusty teal coin (his personal good luck charm) in the other. His body was taken away by an anonymous personal adviser that he had become very close friends with during the later years of his life. Every few years, an alarming message will spread throughout the ranks of the syndicate that some bandits had sighted Copperclaw roaming the highway with the stench of death about him, although none of these reports, yet, have been confirmed. In Copperclaw's final letter to his 1st lieutenant, Shadowblood, he wrote:

"The glitter of gold fads, the mirth of wine vanishes, the touch of a woman becomes dust, and the sound of music becomes the mindless clanging of rocks. Seek pleasure if you wish my friend, and let wherever you lay your head be home, but understand that all things die except death itself."

-Copperclaw.


Shadowblood took over the syndicate, and since then the position has been held by whoever is ambitious, daring, or lucky enough to get it. There is no formal method of passing down the power.




CREATURE LINEUP

Tier 1: Human Bandit -> Human Cutthroat / Human Blade
Human Bandit:
Human Bandits are the lowly scum that come out of the innumerable peasant communities in the Griffin Empire. They are seeking a more satisfying life through crime.

Human Cutthroat:
Human cutthroats are specialized bandits that have an improved skill with the saber.
Parry: Human Cutthroats receive +40% to their defense if they didn't move for the round.

Human Blade:
Human Blade's have taken up dual wielding swords to unleash a flurry of attacks in combat.
Bladestorm: Attack ability: A human blade may attack all adjascent units without retaliation. This ability can only be performed if they do not move.

Tier 2: Orc Sapper -> Orc Maceman / Orc Slugger
Orc Sapper:
From the ghettos of the barbaric orc societies come the dimwitted Orc Sappers that wield large axes and serve as brute thugs for the syndicate.
Mindless Destruction:Orc Sappers deal +50% damage against contructs and warmachines.

Orc Maceman:
Orc Maceman have specialized themselves with the mace, which they wield with raw brutal force
Dangerous Blow: At the beginning of each turn, an Orc Maceman may sacrifice 50% of their defense in order to receive +50% to their attack for one full turn.
Mindless Destruction: Orc Macemen deal +50% damage against constructs and warmachines.

Orc Slugger:
Orc Slugger's have concentrated their fighting style using only brass knuckles and close-hand combat to defeat their foes.
Dangerous Blow: At the beginning of each turn, an Orc Slugger may sacrifice 50% of their defense in order to receive +50% to their attack for one full turn.
Footwork: After an Orc Slugger is attacked in melee, they are immediately granted a special movement turn where they can move three squares in any direction.

Tier 3: Dwarf Hammerthrower -> Dwarf Axethrower / Dwarf Pickthrower
Dwarf Hammerthrower:
Some dwarves have become despised outcasts to their clan and have taken up the unsavory life of crime with the syndicate. Dwarf Hammerthrowers serve as a ranged aid for the syndicate.
Shooter:This creature can inflict damage remotely. When distance to target is longer than half the arena, the target suffers only half the normal damage. Shooter cannot use ranged attack when blocked by enemy creature. If there’s no Ammo Cart in the army, the number of shots is limited by available ammo.  
Stunning Hammer: When a Dwarf Hammerthrower attacks a target, there is a chance it will stun them, decreasing their ATB by 0.3.
No Melee Penalty: Dwarf Hammerthrower's do not suffer any penalty when making a melee attack.

Dwarf Axethrower:
Dwarf Axethrower's are more experienced forces that have specialized in the throwing axe.
Shooter: This creature can inflict damage remotely. When distance to target is longer than half the arena, the target suffers only half the normal damage. Shooter cannot use ranged attack when blocked by enemy creature. If there’s no Ammo Cart in the army, the number of shots is limited by available ammo.  
No Melee Penalty: Dwarf Axethrower's do not suffer any penalty when making a melee attack.
Deep Cut: When a Dwarf Axethrower attacks a target, there is a chance they will deal +50% damage.

Dwarf Pickthrower:
Dwarf Pickthrower's are more experienced forces that have specialized in the throwing pick.
Shooter: This creature can inflict damage remotely. When distance to target is longer than half the arena, the target suffers only half the normal damage. Shooter cannot use ranged attack when blocked by enemy creature. If there’s no Ammo Cart in the army, the number of shots is limited by available ammo.
No Melee Penalty: Dwarf Pickthrower's do not suffer any penalty when making a melee attack.
Puncturing Pick: When a Dwarf Pickthrower attacks a target, there is a chance they will bypass half of the defense of the target.

Tier 4: Elf Chainfighter -> Elf Swashbuckler / Elf Slyblade
Elf Chainfighter:
Though much more uncommon, sometimes dark elves and even outcast sylvan elves will join the ranks of the syndicate. Elf Chainfighter's are masterful elf warriors that rip apart their foes with a long spiked-chain that they wield with dexterous lethality.
Distance Attack: Elf Chainfighter's may attack opponents in melee from 2 squares away.
Tumble: Elf Chainfighters may move through friendly and enemy units, but not end on their squares.

Elf Swashbuckler:
Elf Swashbuckler's have combined their lethal chainfighting with skilled feinting to confound their foes.
Distance Attack: Elf Swashbuckler's may attack opponents in melee from 2 squares away.
Tumble: Elf Swashbucklers may move through friendly and enemy units, but not end on their squares.
Feint: When an Elf Swashbuckler attacks a target, it deprives that unit of their retaliation for the round. Does not effect units with Unlimited Retaliation.

Elf Slyblade:
Elf Slyblade's have trained themselves with a thin metal cord with a blade at the end that is quicker and more precise to use than the spiked chain.
Distance Attack: Elf Slyblades may attack opponents in melee from 2 squares away.
Tumble: Elf Slyblade's may move through friendly and enemy units, but not end on their squares.
Hamstring: Special ability: An Elf Slyblade may strike a unit's hamstring, dealing 50% less damage but decreasing that units speeds by 50% for the rest of combat and losing 0.5 ATB for that turn. Does not work on undead, elementals, or constructs.
Flay: This unit deals +25% damage against units that have a defense that is no greater then half of the Elf Slyblade's attack.

Tier 5: Naga Spellminster -> Naga Abjurer / Naga Frost Mage
Naga Spellminster:
From the ocean depths come mighty, devious naga spellcaster's that serve the syndicate; greedily seeking the rewards of the life of crime.
Large: This creature takes up a 2x2 area on the battle grid.
Immolated Fist: This creatures fist is immolated in magical energy. When this creature attacks in melee, an additional 10% magic damage is applied.
Caster: This unit may cast spells from it's mana pool
Mana: 15
Spells: Ice Bolt, Slow, Sorrow.

Naga Abjurer:
Naga Abjurers have spent extra training with protective magic.
Large: This creature takes up a 2x2 area on the battle grid.
Shielded Fist: This creature's fist is imbued with an invisible shield. All physical damage to this creature is reduced by 30% unless the Naja Abjurer's have already retaliated.

Caster: This unit may cast spells from it's mana pool.
Mana: 15
Spells: Ice Bolt, Slow, Sorrow, Arcane Armor

Naga Frost Mage:
Naga Frost Mage's have spent extra training with cold magic.
Large: This creature takes up a 2x2 area on the battle grid.
Chilling Fist: This creature's fist is immolated in cold energy. When this creature attacks in melee, an additional +10% cold damage is applied, and that creature loses 0.15 ATB.
Caster: This unit may cast spells from it's mana pool.
Mana: 16
Spells: Ice Bolt, Slow, Sorrow, Deep Freeze

Tier 6: Skeleton Captain -> Skeletal Legend / Dread Skeleton
Skeleton Captain:
On rare occasions the most powerful and daring of brigands will use necromantic means to continue their lives beyond the grave out of their desperate love for life. These self-cursed beings continue to live a life of villainy as undead, though never fully gain the joys that they had while alive.
Aura of Celerity: Half due to fear, half due to inspiration, the Skeletal Captain moves the troops onward faster than ever before. All friendly units within 2 squares of the Skeleton Captain receive a +10% bonus to their initiative.
Undead: This creature is not alive and it's morale is always neutral. It cannot be affected by Poison, Blind, or Mind-related magic.

Skeletal Legend:
Some Skeletal Captains have managed to gain a sense of the passion they once had in life, allowing them to live in between the two worlds.
Aura of Celerity: Half due to fear, half due to inspiration, the Skeletal Legend moves the troops onward faster than ever before. All friendly units within 2 squares of the Skeletal Legend receive a +10% bonus to their initiative.
Undead: This creature is not alive. It cannot be affected by Poison, Blind, or Mind-related magic.
Zeal-touched Undead: This creature, although undead, can be affected by morale.
Alertness: This unit can retaliate up to two times rather than one and deals +20% damage with retaliation attacks.

Dread Skeleton:
Opposite to the Skeletal Legends, Dread Skeletons have fallen into utter depravity and despair. They look upon their former lives with bitter longing, and they carry on their duties more out of hatred than for greed.
Aura of Dread: The mere presence of the dread skeleton weakens the resolve of the enemy. All hostile units within 2 squares of the Dread Skeleton receive a -1 penalty to their morale and -2 to their attack and defense.
Undead: This creature is not alive and it's morale is always neutral. It cannot be affected by Poison, Blind, or Mind-related magic.
Cumulative Hatred: For every time a stack attacks a Dread Skeleton, the Dread Skeleton will deal +15% damage whenever it attacks that stack, up to a maximum of +60%. This effect lasts until the end of combat.

Tier 7: Lillend Wayfarer -> Lillend Bard / Lillend Menace
Lillend Wayfarer:
Lillend's are mischievous winged beings that roam the skies and occasionally cause chaos among the races for the sheer enjoyment of it. Some of these powerful creature's have entered into an alliance with the syndicate for this very reason.
Flyer: This creature can move on to any free tile within it's movement range on the battle grid during its turn, regardless of the obstacles in the way.
Large: This creature takes up a 2x2 area on the battle grid.
Magic Resistance: This unit is 50% resistant to all hostile magic.

Lillend Bard:
Lillend Bard's have mastered the use of the harp, with which they work magic through song on the field of battle.
Flyer: This creature can move on to any free tile within it's movement range on the battle grid during its turn, regardless of the obstacles in the way.
Large: This creature takes up a 2x2 area on the battle grid.
Magic Resistance: This unit is 50% resistant to all hostile magic.
Bardic Song: Once per combat, the Lillend Bard may activate this ability to do one of two things. They may give all hostile units -1 morale, or they may give all friendly units +1 morale. This effect lasts until the Lillend Bard dies.
Harbinger: This unit always acts first at the start of combat, regardless of initiative.

Lillend Menace:
Lillend Menace's, true to their name, excel at causing mass mayhem on the field of battle. They are even greater troublemaker's than the Lillend Wayfarer's.
Flyer: This creature can move on to any free tile within it's movement range on the battle grid during its turn, regardless of the obstacles in the way.
Large: This creature takes up a 2x2 area on the battle grid.
Magic Resistance: This unit is 50% resistant to all hostile magic.
Tornado Menace: The Lillend Menace may spend 0.5 ATB to activate this ability to begin spinning around in circles at a supernaturally fast rate, creating a tornado-like effect. While in this mode, a Lillend Menace cannot attack or retaliate. Instead, he simply moves across the battlefield, damaging all units that he borders as he moves. A Lillend Menace may end his movement on a units square, which will automatically throw them to the closet nearby square(s). The Lillend Menace receives +30% to defense while he is in Tornado Menace mode. He may spend 0.25 ATB to end this effect.




DEPICTIONS:

Tier 1:


Tier 2:


Tier 3:


Tier 4:


Tier 5:


Tier 6:


Tier 7:






HERO INFORMATION & SPECIAL

Class: Brigand
Racial Skill: Banditry
Brigands are masters of exploiting and looting whatever they can as a means to further their goals.

Basic Banditry: You receive 2% of the gold value from creature’s you kill. Additionally, you have access to the Mercenary Post and the cost of contracts is reduced by 15%.

Advanced Banditry: You receive 4% of the gold value from creature’s you kill. Additionally, you have access to the Mercenary Post and the cost of contracts is reduced by 30%

Expert Banditry: You receive 6% of the gold value from creature’s you kill. Additionally, you have access to the Mercenary Post and the cost of contracts is reduced by 45%.

Ultimate Banditry: You receive 8% of the gold value from creature’s you kill. Additionally, you have access to the Mercenary Post and the cost of contracts is reduced by 60%.

Perks:

Devious Resourcefulness:You receive additional gold and resources and are overall luckier in your travels (stacks with resourcefulness); particularly effective with treasure chests.

Mercenary Captain: Mercenaries receive a +4 bonus to attack and defense.

Backstab: Hero's attacks deal +225% damage against units that have already retaliated.

Ultimate: Supreme Ambush: The opponent will do tactical combat first and when finished, their positions will be revealed. Then, you may set up for tactical combat. You receive an additional row of squares to set up in (stacks with Tactics), and you're heroes and units receive a +30% bonus to their initiative for their first turn.

Special:
Contracts: Brigand heroes may make contracts if the ‘Mercenary Post’ building is constructed. With contracts, the hero may purchase exceptionally cheap mercenary units. Depending on the contract arrangement, purchased units will fight a total of 1 to 3 battles for the hero that hired them, and then any leftover units will return to the hiring pool. A hero doesn’t need to be in town to make a contract. Once they make a contract on their hero screen, a caravan of the units they made a contract with will set out for them. A hero cannot have more than one contract at a time. A hero cannot have more than two stacks of mercenaries hired, and these extra stacks are separate from the standard 7 slots for the hero’s army.

Short Term Contract: Units will fight one battle for the hero, and all survivors will return to the hiring pool. Increases the cost by 10%

Medium Term Contract: Units will fight two battles for the hero, and all survivors will return to the hiring pool.

Long Term Contract: Units will fight three battles for the hero, and all survivors will return to the hiring pool. Decreases the cost by 10%

Infamy: If more than 75% of the mercenaries hired by a hero are killed in combat, the hero will receive an infamy point. For each point of infamy, the cost of contracts is increased by 5% to a maximum of +100%. One infamy point is taken away for each battle the hero fights where he does not receive another infamy point. You can view the Infamy score of each hero at the Mercenary Post.

Mercenaries Lineup:
Mercenaries are special units that can be purchased by Brigand heroes through contracts. The growth rate of mercenaries are double that of other creatures. There are no upgrades for mercenary units.

Mercenary Pirate (equivalent of Tier 4)
From all races come villainous bandits of the sea that make a living off of piracy. These pirates are readily available mercenaries that will use their extensively learned swordplay and dirty fighting to defeat their foes.
Sea Legs: Pirates receive +2 speed when on a boat.
Kick Attack: A pirate always makes two attacks in a row; the second attack deals only 50% damage.

Mercenary Raider (equivalent of Tier 4)
These mercenaries have mastered sprinting over distances at record times and attack their foes with a continually brutal onslaught.
Battle Momentum: Each time the raiders attack the same stack, it deals an additional +10% damage. This effect is cumulative up to +100%.
Surge: This unit receives +3 speed for the first turn.

Mercenary Archer (equivalent of Tier 4)
These professional mercenaries follow the proverb, "The best gold earned is that which you can live to enjoy." They have mastered their skills with archery to make them prime choices for any Brigand Hero.  
Shooter: This creature can inflict damage remotely. When distance to target is longer than half the arena, the target suffers only half the normal damage. Shooter cannot use ranged attack when blocked by enemy creature. If there’s no Ammo Cart in the army, the number of shots is limited by available ammo.
Scatter Shot: Area effect shooting: all units in a 3x3 area are damaged by the ranged attack. Damage is reduced by 50%.
No Melee Penalty: This unit receive no penalty in melee combat even though it is a ranged attacker.

Mercenary Magician (equivalent of Tier 4)
These renegade wizards use their powers with magic to appeal to the crime lords willing to hire them at the proper price.
Shooter: This creature can inflict damage remotely. When distance to target is longer than half the arena, the target suffers only half the normal damage. Shooter cannot use ranged attack when blocked by enemy creature. If there’s no Ammo Cart in the army, the number of shots is limited by available ammo.
Caster: This unit may cast spells in combat, drawn from it’s mana pool.
Total Mana: 17
Spells: Summon Elementals.




HEROES

As is custom in the syndicate, Brigand heroes have abandoned whatever name they had during their previous life in order to severe all connections with the past, and have taken on aliases to go by.

Iron Eye
Race: Dwarf
Gender: Male
Iron Eye, always a greedy dwarf since his earliest child, abandoned his clan whenever the brigade he belonged to stumbled upon an old treasure trove. He pocketed as much as he could and disappeared into the night. Years later, he has worked his way up within the syndicate to be a powerful renegade, and is particularly effective at training and controlling his dwarf henchmen.
Special: Renegade Dwarf Captain
Dwarf Hammerthrowers, Dwarf Axethrowers, and Dwarf Pickthrowers receive +1 to their attack and defense for every two levels of the hero, starting at first level.
War Machines: Ammo Cart
Starting Skills: Basic Attack, Archery.

Chops
Race: Orc
Gender: Male
Chops was both a complete success and failure as a warrior. He was a devastating warrior on the battle field, unfortunately, he had a bad record of hacking down his fellow warriors by accident. Eventually, one of the other orcs decided to slit his throat in his sleep. Somehow, the blade didn't severe the windpipe properly, and Chops survived. When he woke up the next day with the wound, he decided that it was a good time to leave his people before he ended up dead.
Special: Scourge
Melee units deal and additional +5% damage in combat, and an additional +1% per 4 levels of the hero, starting at first level. Does not count with retaliation damage.
Starting Skills: Basic Attack, Battle Frenzy

Nightfly
Race: Dark Elf
Gender: Female
Nightfly was an orphaned child that was sold off to orcs in the slave market at an early age. When she was a teenager she succeeded in killing her master, after brutally torturing him, and joined the syndicate shortly afterward. Nightfly has obsessively trained herself with wielding the elements of ice, for she finds it a beautiful metaphor to life itself.
Special: Ice Witch
Heroes spell power when casting destructive ice spells is increased by the Heroes Level / 3, rounded up.
Starting Skills: Basic Destructive Magic, Master of Ice.
Spell Book: Ice Bolt

Black Leaf
Race: Elf
Gender: Male
Black Leaf has kept his past strictly confidential from his colleagues. This pitiless surface elf, whose smooth and boyish face deceives his true nature, has worked his way up the ladder of the syndicate with little wear and tear to show for it. He trains and disciplines his fellow elven exiles with brutal shrewdness and skill, making them as effective as possible.
Special: Chainmaster
Elf Chainfighters, Elf Swashbucklers, and Elf Slyblade's receive a +1 bonus to their attack for every level of the hero, and a +1 bonus to defense for every four levels of the hero, starting at first level.
Spell Book: Blindness

Red Wine
Race: Human
Gender: Female
Red Wine was once an unsavory countess that exploited every coin she could off of her peasants without the higher royalty of the Griffin Empire taking notice. Although one fateful day her scheming ended when a fellow count took notice of her exploitations, and she fled her kingdom before punishment could be dealt upon her. She is now doing what she's always loved to do; taking what doesn't belong to her.
Special: Scoundrel
In addition to any bonuses from the Banditry skill, the hero receives +1% of the gold value from killed creatures for every 4 levels of the hero, starting at first level.
Starting Skills: Basic Sorcery, Devious Resourcefulness
War Machines: First Aid Tent

Spine
Race: Naga
Gender: Female
Spine has taken up the business of piracy since a girl, handed down to her from her villainous father, who learned the trade off his father. The business is in her blood and soul, and nobody knows how to work up the spirits of mercenaries better than the enigmatic and persuasive Spine.
Special: Master of the Mercenaries
All mercenaries receive a +1 bonus to attack and defense for every three levels of the hero, starting at first level. Additionally, the cost of contracts is reduced by 5%.
Starting Skills: Basic Leadership, Mercenary Captain
Spell Book: Eldritch Arrow

The Drunken Beard
Race: Dwarf
Gender: Male
This renegade dwarf, "The Drunken Beard", was thrown out of his clan for his excessive drunkenness, which is a difficult feat to pull off for a dwarf. The Drunken Beard was dumb and drunk enough to take a suicidal job for the syndicate in smuggling goods out of a city. He was intended to be a sacrificial decoy for the much larger shipment being smuggled out, but somehow he succeeded and he has worked his way up the ladder ever since. Rumor has it that ale actually improves his mental acuity.
Special: Drunken Luck
For each unit The Drunken Beard controls, there is a chance they will start combat with a +15% bonus to initiative. Chances are 10% + Hero Level * 2%. Effects last for a number of rounds equal to Hero level / 2.
Starting Skills: Basic Luck, Soldier's Luck.
War Machines: Ballista

Backblade
Race: Human
Gender: Male
Backblade loves to kill people. He's not sure what it is, but something about puncturing flesh is additively satisfying. He killed his parent at the age of 12 and worked as a hired assassin for much of his life. As his skills became more well known in the syndicate, an older, renowned pasha took him in as his personal right hand man. Backblade killed him shortly afterward and took over the business without resistance.
Special: Murderous Prodigy
Human Bandits, Human Cutthroats, and Human Blade's receive the No Retaliation ability. Additionally, the effectiveness of the Backstab skill for the hero increases by +5% per level of the hero, starting at first level.
Starting Skills: Advanced Banditry, Backstab

Campaign Heroes:

Copperclaw
Race: Human
Gender: Male
Copperclaw is a gaunt, short little human from one of the most impoverished peasant communities in the Griffin Empire. He is neither physically imposing nor does he seem to possess great intellect. But in spite of all appearances and judgments, Copperclaw possesses a seemingly supernatural gut intuition that makes him always act at the right place at the right time. Foe after foe are defeated, and left with sheer amazement at how they could be bested by a worthless scoundrel like Copperclaw. Whether Copperclaw truly has an extraordinary intuition, or whether he does an uncanny job at hiding his true intellect, none can tell for sure.
Special: Unearthly Daftness
When hero engages a "Challenging" rated force, all units receive a +1 bonus to their attack and defense for every six levels of the hero, starting at first level. When hero engages a "High" rated force, all units receive a +1 bonus to their attack and defense for every five levels of the hero, starting at first level. When hero engages a "Deadly" rated force, all units receive a +1 bonus to their attack and defense for every three levels of the hero, starting at first level.
Starting Skills: Basic Leadership, Basic Enlightenment
War Machines: Ammo Cart, Ballista, First Aid Tent

Sandro
Race: Human
Gender: Male
Sandro is an extremely talented wizard that abandoned the academy during his late teenage years because of his staunch resentment towards the wizards bloated egos and appetite for material pleasures. This eccentric, aesthetic wizard became a powerful brigand leader in the depths of the underdark, not because of the material gains, but because of the challenge of being against all legitimate authority. All who face Sandro find themselves matched against an opponent of limitless ingenuity.
Special: Masterless Master
Every five levels, starting at first level, the hero receives a free skill with any magic school, sorcery, or enlightenment.
Starting Skills: Basic Dark Magic, Basic Sorcery
Spell Book: Weakness, Raise Dead

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emilsn
emilsn


Legendary Hero
posted October 19, 2008 09:59 PM
Edited by emilsn at 09:40, 05 Nov 2008.

The Union of Ashan - The Guardians

My version of the faceless might differ from Baklava original idea because I see the "faceless" as an interpretation.
My version is also inspired by Snatch's idea about HoMM6

Faction name: The Union
Also known as: The Guardians
Associated colors: Blue, green and red
Worship: Mixed cultures, depend on the race.
Core Philosophy: "One people, One fight"
Country / kingdom: None, they have each their kingdom but share units.
Capital city: None
Architecture: Varies from Dwarfen looks to elven looks
Key symbols:
Human/angle Heroes: Defender or Zealot
Attack: 40%, Defense: 30% , Knowledge: 15%, Spellpower: 15%
Elven/Naga Heroes: Ranger or Sorcerer
Attack: 15%, Defense: 20%, Knowledge: 30%, Spellpower 25%
Dwarfen/faceless Heroes: Warlord or Iron Priest
Attack: 15%, Defense: 30%, Knowledge: 30%, Spellpower 15%

Game Issues:
The heroes of The Union always like to fight with their own creatures(A human would most likely choose human or angelic creatures) but they can choose other creatures. If using a human you are forced to get atleast 4 tiers of human/angle creatures, and so on with the other races.

History:
The humans have always believed in Heaven and when you believe enough the heaven will aid you - So from early human history humans have been able to fight side by side with the angels! This was the humans first union with another race.

The elves lived alone in their forests and there no one but them. But by the sea a new creature came to the surface of the world, The Naga. The Naga start a hostile relationship with the elves killing them when they got close, the elves answered with arrows and magic! Driving them back to the water, but weirdly enough it ended peaceful and they made their own union.

The dwarfs is digging nation and love to explore the mountains they live in. One time they were digging they found a layer of Onyx and when they kept digging they found an underground civilization calling themself: The Faceless. They were met with peace and understanding - as they had an common enemy: The dark elves.

After the wars of Ashan the humans were weakened and the angels number had been lowered a lot. So the humans was desperate to allign with someone, and after a long negotiation with the elves, their were formed an agreement to aid eachother and share their land.
The dwarfs came into the union after a devastating battle with the dark elves. They had fled most of their mountain kingdom just to get a little peace! They decided to send their best diplomats out to find aid among the world of Ashan, the humans answered them, the elves were against it, they had heard rumors of the dwarfs knowing the faceless! But after a long debate the union was complete! Humans, Elves and Dwarfs.

Human Heroes:

Type: Defender
Name: Eric
Description: Eric the Liberator is known for his great fight for freeing human and dwarfen prisoners from dark elf enslavement. He have fought many dark elves and helped the dwarfs in the battle against the dark elven threat, he got an honor medal from the dwarfs and a special armor.
Specialty: Honored Guardian - Dwarfs and humans under heroes command have +2 min and can't have less then 0 in moral.  

Type: Defender
Name: Lorrain
Description: Lorrain is one of the few female defenders and is highly underrated. She has been training squires and knights for all her career, and those she train is some of the best fighters out there.
Specialty: Knight's glory - Squires and knights have their loyalty ability improved they can't have lower then 1 in moral and their gain +1HP for every second level.

Type: Defender
Name: Terrian
Description: A fierce warrior known for his brutality and bloodshed, he leaves no one alive. He is said to be possed by an Avenging soul - But those are suppose to be rumors - his strong conservative faith makes him deadly to non believers, he is not seen lightly on from the dwarven empire or elven empire.
Specialty: Avenger - Every time an enemy stack dies the heroes creatures gain +1 attack and every time a friendly stack dies the heroes creatures gain +2 attack and +1 defense!

Type: Defender
Name: Yrael
Description: A half breed of a human Zealot and a female Sorceress, he has a lot of elven abilities and a humans moral and ethics, and he is the youngest defender seen. He is a fair and judge young man, yet a great defender and he has vowed his life to the union. He make all his units take the vow aswell
Specialty: The Vow - All creatures in heroes army will gain initiave boost equal to half of their moral each start of the battle. If the moral is negative they lose initiave.

Type: Zealot
Name: Ryan
Description: Ryan is a specialist in healing and mending peoples wounds. He often gets some of the toughest jobs there is because he can keep his army at full health for a long time.
Specialty: Doctor of the Union - 3 times pr battle the hero can restore health according to heroes knowledge and spell power added up. Can't be used after the hero just used it.

Type: Zealot
Name: Carrie
Description: Carrie is well trained Zealot, she started out being a Cleric and did her job so good that she was moved to the Zealot rang. She is a true inspiration to all Monks and Clerics, and those who follow her devote their life to her.
Specialty: Devotional Leadership - All Monks and Clerics recieve +5% bonus dmg to their Spiritual Hands ability every 7th lvl

Type: Zealot
Name: Reral
Description: The only Divine spriit that leads an army, his purpose was giving and now he serve the union known as the Divine Leader. When he was alive he was a great defender but was killed by a huge undead army lead by the undead commander Vladmir.
Specialty: Divine Leader - All spirits and divine ghost gain +1 attack and +1 defense every second lvl.

Type: Zealot
Name: Hargne
Description: Hargne is master of the light, his powers among the light magic is above all other zealots and he is said to have been blessed by the dragon god Asha herself.
Specialty: Dragon Blessed - All light spells cast have a 30% to add Divine Strenght aswell for free. The lvl of the spell is according the skill lvl.

Elven/Naga Heroes:

Type: Ranger
Name: Harael
Description: Born in the womb of the forest and have been walking amoung Nymphs and sprites he have learned their powers, and somehow he is able to boost them.
Specialty: Forest call - Sprites and Nymph's Spray attack can now hit up to 4 enemies and they gain +1 attack every second lvl.

Type: Ranger
Name: Taruul
Description: Taruul is the most vendictive person in the whole elven kingdom and his passion for vengeance is so great that he is almost blind to logic! but none the less he does his job and fights for the glory of elfs!
Specialty: vengeance - Creatures under heroes control gains 1% bonus dmg to retaliation every second lvl.

Type: Ranger
Name: Orian
Description: A proud huntsman, he has won all of the elven shooting contests and got a deadly aim. He is one of the few elves that can fire multiple arrows at one time, this make him deadly to battle with.
Specialty: Scatter Shot - Hero can hit multiple targets max 3 targets based on hero's luck. The dmg is improved by 1% for each extra target hero hit.

Type: Ranger
Name: Kali
Description: One of the few Naga's that lead armies, Kali was a proud Myrmadon and Murloc trainer, he have also trained many of the couatls. His Naga name is "Tarua gar Kali'mar" meaning "Kali, The Naga Mentor"
Specialty: Naga Mentor - All Naga creatures gain +1 Defense every second lvl and all Naga creatures become immune to average or lower dark magic spells.

Type: Sorcerer
Name: Gem
Description: Gem is a master of treating wounds, she have been training with the human Zealot Ryan for many years and they share the same passion for treating wounds. There are rumors that Gem and Ryan actully have a child, no one knows that for sure.
Specialty: Druidess of healing - the Hero's first aid tent is twice as good as normal first aid tents. The Hero can also heal a specific unit for it's max HP every 5th round.

Type: Sorcerer
Name: Taria
Description: A female Naga sorceress born in deep lakes of Gal'mara, he has been trained in water spells and is a true master of water. She goes by the title Siren Taria and is actully never mentioned as a sorceress.
Specialty: Siren Taria - Water spells have improved their effect by +1 Spellpower every 3rd lvl. And Tidal Blade has +5% extra water dmg bonus

Type: Sorcerer
Name: Ra'el
Description: A proud Unicorn master that have been living by the unicorns in their hidden glades, he knows all of their secrets and all who wants to know something about the unicorns comes to him, and he gladly shares his knowledge
Specialty: Unicorns gain +1 Attack and +1 Defense every second lvl starting from lvl 5.

Type: Sorcerer
Name: Galran
Description: Galran has been smithing some of the best elven blades ever seen and he is a proud blacksmith from the woods. His swords is said to sing the most beautiful tones when striking through the air.
Specialty: Blade Singer - All creatures armed with steel weapons gain +3 attack every 5th lvl.

Dwarven/faceless Heroes:

Type: Warlord
Name: Björn
Description: Björn Ironbeard is a stubborn little dwarf, his stubborness makes him a great warlord: He never quits, never flee or even think about it! If he is protecting his town no one will outmatch him because of his love to the Iron halls!
Specialty: Battle Stubborn - For every 5th round a battle last the creatures under hero's command get +1 defense, +1 attack and 5% magic resistance. Effect doubbled if battle is taken place at friendly castle

Type: Warlord
Name: Grímólfur
Description: The masked wolf is what his name means and he is a furious dwarf with red hair and beard. He is famous for his huge battle armor and broad axe called Hild.
Specialty: Hild's Fury - Hero's attacks has 50% to reduce enemy defense by 25% and reduce speed by 5% this effect last for the next three attacks made to the target

Type: Warlord
Name: Bryndis
Description: Named Bryndis by the dwarfs after her attempt to protect a female dwarf from being slain by a sisterhood of darkelves. Bryndis is a faceless that has finally been ranked Warlord and her protection skills are some of the best ever seen.
Specialty: Faceless Protection - Hero can call forth shadows to council the whole battle field slowing all enemy creatures speed by 50% and increasing her own creatures speed for 15%. This effect last 3 Turns and can only be cast once pr battle.

Type: Warlord
Name: Elof
Description: Elof was said to have been sitting on a mountain called Qinoq for 1 year, he did this to learn the true way of the cold world. This legend has made all his troops believe that he is immortal and just having this faith make them fight without remorse or care!
Specialty: Qinog's Lesson - All Dwarven creatures gain +1HP every second lvl.

Type: Iron Priest
Name: Nova
Description: Nova is a bright dwarf woman, who posses great destrucktive powers that have never been seen. She can control the magma itself and form it to balls of destrucktion. What many believe is she cannot control these devastating powers but infact she controls it better then no one else!
Specialty: Magma Nova - Hero got a unique spell: Magma Nova - Hits in a 4x4 tile radius and leaving magma on the tiles that last for 3 turns. The dmg and mana is calculated with the lvl of hero.

Type: Iron Priest
Name: Ottar
Description: A faceless named Ottar by a dead dwarf he killed after cursing him to death. In other words Ottar is possed by the darkness itself and masters the dark arts. Cursing is his prime skill but no dark spells is to hard for him to master.
Specialty: Black Heart - Can mark a creature with Black Heart, if a friendly target is choosen it got the ability to restore hero mana on hits but taken 10% more dmg, if it is a enemy creature taken it takes 50% more dmg but draws 5% of hero's mana on each hit.

Type: Iron Priest
Name: Arndor
Description: A true watcher - He is the guardian to the divine mountain of the fire dragon - he hardly goes to battle, but when he do he takes the power of Iron and fire with him. A power unexplained to many magic users.
Specialty: Iron and fire - All dwarfen units armed with steelweapons gain fire dmg equal to 15% of their dmg and their attacks have 5% to add Mark of fire(HoMM5 style)

Type: Iron Priest
Name: Audgeir
Description: All those Battle and Rune mages that join Audgeir's army is bound to gain more power, because Audgeir is the headmaster of the Runic temple and only leaves to battle when most needed.
Specialty: Headmaster - All Battle mages and rune mages gains +1 Defense and +1 mana every second lvl starting from lvl 4.

Tier 1:
Human/Angle: Pikeman Halberdier
Build from: Armory Heraldry

Creature: Pikeman
Description: Pikeman is the basic human unit and is known for melee long ranged attack. They are ideal to keeping enemies at distances but if the enemy comes to close, they will lack power in defense!
Abilities: Long Weapon, Weak spot

Creature: Halberdier
Description: Halberdiers are expert in long ranged melee combat and unlike their lower ranked soldiers these are better in close combat, but still prefer to strike enemies at range and keeping them away!
Abilities: Long Weapon

Elf/Naga: Sprite Nymph
Build from: Enchanted Grove Enchanted Forest

Creature: Sprite
Description: Sprites are small faries and live in magic woods, they got a lesser understanding of magic and are faily week in close combat. Their magic powers are their hidden strenght
Abilities: Spray attack, Caster(Wasp swarm)

Creature: Nymph
Description: Enchanted with great nature powers the nymphs are the protecters of the woods and forest. Still lacking melee power they have gained a secret to making the enemies not retaliate!
Abilities: Spray attack, Caster(wasp swarm), no enemy retaliation

Dwarf/faceless: Marksman Gunman
Build from: Blacksmith Iron Blacksmith

Creature: Marksman
Description: Marksman is basic dwarfen units, they got small bows and a short range. They are deadly if attacked in melee and got a good armor, though making them slow
Abilities: Shooter, No melee penalty

Creature: Gunman
Description: Dwarfen technology is pretty good and they have now made guns for their shooters giving more fire power and better aiming. The gunman of the dwarfen army are central addition to the defense line.
Abilities: Shooter, No melee Penalty, Precise shot  

Tier 2:
Human/Angle: Archer Crossbowman
Build from: Courtyard Shooting range

Creature: Acher
Description: Achers are the basic artillery of the human line up, they got a fairly good shot and have been trained in dealing more damage up close.
Abilities: Shooter, Close Shot

Creature: Crossbowman
Description: Armed with a heavy croosbow these men are deadly close up and can even take out dragons with a precise shot. They have poisoned arrows which they have recieved from the Faceless
Abilities: Shooter, Close Shot, Poison arrows

Elf/Naga: Murloc Murloc Trapper
Build from: Pond Mirror Pond

Creature: Murloc
Description: Murlocs are little naga pets, they are quick and is most of the time seen as an annoyance among the citizens of the elven / naga cities.  
Abilities: Quickness

Creature: Murloc Trapper
Description: As their name says they are trappers, nasty buggers that trap the enemy and run away without the enemy getting a change to retaliate!
Abilities: Quickness, strike and Return, Lay trap

Dwarf/faceless: Rogue Iron Rogue
Build from: Inn Black Inn

Creature: Rogue
Description: These are not normal rogues that run around stealing stuff and butchering people, these are faceless rouges, rogues that will not be seen or heard, the perfect assassain!
Abilities: invisible

Creature: Iron Rogue
Description: A dwarfen inspired Faceless rogue, these have special made daggers filled with runic magic and the daggers cannot rust or get blunt.
Abilities: Invisible, Runic Weapon

Tier 3:
Human/Angle: Squire Knight
Build from: Training grounds Battle Grounds

Creature: Squire
Description: Loyal followers of the human empire, believers of the heaven and they are devoted to their duty. They will fight to the bitter death without question their kingdom!
Abilities: Loyality

Creature: Knight
Description: Warriors born to serve the angels and gods of the heaven, they are trained to battle even the toughest enemies and to kill their enemy without mercy, and if they can't kill their enemy atleast wound them badly!
Abilities: Loyality, Battle hardened

Elf/Naga: Hunter Sharpshooter
Build from: Cabin Forest Cabin

Creature: Hunter
Description: Hunters are the silent killers of the elven woods, they hide away in trees and kill their enemy from afar. They are also used to spy and deliver messages.
Abilities: Shooter

Creature: Sharpshooter
Description: The most gifted hunters gain the title sharpshooter and magic imbued bows, giving their arrows extra damage and a bashing hit. They also serve as spies but with a more deadly message.
Abilities: Shooter, Arcane arrows

Dwarf/faceless: Brawler Thane
Build from: Wrestling ring trial ring

Creature: Brawler
Description: With a terrifying howl these warriors charge their enemies with no fear and no remorse, they break skulls, limbs and other body parts! They are merciless warriors.
Abilities: Fearless

Creature: Thane
Description: Thanes are elite brawlers with sharp fist weapons that can cut dragons open, and that is the purpose of Thanes - to destroy large creautres! They are fearless, merciless and remorseless warriors that fights for the glory of the dwarfen kingdom!
Abilities: Fearless, Battle hardened

Tier 4:
Human/Angle: Spirit Divine Ghost
Build from: Graveyard Sacred Graveyard

Creature: Spirit
Description: Spirits are wandering ghosts that seek to help the humans before they can enter the other side. They do that by contributing in many ways, one of them is war. The dead warriors goes to the battlefield and fight for the humans.
Abilities: Divine Creature, Incorperal

Creature: Divine Ghost
Description: These beings have been send back from heaven with divine powers, these only contribute to the humans in battle as they have powers that are made for battle.
Abilities: Divine Creature, Incorperal, Spiritual powers

Elf/Naga: couatl Cobalt couatl
Build from: Nest Ocean Nest

Creature: Couatl
Description: Couatl are winged sea serpents born to fly and swim, a unique creature with the ability to suprice. They are not the best flyers but combined with their swimming abilities they can move pretty far
Abilities: Fly & Dive

Creature: Cobalt Couatl
Description: Cobalt Couatl are long serpents with broad blue wings that can be up to three meters wide. They have a long jaw with a row of nasty teeth that can rip things to shreds.
Abilities: Fly & Dive, Cobalt bite

Dwarf/faceless: Battle Mage Rune Mage
Build from: Temple Runic Temple

Creature: Battle Mage
Description: Armed with a sword and magic runes. The battle mages combines their melee skills with their rune magic by blessing their swords.
Abilities: Blade Blessing

Creature: Rune Mage
Description: Rune Mages having devastating magic powers and great melee fighting skills, they have the blessing of fire and blessing of steel. They have more runes and can use them better making them a different kind of warrior
Abilities: Blade Blessing, Fire Blessing, Steel Blessing

Tier 5:
Human/Angle: Monk Cleric
Build from: Church Cathedral

Creature: Monk
Description: Monks are importen to the humans as they keep the communication with the angelic world. They have spiritul powers and the powers of heaven to help them.
Abilities: Caster(Haste), Spiritual Hands

Creature: Cleric
Description: Cleric are higher ranked then monks and decide more, and got a bigger influence on the human kingdom. Their spiritual powers are very powerful and they can now use it in battle.
Abilities: Caster(Haste, Divine Strenght, Spirit call), Spiritual Hands

Elf/Naga: Silver Unicorn Lunar Unicorn
Build from: Hidden Glade Lunar Glade

Creature: Silver Unicorn
Description: The pride from the glade, a hidden secret and a beauty never seen. The Silver unicorn is a rarity and sacred to the elves, they use it only in rare occations and battle is not what they are mostly used for, but they can and will protect the elves!
Abilities: Large Creature, Blind Attack

Creature: Lunar Unicorn
Description: Named after the moon and with their blinding attack they can turn day to night with a flash of light. These creatures are so unique and special that they are actully feared among enemy lines, beauty can trick one.
Abilities: Large Creature, Blind Attack, Lunar wave

Dwarf/faceless: Onyx Worm Onyx Dragon
Build from: Onyx Hills Onyx Mountains

Creature: Onyx Worm
Description: The Onyx worms were discovered near a digging site, where the dwarfs found a layer of Onyx and when they digged further they found living creatures, like little snakes or worms.
Abilities: Onyx Body

Creature: Onyx Dragon
Description: The Onyx dragons are the prime power of a faceless army, they were made by the faceless and trained by them. They are solid and got a cursing bite.
Abilities: Onyx Body, Cursing Bite

Tier 6:
Human/Angle: Crusader Paladin
Build from: Holy Halls Celestial Halls

Creature: Crusader
Description: Crusaders are the moral boosters of the humans, they got a great way of keeping an army going and wanting to obtain their goal. They are valued high within the human ranks, and almost always needed in a human lineup!
Abilities: Large creautre, Inspiration

Creature: Paladin
Description: When a Crusader takes a paladin oath, they swear to protect the humans and their friends, they swear to never give up and help the needing. They are a true inspiration to any being in The Union.
Abilities: Large Creature, Inspiration, Lay on Hands

Elf/Naga: Sentinel Myrmidon
Build from: Sea Shrine Ocean Shrine

Creature: Sentinel
Description: These giant nagas are the guardians to the elven kingdom(and Naga kingdom). They are said to be able to cut a dragon in two with their blades.
Abilities: Tidal Blade

Creature: Myrmidon
Description: Myrmidon are sturdy nagas with huge platings, they are trained in stunning and slashing their enemies. They have the most powerful strikes in The Union.
Abilities: Tidal Blade, Bash

Dwarf/faceless: Black Cannon Doom Cannon
Build from: Forgery Black Forgery

Creature: Black Cannon
Description: These cannons has been blessed with unholy magic and got a powerful strike, yet they might be powerful they have a flaw: They cannot be moved!
Abilities: Large Creature, shooter, Unmoveable, Black Bomb

Creature: Doom Cannon
Description: Doom cannons are made of dark iron and like the black cannons they have been imbued with black magic, and can attack more then one target! Their magic powers are just more powerful.
Abilities: Large Creature, shooter, Unmoveable, Scattering hit, Black bomb

Tier 7:
Human/Angle: Angle Seraphim
Build from: Heavenportal Gateway

Creature: Angle
Description: Angles are the light from the heaven, the salvation from the sky and the protector of mankind! These beings are the most holy the humans can provide to an army.
Abilities: Large Creature, Divine Creature, Holy Blade

Creature: Seraphim
Description: Avengers from the portal of heaven, the guardian against all evil! The Seraphim are elite angels and are trained in battle. They posses powerful holy magic and is tough to bring down!
Abilities: Large Creature, Divine Creature, Avengers Blade, Purge

Elf/Naga: White Dragon Cherubim Dragon
Build from: white Mountain Heaven Mountain

Creature: White Dragon
Description: What seems to be an ordinary dragon race, these are blessed dragons of the sky, they are like lizard angles and their beauty is no where to be seen else then the elven kingdom!
Abilities: Large Creature, Divine Scales

Creature: Cherubim Dragon
Description: These are heaven blessed dragons, divine and actully a little angelic. They were given to the elves by the angels of heaven, as token of friendship. They are fierce in battle and truely magnificent creatures.
Abilities: Large Creature, Divine Creature, Divine Scales, Purge

Dwarf/faceless: Lava Dragon Blackfire Dragon
Build from: Vulcano Lava dome

Creature: Lava Dragon
Description: Lava dragon are the dwarfs pride and glory, their dragon god incarnated into a lava dragon. These are sacred creatures within the walls of the mountains.
Abilities: Large Creature, Lava Shield

Creature: Blackfire Dragon
Description: A dark creature from the debhts of the fire kingdom, the faceless have had their influence on this evil filled with darkness, giving it powerful dark magic!
Abilities: Large Creature, Lava Shield, Blackfire

Ability List:
Arcane arrows: When Arcane arrow is triggered the attack deals 0.5% more damage and stuns target for 0.3% of it's ATB
Avengers Blade: If the target that is hit by the avengers blade has killed any human creatures, the Seraphim does more dmg, depends on how many human creatures that have been killed. Damage cannot be higher then 100% damage.
Battle hardened: When fighting against large creatures the unit get +4 Attack, +4 Defense and +5HP (If fighting small creature, after having fough a large creature, the unit will lose bonus)
Bash: HoMM5 style
Blackfire: The blackfire dragon is infused with dark magic, so attacking creatures recieves random lvl 1-3 dark magic spell.(duration is connected to heroes spellpower)
Black Bomb: Creatures hit by the black bomb will recieve weakness or slow(duration is connected to heroes spellpower)
Blade Blessing: Increases minimum dmg by 2 and maximum by 2 for three turns
Blind Attack: HoMM5 style
Caster: The unit can cast spells.
-Spirit call: Summons spirits to take over the Cleric's body giving them incorperal ability. But gives them +25% dmg from magic attacks and -1 speed. This ability last for the number of moral points.
Close Shot: When the target is less then 5 tiles away the shooting creature gets +50% to 100% bonus damage(depends on heroes luck)
Cobalt bite: Chance on hit to paralyze the enemy creature for 3 rounds, the enemy creature recieves +5 defense for the 3 rounds and will be unparalyzed on hit!
Cursing Bite: Creatures afflected by cursing bite recieves weakness(duration is connected to heroes spellpower)
Divine Creature: Light spells will always be considered expert level and the creature is immune to dark magic.
Divine Scales: Reduce dmg taken from undead and demonic creatures by an amount equal to 25% of the dmg taken!
Fearless: The creature can't be feared
Fire Blessing: Enchants the blade with fire dealing 1/3 dmg as fire dmg (included with normal dmg) for three turns.
Fly & Dive: If there is a puddle on the battlefield the creature may dive into it and gain +2 speed for the next round. While in the puddle of water the creature can't be harmed or hurt. The creature is forced to move the next round.
Holy Blade: If the target that is hit by the avengers blade has killed any human creatures, the Angle does more dmg, depends on how many human creatures that have been killed. Damage cannot be higher then 30% damage.
Incorperal: The creature has a 33% not to be struck by melee dmg
Inspiration: All adject creatures recieves +1 moral
Invisible: HoMM5 style
Large Creature: The unit is 4x4 tiles big
Lava Shield: 1/3 of the attacking creature's dmg is returned to the creature itself
Lay on Hands: Can remove negative spells and heal up to 100HP (useable 3 times)
Lay trap: The unit can lay a trap, which will make the creature that walks into it lose a turn.
Long Weapon: The creature can reach enemies 2 tiles away from it's own position
Loyality: Unit is immune to mind spells, will never flee and moral can't be lower then 0
Lunar wave: Chance on hit that the enemy unit will recieve -5 defens and pushed back 1 tile, depends on luck.
No enemy retaliation: Enemy can't retaliate
[u]No melee penalty: Creature does full melee damage
Onyx Body: 25% magic resistance, for each strike recieved they gain +1 defense.
Poison arrows: Enemy creature will be affected with poison. Poison damage is 1dmg pr creature.
Precise shot: Targets 3 tiles away or less will recieve stun effect removing 0.5% of their ATB
Purge: Removes 1 positive effect pr strike.
Quickness: Will hit before the attacking unit
Runic Weapon: Chance on it that the creature will gain +5 attack for 3 rounds, depends on luck.
Tidal Blade: Attacks has 15% chance to deal 50% water dmg
Unmoveable: The unit can only be moved under tactic phase
Scattering hit: The strikes is 4x4 tiles big
Shooter: Unit is ranged and can attack from afar
Spiritual Hands: Infused hands with divine strenght dealing 30% more dmg to undead and demon units
Spiritual powers: The creature does 30% more dmg to undead and demon units
Spray attack: HoMM5 style
Steel Blessing: Increases Defense by 5 for three turns
strike and Return: HoMM3 Style
Weak spot: If the unit is attack in melee the unit will recieve 30% more damage!
____________
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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einomida
einomida


Known Hero
posted October 20, 2008 04:32 PM
Edited by einomida at 23:16, 05 Nov 2008.

The Silhouette



Also known as: The Circus (called by other factions, because of their mixed lineup and mysterious culture)
Associated colors: Black, Red, Yellow
Worship: The Six Great Heroes
Core Philosophy: "We are everywhere and in everyone!"
Country / kingdom: The island (read below); on mainland - none, always on the move
Capital city: The City of Shul`Su
Architecture: tall buildings. Mainly light yellow and red buildings.
Key symbols: souls, horns, moon/sun, gold coins and crystals.

Hero: High Lord
Magic Schools: Light and Dark
Skills: Defense 30%, Attack 30%, Knowledge 25%, Spellpower 15%.

History

Beginning
Great many centuries back, to southeast of Ashan, in the ... Sea, once was a mysterious island. It had many names, but best describes it the name given by not so imaginative dwarves - The Goldhole. Yes, the island was rich: gold, gems, crystals, unseen artifacts and relics with enormous magical properties and much more. In addition, there were remains of a long lost civilization, but no one really cared about them. No one means the various factions who waged war to gain control over the island, because whoever did, would get the upper hand in the wars for Ashan.
Elves, humans, dwarves, orcs, naga and the undead, all of them sought power. So every faction sent a great hero to conquer this land.


Treachery
Years passed, but none of the heroes managed to get the upper hand. The countless battles had stretched their forces thin. But, the heroes liked it there. Because of the vast amounts of treasures, the heroes lived a happy and easy life. Still, their kings and queens weren`t pleased, and to avoid further, unnecessary expenses, agreed to pull out their forces and leave the island be. They thought eventually getting the island would cost more than the amount of riches found in and on it.
The heroes weren`t pleased. Then, the hero of orcs, a mighty and surprisingly intelligent Thorg, came up with a perfect solution - unknown to their masters, they would have have a little contest. More precisely, a fight to death. Whoever wins, gains control over the island.


Back in time
Unlike dwarves, orcs and humans who used the island to have endless parties. Unlike elves who were afraid of the island. And unlike Nagas, who just didn`t care, the Necromancer Za`Khul didn`t waste his time. Gold and resources weren`t that important to him. What he really wanted were artifacts and relics. During his research, the Necromancer found that the legacy of the mysterious civilization weren`t just the ruins. By studying ancient inscriptions and temples, he discovered that this island was once inhabited by the Faceless. Through necromancy, he was able to communicate with them and learn their ways of magic. He found that the Faceless had been sealed away by a powerful demonlord. He eventually released them, earned their trust and asked for aid...

The Battle
The day of battle. All six heroes gathered and waited for the sun to rise to its highest point - for the battle was meant to start at noon.
But, moments before it all was meant to begin, the earth began to tremble. And suddenly, they were surrounded by a legion of ghost-like figures. Yes, Za`Khul had betrayed them, he brought his army... his new army of Faceless. The remaining five allied and began to fight hordes and hordes of creatures. One after another, the creatures fell as Thorg, Meleander (elven heroine) and Eliza (human heroine) kill them, but the numbers still seemed to increase. Seloran, hero of nagas, and Ulavif, hero of dwarves, began to fight Za`Khul. It all seemed hopeless until Ulavif sacrificed himself to destroy the necromancers staff and stop the flow of Faceless. One by one, the heroes began to fall. Finally, only two remained: Za´Khul and Seloran. With his last remaining strength, Seloran gave a deadly blow to Za`Khul. Serpent`s blade, blessed by the gods of sea, made sure even the undead was finally dead. And in the end, the island stood silent.


Reanimation
Still, the battle was not without a winner. The Faceless, now unleashed by the Necromancer, were not going to stand by and let a perfect chance to again gain power in Ashan, slip away. By calling back the slain heroes` spirits and assuming their form, the Faceless united the forces still left on the island and established a central city - Shul`Su. Not all factions had remained in full power so the Faceless had to completely rearrange the armies.
Now, in the center of Shul`Su, lies a great temple - a temple which holds the six spirits of the great heroes. They were the key to success. Over the centuries, the numerous races have learned to live together on the island - mainly because, yes, you guessed it, MONEY! There`s just so much resources around there that no one has to worry about anything. Only recently have the masters of Silhouette decided to show Ashan what they are really made of.



Culture
Although it may at first seem otherwise, the Faceless are a peaceful race. (Why did they attack the heroes then? They were blinded by freedom, they were sealed away for a long time and they were willing to do anything for Za´Khul if he would let them free. Everyone makes mistakes, the faceless would say.) And, strangely enough, even slightly humorous. Their depressed looks comes form the fact that they have... ... no faces, but aside from looks, they are much like humans. It may also feel like the races were kind of enslaved by Faceless, forced to live in their new civilization under tyranny. This is not the case, every race, even the orcs, are more than willing to be a part of The Silhouette. Time has done its work. Only the undead are not a real part of the society, using the powers of Za`Khul, skeletons are made for war purposes only.
They worship the six heroes and regardless of race, EVERY hero/heroine has equal importance. Individual preferences are, ofcourse, allowed. This is the result of the teachings of The Faceless. Because without these six individuals, no matter how treacherous or modest they were, there wouldn`t be such a great society.


Races in The Silhouette
Humans are the most numerous of the five races. Along with dwarves, they are the masters of trade and diplomacy. Like all humans, they value honor and justice. Might is still their way.

Orcs are not demonic, but rather green in color. There aren`t many orcs in Shul`Su, they rather live in the outskirts of the city, on the countryside or in small mining towns. They don`t like crowded places. Orcs have a strong code of honor, they are willing to fight for the Faceless more than any other race on the island.

The naga: graceful, strong and intelligent. This race is perfectly balanced - both physically and mentaly. Among them are the greatest and toughest warriors as well as the most intelligent mages on the island.

The elves, as usual, value nature above all. But due to their calm and rational nature, they are often in high political places. Also, many elves are chosen to train future warriors in the use of blades, bows or any other weapons, because their dexterity and agility is unmached.

Finally, the dwarves. As said, they deal with diplomacy. But their main field of expertiese (sp?) is money. Trading, mining, selling, buying, this is what they do the best. Also, dwarves are skilled craftsmen so they build houses, make weapons and other needed tools.


The heroes
Za`Khul - necromancer, male
Seloran - naga, male
Ulavif - dwarf, male
Meleander - elf, female
Eliza - human, female
Thorg - orc, male




Creatures


Tier 1

Milita
"Naturally, the humans are overshadowed by other races in the field of fighting so they use their vast numbers to aid the armies of The Silhouette. Not that they don`t want to become stronger, it`s just that humans feel politics is a better way to deal with other kingdoms."
Stats: similar to Dungeon`s Scout, but with a little less Int and ATT. Generally balanced between defense and offense, but has above average HP. Growth is also greater than Scout`s.
Visual: unlike Haven`s peasant, this unit is slim, wears light armor, complete with a helmet and a shield. A small sword for a weapon.
Abilities: Strength in Numbers*

Advanced Guard Upgrd
"These guys have went through special shield training. Not that the Faceless are ever able to train their humans warriors as Knights do, but still... Advanced Guards have dedicated their lives to protect The Silhouette and mates."
Stats:boosted dmg, DEF and HP stats
Visual: they have new, shining armor and a shield. But they still don`t feel as sturdy as Haven`s Footman or Squire.
Abilities: Strength in Numbers, Shield Allies, Offensive Defense*

Mighty Militia Alt Upgrd
"The best defense is offense so the best way to defend our allies is to obliderate those who oppose them - this is what these guys think. True, they have abandoned the classical sword and shield and taken up polearms to deal massive damage to their foes."
Stats: greatly boosted dmg. Also ATT and init, but lost DEF
Visual: looks basically the same as Milita, but with a large polearm. Armor is still light type, but is more complete and better looking.
Abilities: Strength in Numbers, No Enemy Retaliation, Wave Attack*


New Abilities
Strength in Numbers: the more creatures in the stack, the better morale, ATT and DEF values it has.
Offensive Defense: using a shield, this stack can stun an enemy melee attacking it (including retaliation).
Wave Attack: this creature attacks 3x2 squares before him (so from normal H5 view - 3 vertical and 2 horizontal squares).

Note: An above average Tier 1.


Tier 2
Beard Hunter
"Dwarven hunters established a hunters guild and called it The Beard Guild. They have trained their aiming skills so that they know exactly where to shoot."
Stats: average DEF, ATT, dmg and HP. Init is, as fit to a hunter, quite good (lets say 11).They also have many shots.
Visual: small dwarf, messy, brown beard. Wrapped in animal fur and leather. Uses a fantasy style bolt-action rifle. A knife on belt for melee combat.
Abilities: Shooter, Crippling Shot*


Beard Rifledwarf Upgrd
"Some hunters spend less time in pubs and more time shooting at something. They no longer can be called just hunters, because through rough training, they can bring death to enemies beyond great distances."
Stats: improved ATT a bit, also dmg is a little better, maybe just by one point
Visual:
Abilities: Shooter, Crippling Shot, No Range Penalty

Beard Shotgunner Alt Upgrd
"These guys just want to make a mess and for that purpose they have chosen shotguns. Blast here, blast there - everything to smithereens."
Stats: These guys have improved DEF, HP and dmg. Dmg is noticeably better than Rifledwarves.
Visual: they are mean-looking, even more messed up than regular hunters. They use a blunderbuss style shotgun and wear animal teeth and bones everywhere.
Abilities: Scatter Shot*, Execution Shot*

New Abilities
Crippling Shot: this creature`s ranged attack may cause Crippling Wound and physical damage over time for several turns (doesn`t work against incorporeal, undead, elemental or mechanical units). Note that Rifledwarf has a better chance to inflict this status than Beard Hunter.
Scatter Shot: this unit`s ranged attack can damaged several enemies depending on the range. Far range - attack covers three vertical squares; mid-range - attack covers two vertical squares; close range, meaning no ranged penalty - attack is normal and only one enemy stack can be targeted. Total attack damage is equally divided between the squares (if a one tile creature is attacked from far range, it receives one third of the total damage)
Execution Shot: if this creature shoots an enemy from close range, meaning no ranged penalty, it completely ignores its defense.



Tier 3

Shadowblade
"Quick and agile, these elven warriors are fast and dangerous. Still, as with all elves on the island, they are quite weak when it comes to stamina and sturdiness. To overcome this shortcoming, elven druids have magically even more improved their best ability - speed."
Stats: Lightning fast, low HP, DEF and average dmg, ATT is quite good, though.
Visual: A mixture of WarDancers and Scouts/Assassins - long black capes, white elven hair. They don`t show their long flashy blade unless attacking, though.
Abilities: Flash Step*

Darkblade Upgrd
"No, darkblades aren`t evil. They chose this name, because they thought it sounded cool and their movement is so fast that like darkness, it can`t be seen. One might think that they can`t be hit. No, because of their extreme supernatural speed, they have lost some control over their bodies, so dodging becomes difficult."
Stats: lightning faster, still low HP and DEF. Improved dmg and ATT.
Visual: Hooded. Also, their body is shivering, or, umm... how to describe it - is as if their body is partly teleported to another dimension back and forth - because their speed is so great.
Abilities: Flash Step, No Enemy Retaliation, Critical Overcharge*

Lightningblade Alt Upgrd
"It`s odd that no one else has thought of this before - why not swing a sword when moving. That`s right, Lightningblades flash their sharp blades when moving - this has also given them their name, because their sword shine and move so fast as if it was lighting."
Stats: also lightning faster, still low HP and DEF. Damage range is better than Darkblade`s, but ATT is weaker.
Visual:still black hooded cape, but with white stripes/ornaments. Also, their flashy blades can ocasionally be seen when idle or doing something special.
Abilities: Flash Pierce*, No Enemy Retaliation

New Abilities
Flash Step: much like Teleport, this creature can move on the battlefield, avoiding obstacles. But, creatures with Flash Step can`t go over/through/whatever Castle Walls.
Critical Overcharge: once per combat, this creature can greatly boost it`s speed, initiative and ATT value. It lasts for three (or is it too much, I don`t know) turns. Also, regardless of Morale, this creature can have extra turns if Overcharge is active. After the effect has faded, the creature gets penalty to Initiative, ATT, dmg and max HP. The negative side-effect is temporary with stats gradually returning to normal levels.
Flash Pierce: improved Flash Step, this creature can go through and deal damage to an enemy creature, if it stays in its path. Only one creature can be "pierced". This ability can also damage Castle doors.




Tier 4

Skeletal Drake
"Skeletal Drakes aren`t really drakes. They are more like a hybrid - a demon-like skeleton with wings. They are the only fliers in the army of The Silhouette so they must possess high speed and initiative."
Stats: High Speed, initiative and damage. ATT, DEF and HP are quite the average. A typical high speed flier.
Visual: Ok, take an average skeleton - add wings, stretch the skull a little, add horns and long sharp teeth to make it a little demonic. It doesn`t stand up straight, a little bent forward. Hands are long with large claws, same with legs. The wings are big, making it a...
Abilities: Undead, Large Creature

Skeletal Demonclaw Upgrd
"Imbued with excessive amounts of necromantic magic, these creature are vile, merciless and... scary, because the mere presence of these creatures can be . They want to becaome stronger and stronger by eating souls of other beings."
Stats: Better HP, init and dmg.
Visual:Glowing red eyes, black aura and grey bones, opposed to Drake`s white bones, make it a little more evil.
Abilities: Undead, Large Creature, Soul Eater*, Waves of Misfortune*

Skeletal Reincarnate
"The Skeletal Reincarnate is put together from many souls, wandering about in the world of the living. These souls have only one thing in their mind - revenge. Their purpose is to avenge for their deaths, even if their target is not the one who killed them. In addition, since Reincarnates possess high amounts of souls anyway, they don`t feel the need to feed on other souls."
Stats: Better ATT, HP and DEF.
Visual: it seems as if it has souls flying in and around it. Also has more bones and looks a little more detailed than Drake.
Abilities: Undead, Large Creature, Pain Resurrection*, Demonic Vengeance*

New Abilities
Soul Eater: a creature with this ability heals itself when attacking an enemy (much like the Vampires, but to a much lesser degree) and can gain a slight temporary stat boost.
Waves of Misfortune: if this creature is on the battlefield, all enemy creatures, get their Luck and Moral decreased by 0-3 points. The actual number is calculated every turn, separately for each creature. Also, this ability does not work against other Silhouette players.
Pain Resurrection: this creature "resurrects" itself by absorbing dmg done to friendly stacks. The damage received by your creatures is not actually decreased. Also, the actual amount of gained Health Points is calculated according to lost Health Points - this means if a stack of 100 Paladins kill one Peasant, the amount of gained HP is not calculated from the gazillion dmg points made by the Paladins. Also note that absorbed HP is not very big, because there are lots of your creatures on the battlefield.
Demonic Vengeance: this creature deals more damage to enemies, depending on the number creatures they have killed from the beginning of the combat.




Tier 5

Orc Protector
"It may sound unbelievable, but these Orcs have abandoned the offensive and fierce ways, which they have become so familiar with over the centuries. Rather, they use their strength to carry around large shields, which are able to withstand even the mightiest of attacks. This, however hampers their movement."
Stats: as the name suggests, Protectors are defensive in nature. So they possess high DEF and HP, but very low ATT, Speed and Init.
Visual: Green, wears light leather armor, gauntlets (attacks with fists) and a wooden tower shield, similar to thisnull. , but without decorations and gold. Although a q tile creature, they are quite big, similar to Stronghold Tier 5.
Abilities: Large Shield

Orc Overlord Upgrd
"Overlord watch over their kin, their brothers and friends. Their shields have been reinforced, and also imbued with magic, to the maximum, enabling them to block attacks that would otherwise be lethal. It is even thought that their shields are indestructible."
Stats: Even greater DEF and HP. dmg is also slightly better, mainly to decrease damage range.
Visual: shield now made of metal, looks heavier. The armor of the orc itself has been improved a bit.
Abilities: Large Shield, Defender Forever*, Rockwall*

Orc Demolisher Alt. Upgrd
"Orc Demolishers still use a shield, but their`s is smaller, fitted for one hand. It also has a better shape for offensive use. They still are dedicated to defending, however, but to keep it balanced, Demolishers don`t want to be too far behind in attack."
Stats:DEF, ATT and Speed are same. Slightly better HP and Init and better dmg.
Visual: They are somewhat slimmer and lighter in color, but the main difference is the shape of their shield - this .
Abilities: Hold Ground, Parry*, Pommel*

New Abilities
Defender Forever: when this creature dies, it smashes its shield into the ground. The shield stays there as an obstacle for enemy forces - they can`t move on that tile - but friendly creatures can. Any small friendly creature on that shielded tile takes 25% less damage from melee and 30% less damage from ranged attacks. Note: it takes 2 attacks to destroy the shield of an Orc Protector and 5 to destroy the shield of an Overlord
Rockwall: this unit cannot be moved elsewhere by the enemy (improved Hold Ground). Moreover, this unit is resistant (to some degree, but not completely) to creature abilities which enable to deal more damage and negate or lower defense (Vorpal Sword, Rider Charge, Axe of Slaughter, Jousting etc.). Magic and abilities which permanently lower attack still apply (vulnerability or Wizard`s mini-artifact for example).
Parry: this creature has a chance to make a counter-attack against enemy attacks. Stacks with retaliation. Also, the incoming attack can have it`s value decreased from 0%-15%. Damage done by Parry is smaller than by a regular attack or retaliation.
Pommel: using a shield, this creature can pommel an enemy stack. It makes noticeably more damage and stuns the enemy (decreases ATB value). Also, every strike made with pommel is counted as a separate attack - meaning the chance of incorporeality is calculated on every strike, but it doesn`t obey the global 3-attack counter (meaning every hit can hit, but also that every hit can miss). Usable 2 times per battle.



Tier 6
Multiple choice here - three dwellings to choose from, each has only one upgrade.

Human Cleric
"As humans, their responsibility is to keep the soul of Eliza, worship it, please it and gain its power. They focus on improving the armies of The Silhouette and also weakening the enemy."
Stats: humans are balanced in ATT and DEF, HP and dmg. Init and Speed are also average.
Visual: male, they wear (priest) robes that are light yello/beige in color. They hold a small golden rod in one hand.
Abilities:Shooter, Caster (Spellbook: Blessing of Eliza, Adv. Haste, Adv. Vulnerability, Basic Confusion)

Human Hierophant
"Humans being the closest one to Necromancers, Hierophants are, in addition to Eliza, able sense the power of Za`Khul. Undead mages are hard to "make" without a proper Necromancer so humans act as a substitute. The power of these two spirits is too much to handle for a human body so magical energies leak out from Hierophants..."
Stats: Hierophants aren`t that much of an improvement in stats. A little better HP, DEF and dmg values. Also improved mana.
Visual: robe is greyish-beige and has dark blue stripes. Their rod has turned into a staff which has a skull-like thing at the tip.
Abilities:Shooter, Caster (Spellbook: Blessing of Eliza, Curse of Za`Khul, Adv. Haste, Adv. Vulnerability, Basic Confusion), Duality Aura*, Curse Infusion*


Dwarf Priest
"Unlike mainland dwarves, dwarf Priests on the island don`t mess with runes. They focus more on ancient spirits and with that, strengthen their own will and soul. That means they are resistant to negative effects one can put on them. Still, this doesn`t mean they can`t go wild! on their own will..."
Stats:High ATT, DEF and HP (better than cleric), dmg is average.
Visual: They are small, have big beards (which are very tidy and neat) and wear light metallic armor, but still have priest-like clothes (so it`s a mixture). They have a big horn on their waist and a small axe on their back (for melee attacks). Generally similar to Fortress casters, but more warrior/shamanic looking.
Abilities:Shooter, No Melee Penalty, Immune to Frenzy, Caster (Spellbook: Chant of Ulavif, Adv. Righteous Might, Basic Endurance)

Dwarf Prophet
"Aside from orcs, dwarves may be the only race on the island that understands the power of war- and battlecries. Orc shamans aren`t very numerous so Dwarf Prophets have the responsibility to keep Thorg`s power alive."
Stats: Improved ATT, DEF, HP and mana.
Visual: Bigger axe for melee attacks. Now they hold the horn, which has turned a lot bigger and is decorated with various ornaments (same goes to clothes).
Abilities:Shooter, No Melee Penalty, Immune to Frenzy, Caster (Spellbook: Chant of Ulavif, Battlecry of Thorg, Adv. Righteous Might, Exp. Endurance), Purification*


Naga Elder
"The intelligent and graceful Naga, perfect beings to deal with magic - both friendly and hostile. They attack hard and being eternal water creatures, they are immune to bad water effects."
Stats: out of the three casters, Naga Elders possess the greatest dmg and ATT stats. On the other hand, their HP and DEF values are lower. Init and Speed are, as with others, average.
Abilities:Shooter, Immunity to Water, Magic Proof 25%, Caster (Spellbook: Song of Seloran, Adv. Recovery)

Naga Saint
"Nagas and elves are without a doubt the most intelligent races on the island. Their magical powers can not be denied and left aside. Unfortunately, elven mages are too fragile to be put on the battlefield. That`s why naga Saints take up their role as well."
Stats: improved DEF, ATT, dmg and of course mana.
Abilities:Shooter, Immunity to Water, Magic Proof 25%, Caster (Spellbook: Song of Seloran, Whispers of Meleander, Adv. Recovery, Adv. Circle of Winter, Adv. Ice Bolt), Anti-Magic Shell*


New Abilities
Duality Aura: friendly creatures adjecent to Hierophants get stat boosts and enemy creatures adjecent to Hierophants get stat penalties.
Curse Infusion: this creatures shots are infused with curse magic that can put minor negative effects on targets or lower stats by little.
Purification: this creature is able to remove ALL (including positive) magical effects from a friendly stack. This ability can be used on enemy creatures as well, but then the purifying stack recieves damage.
Anti-Magic Shell: possessing high magical abilities, this creature passively creates a protective field around itself and its neighbouring stacks, making them 30% proof to elemental damage.

PS! read about the special spells in the Racial section below creatures.

Note: overall, the coice between these three depends mostly on the "special racial spells" they have and which tactics you need (an obvious example is Dawrf Prophet - anti Dark Magic with their Purification and Frenzy immunity). I`d say above average level 5, I think they even might be OP, but I don`t have the time to balance them now.



Tier 7

Serpent Soldier
"Calling them soldiers is actually quite silly. Because they aren`t regular soldiers, they aren`t nothing like you`ve seen before. These huge, half lizard-like fishy nagas will destroy you."
Stats: Statistically very strong. Seriously, this creature probably has no weaknesses. You might expect that it has low Init and Speed, no, both are average, but still nothing spectacular.
Visual: Warcraft 3: Frozen Throne
add a big trident and take off some of those flashy yellow-red things.
Abilities: Large Creature, Magic Resistance 25%, Immunity to Water

Serpent Dominator Upgrd
"The greatest fighters of The Silhouette. These Naga warriors possess unimaginable physical strength, rivaled only by the mighty orcs. They wield a massive trident, which are said to possess fragments of their Great Hero, Seloran`s power."
Stats: Greater ATT, DEF, dmg and HP.
Visual: now put these flashy red-yellow things back and add a prettier trident
Abilities: Large Creature, Immunity to Water, Magic Resistance 50%, Magic Proof 50%, Seablessed Blade*

Serparator Alt. Upgrd
"Ah, those silly poets who come up with silly names. But we have to admit, their name justifies their action - Serparators like to separate. A head from neck, a soul from body - everything."
Stats: They are faster with a little better init. Better ATT and dmg also.
Visual: they are a little slimmer and the "decorations" are bigger. Also, their trident is not as massive, but still as deadly.
Abilities: Large Creature, Immunity to Water, Magic Resistance 25%, Magic Proof 25%, Seacursed blade*

Note: a monster melee creature. It is easily one of the strongest.

New Abilities
Seablessed Blade: blessed by the mighty seagods, these blades are sure to kill at least one creature during an attack. In addition, creatures killed by these blades cannot be resurrected or brought back with the Raise Dead spell.
Seacursed blade: ón every hit, the Seacursed Blade decreases the target stacks maximum HP by a random percentage from 0-5%. The maximum percentage is 15% (or something similar, I though 20% is too much, but I`m not sure) and higher Tier creatures are more resistant to this.

Note: due to the multi-cultural nature of their society, creatures of The Silhouette get no morale penalty when mixed with creatures from other races (even the undead).

Overview
Overall, Silhouette creatures are very strong. This, however doesn`t make them unbeatable. Aside from humans, all creatures have low growth rates. What`s more, due to the rich nature of their homeland, the faceless are poor in resource handling, meaning dwellings and creatures are pretty expensive. Thus, Silhouette can`t have a massive army like Haven. They compensate this by making the creatures they have super strong through training and magic.


Racial

Calls of Ancients
By using the power of The Six Great Heroes, High Lords strengthen their troops or weaken their opponent`s. They can be called songs, which flow through your creatures or the enemy`s. These "songs" can be accessed through a special bulding which can be upgraded 2 times. They are all equal in level, but appear randomly, two for each level of the bulding. These songs are selected manually, meaning if you have all 3 levels of the bulding, but only Basic Ancient`s Call, you can select any two you want to learn. The choice can not be undone.

When activated, these "songs" constantly empower your army. So the hero can cast spells or do whatever. When active, they drain Hero`s mana - better skill levels = more mana drained. Also, when activated, the hero can choose to activate the Call on a lower level than he or she is able to - to loose less mana on easy fights for example.

Basic Calls of Ancients
The hero can learn two Calls.
Advanced Calls of Ancients
The hero can learn four Calls.
Expert Calls of Ancients
The hero can learn all six Calls and each Call gets an extra effect.
Ultimate Calls of Ancients
The hero can activate two songs at the same time, but not draining more mana than usual.

NB! all casters in the army cast these spells on Basic level.



note that the effects in Expert are an addition to previous effects.
Battlecry of Thorg
Basic - friendly creatures deal more damage
Expert - friendly creatures become more resistant to various mind related effects
Chant of Ulavif
Basic - friendly creatures get extra DEF
Expert - friendly creatures become more resistant to various stat-lowering effects
Curse of Za`Khul
Basic - enemy creatures get morale penalty
Expert - enemy creatures get initiative penalty
Blessing of Eliza
Basic - friendly creatures get Morale bonus
Expert - friendly creatures get additional ATT and DEF
Whispers of Meleander
Basic - friendly creatures get extra Luck
Expert - friendly creatures get extra Init
Song of Seloran
Basic - friendly creatures get Magic Resistance
Expert - friendly creatures get even greater Magic Resistance

Other special racial skills
Uber Skill True Possession - all Basic level effects of Calls of Ancients are doubled.

Everlasting Song - if the hero cancels the effect of a Call, mana points drained by it can be replenished. The hero uses 1 whole turn to do so. the amount of returned mana depends on Spellpower. Mana spent on spells is lost and can`t be replenished this way.

Heroes

Jakk
"A dwarf raised by the Orcs. Yes, Jakk is sturdy man, strong in his beliefs. He objects anything lowly and meaningless and honors beauty. Maybe because of his childhood - found in a forest by the Orcs - has he taken up the quest to find a meaning... in everything"
Skills: Defense -> Vitality
Special:

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LordGodric
LordGodric


Known Hero
The Griffin Rider
posted October 22, 2008 11:38 PM

i like the ivory tower beckgroud story very much...  
and the utopia/chronomancers seem very intresting concept...

*creatures tier 4, 5 and 1/2 added...

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted October 22, 2008 11:58 PM
Edited by Adrius at 19:13, 23 Oct 2008.

Thanks a lot, I'll have the next week off, so I'll have a lot of time to work on my faction... right now I'm thinking of wether or not to have Chronomancy (time-controlling) as a racial skill... I probably will.

EDIT: USE STEALTH EDIT!!!
____________

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LordGodric
LordGodric


Known Hero
The Griffin Rider
posted October 23, 2008 08:22 PM

Quote:

EDIT: USE STEALTH EDIT!!!


?! what does work the Stealth edit? what is this? what do hapen if I 'press' the stealth edit?

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted October 23, 2008 08:27 PM
Edited by Adrius at 20:40, 23 Oct 2008.

If you edit without Stealth Edit, your post will "reappear" as the latest post at Today's posts and the Main Page.

This is annoying, since people will think someone has made a new post, when you might have just edited a typo or something.

Anyway, for smaller edits, always use Stealth Edit.

EDIT: And despite my effort... someone does it again...

Bah, I'm beginning to sound like some of the guys I hated when I was a newbie... *slaps myself*
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Jiriki9
Jiriki9


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posted October 23, 2008 08:59 PM

@godric: thanks, but as I allready said, yours is really cool, too - and with some good pics again!

I also like the idea by emilsn to just make different ways you can built up your factions!

btw, I fell like the dark sanctum are kidn of the opposite/dark side of my castle. These went away because they refused the hate, the other sare fukll of hate because they're banned...do you get the idea?

...and I have finsished my backgroudn now, I think...

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