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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 ... 30 31 32 33 34 ... 40 43 · «PREV / NEXT»
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted April 29, 2009 07:55 PM

I have yet another question...it's not allowed to combine the must-have creature with one of the other three and have both count? I mean, if I make a wizard mounted on a dragon (or whatever flying mount else), how does it count. wizard + 1of the creatures or wizard +0.5 of the creatures or just wizard/just the creature?
...I'd like to know the same, for creatures, too (perhaps a zombie on a flying bear or so *grin*)

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted April 29, 2009 09:37 PM
Edited by blizzardboy at 20:23, 22 May 2009.

Faction: Feral

Killing is Easy as Breathing.

Alignment: Evil
Race: Wendol
Philosophy: Feast Forever
Worship: Nature
Kingdom: Maw's Legion
Capitol: Caves of Cannasque
Primary Enemies: Sylvan, Acropolis.
Primary Colors: Black, Brown, and Green.

Combat Music: "Wet Your Fangs",http://www.youtube.com/watch?v=6ZjHRik5QAA
Town Music: "The North's Hour", http://www.youtube.com/watch?v=03jUfwjXuHM

HISTORY:

The Wendol:

They say they were once men; men that walked and tilled the earth like civil folk. They wore cotton cloth, paid taxes, and even prayed before the altar of Sylath or Elrath. Aye, they were men in every sense of the word as one would call a man of the Empire today. Men that a boy could look up to, and men that decent women could wed. Their people were called the Evites at the dawn of new civilization, when Sar-Elam imprisoned the demons to where they belong. They lived on the nortern borders of the Empire, and even extended into Irollan lands. Their idyllic existence served as the medium of relations for the Empire and the elves.

What caused these noble people to recede into the dark side of nature?  There is no concrete account of what happened, and we have only insubstantial legend to work with. Such legend is despised and rejected among the elves, for it speaks of the dark and hostile aspect of nature. Scattered throughout the world, hiding in darkness and hunting at night, evil fey lived in the world. Like the Unicorns and the Dryads, who embody the purity and peace of nature, these evil creatures embodied the fury and rage of nature. A small cult of Evites that worshiped these creatures spread like wildfire among their populace. Their people were becoming increasingly discontent with the taxes and supposed "oppression" of our glorious Empire, and it was this discontent that made their hearts receptive to the evil fey. The Empire, seeing the mass conversion of the Evites, sent an army from Talonguard to squelch the heretics, but most of their people were already gone when the army arrived; only a few noble loyalists remained.

The Evites migrated north, to the scattered frozen islands in northern Irollan, Grimheim, and Ranaar, where they breed and hunted like savage beasts. Their new Occultist magic tapped into the hostile energies of nature, giving them unique and dreaded powers that made the southern nations weary of destroying them while they were young. With their new blasphemous Occultist magic serving as the unholy glue to their people, their bodies and very souls were warped into a beastlike degradation of the men they once were. They became the Wendol.

Today, by the grace of Elrath, our Empire shares only a small portion of the burden of battling these savage servants of nature. The Sylvan elves of Irollan, ever disgusted with the Feral Wendol, battle with them not only to protect their borders, but because the honor and sanctity of Sylvanna demands such action. Likewise, the Sisters of the East, the Valkyrie, servants of Sylath, battle these creatures to protect the Free Cities. With our war against demonkind and the half-demon hordes of Ranaar ever a present concern for the Empire, I pray that these beasts never turn their eye to Talonguard.

-Duke Masu Sonus, sage of the Holy Griffin Empire. 969 YSD

The North's Hour:

This is the last entry I shall write in my journal before packing it away and beginning my hard and rushed journey to the safety to Talonguard. Our northern neighbors report the Wendol came in the mist without detection and overwhelmed their border guard with an army unforeseen by any scouts of both Grimheim and Irollan. The elves and dwarves battle against these heathen beings on their own lands, fighting for their very survival. Reports of the carnage are coming in that belong only in fictitious horror stories used to frighten children. The King has summoned all of the nobility in the northern reaches of the Empire to Talonguard for our own safety, as it will be some time before a force can be marshaled to properly protect us should raiders of the Wendol pass into our territory. I have looked into the faces of the commoners scurrying in the streets below, and there is a fear in their eyes that does not bode well for the spirit of the Empire. I pray to Elrath, for the sake of all the children of the light, that this dark storm will be overcome.

-Duke Masu Sonus, final journal entry, the night prior to him and his entourage being intercepted on the road and killed.



CREATURE LINE-UP:

Tier 1: Risen Prey -> Black Ghoul / Claw Ghoul
Risen Prey:
Risen Prey are the animated bodies of the weaker humans, elves, and dwarves that the wendol have hunted and killed. Those that aren’t devoured are sometimes risen through the wendol’s occultist magic, and they serve as the mindless fodder for Feral armies.
Undead: This creature is not alive. It is not affected by morale, and is immune to blind and mind-affecting magic.
Expire: 30 days after being purchased/created, a Risen Prey will automatically die.
Refresh: Whenever a Predator hero wins a combat, 3% of the total health of fallen enemy monsters is converted into Risen Prey. If you have an upgraded stack of Risen Prey, they are automatically upgraded and put into that stack.

Black Ghoul:
Black Ghouls are more powerful Risen Prey that have been augmented by dark magic. A black fluid seeps from this creature’s mouth, which can be burned and refined into mercury.
Undead: This creature is not alive. It is not affected by morale, and is immune to blind and mind-affecting magic.
Expire: 30 days after being purchased/created, a Black Ghoul will automatically die.
Refresh: Whenever a Predator hero wins a combat, 3% of the total health of fallen enemy monsters is converted into Risen Prey. If you have an upgraded stack of Risen Prey, they are automatically upgraded and put into that stack.
Harvest Bile: For every 100 Black Ghouls in your army, you receive 1 mercury per day.

Claw Ghoul:
Claw Ghouls are more powerful Risen Prey that have the claws of a wolf stitched onto their hands and elongated through dark magic. These creatures are constantly restless, and forage for materials even while the army is encamped.
Undead: This creature is not alive. It is not affected by morale, and is immune to blind and mind-affecting magic.
Expire: 30 days after being purchased/created, a Claw Ghoul will automatically die.
Refresh: Whenever a Predator hero wins a combat, 3% of the total health of fallen enemy monsters is converted into Risen Prey. If you have an upgraded stack of Risen Prey, they are automatically upgraded and put into that stack.
Forager: For every 100 Claw Ghouls in your army, you receive 2 wood or 2 stone per day.

Tier 2: Yeti -> Hulk Yeti / Sasquatch
Yeti:
These lumbering manlike beasts stand 7 feet tall and wield large bludgeoning weapons. Despite their formidable bulk, they can be quite clumsy, and thus serve a weaker role in the army just a step ahead of the lowly Risen Prey.
Clumsy: There is a 50% chance this creature won’t retaliate.

Hulk Yeti:
Hulk Yeti’s are stronger than their Yeti cousins, with disproportionately large blood vessels that allow tremendous feats of strength given the proper time to gather it.
Clumsy: There is a 50% chance this creature’s won’t retaliate.
Delayed Pound: Special Ability: When attacking a creature with this ability, the Hulk Yeti moves to the selected square to attack and is then delayed 0.25 ATB. Once the Yeti goes again, the attack triggers and whatever creature is in the original square the Hulk Yeti targeted is dealt 175% normal damage. Then the Hulk Yeti’s ATB is reset.

Sasquatch:
The Sasquatch is a far more agile cousin of the Yeti while retaining its powerful bulk. This creature has abandoned the use of the stone maul and uses it’s fists and legs instead.
Flexible Fighter: Special Ability: At the start of this creature’s turn, it may select to fight either with fists or legs. The Sasquatch is set to fight with fists by default.
Fist Mode: In this combat mode, the Yeti ignores 5 defense against it’s targets, but receives –5 defense itself.
Leg Mode: In this combat mode, the Yeti’s initiative is decreased by 2, but it receives +7 defense.

Tier 3: Wendol Savage -> Wendol Menace / Wendol Berserker
Wendol Savage:
Wendol Savages charge into battle with their veins pulsing with the merciless fury of nature. These warriors impersonate the bear- their object of reverence. They will cannibalize their own fallen in battle, drawing out their feral energies to heal and even raise themselves.
Cannibalize: At the beginning of their turn, 10% of the total damage they’ve taken since their last turn is healed, even resurrecting troops.

Wendol Menace:
The Wendol Menace’s impersonation of the bear has breached their very soul, and they can now morph into a two-legged bear-beast in battle. Their presence sends chaos into the enemy ranks as they tear through the battlefield in a tempest of claws and blood.
Cannibalize: At the beginning of their turn, 10% of the total damage they’ve taken since their last turn is healed, even resurrecting troops.
Ursine Avatar: Special Ability: This creature may spend 0.50 ATB to morph into a powerful two-legged bear-beast. It receives +1 speed, +4 attack and defense, +6 HP, and +1 initiative.
Anarchic Presence: When this creature ends it’s turn, all adjacent enemy creature have their ATB set back 0.1.

Wendol Berserker:
The Wendol Berserker’s impersonation of the bear has breached their very soul, and they morph into a two-legged bear-beast in battle once provoked. In the heat of battle they lose all self-identity and become a living manifestation of fury and anger.
Cannibalize: At the beginning of their turn, 10% of the total damage they’ve taken since their last turn is healed, even resurrecting troops.
Ursine Fury: After this creature takes damage, it automatically morphs into an Ursine Avatar. It receives +1 speed, +4 attack and defense, +6 HP, and +1 initiative.
Breech into Madness: Special Ability: This creature may invoke the Frenzy spell upon itself, which will trigger on it’s next turn. Frenzy will increase damage by 25%. After activating this ability the Wendol Berserker may their turn as normal.

Tier 4: Werewolf -> Alpine Werewolf / Pale Werewolf
Werewolf:
Half-Wendol, Half-Wolf, the Werewolves are an unholy union of two beasts, bonded together by an ancient and evil magic that has dwindled into mystery by even the most sagacious of dark wizards. The strengths of both bloodlines are capitulated into a single soul and body, whose aim is to kill or be killed.
Hunter’s Howl: This creature may spend 0.25 ATB to deliver a shrill howl that carries with it an invigorating boon for the Werewolf’s allies. All friendly creature’s within 3 squares of the Werewolf receive +25% initiative on their next turn.
Higher Instinct: This creature is immune to all mind-affecting magic.

Alpine Werewolf:
The Alpine Werewolf is comes down from the cold and windy mountainous peaks of the frozen north, with a body built to endure tremendous punishment.
Hunter’s Howl: This creature may spend 0.25 ATB to deliver a shrill howl that carries with it an invigorating boon for the Werewolf’s allies. All friendly creature’s within 3 squares of the Werewolf receive +3 morale on their next turn.
Higher Instinct: This creature is immune to all mind-affecting magic.
Arctic: This creature is 50% resistant to ice magic, and is immune to the ‘Freezing’ effect.
Second Wind: All casualties for this creature are delayed until after it takes it’s turn.

Pale Werewolf:
The Pale Werewolf dwells within the shrouded forest, where it devotes countless hours of reverence to the force of nature. To this creature, killing is not only an act of passion, but also an act of worship.
Hunter’s Howl: This creature may spend 0.25 ATB to deliver a shrill howl that carries with it an invigorating boon for the Werewolf’s allies. All friendly creature’s within 3 squares of the Werewolf receive +3 morale on their next turn.
Higher Instinct: This creature is immune to all mind-affecting magic.
Caster: This creature may cast spells, drawn from it’s mana pool.
Mana: 8
Spells: Divine Strength (advanced), Haste (advanced).
Quick Incantations: This creature only uses 0.70 ATB when casting a spell.

Tier 5: Wendol Wizard -> Wendol Mystic / Wendol Invoker
Wendol Wizard:
The Wendol Wizards weave their cursed occultist magic with tremendous dedication and practice. They are the closest things to sages in their society, and they command their lesser peers with fear and compulsion.
Caster: This creature may cast spells, drawn from it’s mana pool.
Mana: 19
Spells: Vampirism (advanced), Righteous Might (expert).
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.

Wendol Mystic:
The Wendol Mystic delves deeper into the arcane realm than any of peer among the Feral armies.
Caster: This creature may cast spells, drawn from it’s mana pool.
Mana: 19
Spells: Vampirism (advanced), Righteous Might (expert).
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.
Mystic Rejuvenation: This creature gains 5 mana every time it executes the ‘Defend’ command.

Wendol Invoker:
The Wendol Invoker is a scourge to the enemy troops, smiting them with an endless stream of dark magic.
Caster: This creature may cast spells, drawn from it’s mana pool.
Mana: 19
Spells: Vampirism (advanced), Righteous Might (expert).
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.
Blast of Vulnerability: Creature’s hit by the Wendol Invoker’s ranged or melee attack have the Vulnerability spell cast on them, lowering their defense by 3.

Tier 6: Peryton -> Razor Peryton / Thunderstag
Peryton:
A skilled Wendol tamer rides this aggressive, agile beast across the battlefield with tremendous speed and maneuverability. It makes up for its lack of fortitude with incredible airplay.
Large: This creature occupies a 2x2 area on the battle grid.
Flyer: This creature can move to any open square within it’s movement range regardless of any obstacles in the way.
Jousting Creature gets a 5% bonus to damage it inflicts during attack for each tile it covered on the game field before the attack.

Razor Peryton:
The Razor Peryton has sharpened antlers and claws that can slice through iron. These creatures can dish out impressive damage from the skies above.
Flyer: This creature can move to any open square within it’s movement range regardless of any obstacles in the way.
Jousting: Creature gets a 5% bonus to damage it inflicts during attack for each tile it covered on the game field before the attack.
Puncture: The effective defense of the attacked creature is decreased by 1 for each tile covered on the game field before the attack.

Thunderstag:
The Thunderstag’s entire body is charged with electricity, which is releases on the ground below as it flies through the air.
Large: This creature occupies a 2x2 area on the battle grid.
Flyer: This creature can move to any open square within it’s movement range regardless of any obstacles in the way.
Jousting: Creature gets a 5% bonus to damage it inflicts during attack for each tile it covered on the game field before the attack.
Squallwings: All creature underneath this creature’s flying path are dealt lightning damage equal to 5 x the number of Thunderstags.

Tier 7: Ettin -> Ettin Terror / Reaver Ettin
Ettin:
This powerful two-headed giant paves a highway of blood on the battlefield with a relentless barrage of thumps and clamor. Both heads must be destroyed before this creature falls, making slaying an Ettin and arduous task for even the mightiest of foes.
Large: This creature occupies a 2x2 area on the battle grid.
Double-Headed: This creature is immune to effects that automatically kill 1 creature from a stack.

Ettin Terror:
The Ettin Terror is an exceptionally coordinated beast, with it’s two brains allowing it to control it’s arms with individualistic strength and precision.
Large: This creature occupies a 2x2 area on the battle grid.
Double-Headed: This creature is immune to effects that automatically kill 1 creature from a stack.
Dual-Attack: This creature may attack up to 2 adjacent enemies of your choosing. After attacking the first creature, you then select a second creature to attack (hold ctrl if you don’t wish to use this ability).

Ettin Reaver:
The Ettin Reaver has four hearts pulsing blood through its body, allowing it to deliver an endless stream of blows without tiring.
Large: This creature occupies a 2x2 area on the battle grid.
Double-Headed: This creature is immune to effects that automatically kill 1 creature from a stack.
Unlimited Retaliation: There is no limit on the number of times this creature can retaliate in a round.

DEPICTIONS:

















HERO & RACIAL:

Class: Predator
Wendol Predators have delved deep into their occultist magic, and are able to conjure a shadowy clone of themselves to assist on the battlefield. Where there is one Wendol general, there is always at least one more.

Attribute Distribution:
Attack: 45%
Defense: 15%
Spellpower: 30%
Knowledge: 10%

Skill Distribution:
Occultism: 10%
Logistics: 10%
Enlightenment: 2%
War Machines: 2%
Light Magic: 2%
Dark Magic: 8%
Destructive Magic: 8%
Summoning Magic: 8%
Sorcery: 8%
Defense: 8%
Attack: 12%
Luck: 14%
Leadership: 8%

Racial Skill: Occultism

Basic Occultism: The hero has a Hero Shadow to assist them on the battlefield. The Hero Shadow counts as 1/4th the level of the hero, and has a spellpower and knowledge equal to 1/4th of the heroes.

Advanced Occultism: The Hero Shadow counts as ½ the level of the hero, and has a spellpower and knowledge equal to ½ of the heroes.

Expert Occultism: The hero has a 2nd Hero Shadow to assist them on the battlefield. The 2nd Hero Shadow counts as 1/4th the level of the hero, and has a spellpower and knowledge equal to 1/4th of the heroes.

Ultimate Occultism: The 2nd Hero Shadow counts as ½ the level of the hero, and has a spellpower and knowledge equal to ½ of the heroes.

Racial Perks:

Hex of the Hunt: The main hero may spend 0.5 ATB to mark an enemy unit. All attacks from the hero or a shadow hero against that target deal +25% damage.

Hallowed Territory: The main hero may spend 0.25 ATB to mark a 4x4 area on the battle grid. The hero’s creatures within that territory receive +2 luck, +2 morale, and +20% initiative. Using this ability again will cancel their previous Hallowed Territory.

Gather Shadow: The main hero may spend 0.50 ATB to dismiss a Shadow Hero from the battlefield and gain all of their remaining mana + 1 mana per effective level of the Shadow Hero.

Ultimate: Trinity: The Shadow Heroes’ effective level, spellpower, and knowledge is equal to the hero.

Unique Perks:

Shadow Forces: Summoning Magic
Prereqs: Advanced Summoning, Master of Conjuration
The hero learns the ‘Phantom Forces’ spell. Spells now also have a 50% miss chance on the Phantom.

Eaters of the Dead: Attack
Prereqs: Advanced Attack, Battle Frenzy
All units receive Life Drain at 5% of the HP dealt in melee combat. This passive ability does not work on constructs (does work on undead). Eaters of the Dead stacks with Vampirism.

Predator’s Sprint: Logistics
Prereqs: Expert Logistics, Scouting, Swift Mind
When a unit moves without attacking, they only use 0.75 ATB.

Shadow Heroes:

In Wendol theology, all life forces in nature have multiple aspects. The Predator hero uses their occultist magic to draw out these other aspects from themselves, creating up to 2 Shadow Heroes that go wherever the Predator hero goes. These Shadow Heroes count as individual heroes on the battlefield with their own ATB. They cannot carry artifacts, war machines, or extra creatures. These Shadow Heroes have no attack or defense attributes. Their spellpower and knowledge is based on the hero’s mastery with Occultism (see above). If a Predator hero has Basic Occultism, their Shadow Hero has 1/4th of their unmodified spellpower and knowledge, and so on and so forth. Likewise, a Shadow Hero’s effective level for the purpose of making attacks is based on the Predator hero’s mastery with Occultism.

Blackwood Grove:

The Blackwood Grove building in the ‘Feral’ town is the ultimate resort for the Predator hero to meditate in. It is here that they can give their Shadow Heroes skills. A Predator can give their 1st Shadow Hero one skill at Basic Occultism, and then they can give their 2nd Shadow Hero one skill at Expert Occultism. The Shadow Hero can only learn a skill that the predator hero has. Learning a skill requires a certain amount of resources. Below is the list:

Enlightenment: 4 wood, 4 stone, 2 gems, 2 crystal, 2 mercury, 2 sulfur.
War Machines: 12 wood, 12 stone.
Light Magic: 12 crystal.
Dark Magic: 12 mercury.
Destructive Magic: 12 sulfur.
Summoning Magic: 12 gems.
Sorcery: 3 gems, 3 crystal, 3 mercury, 3 sulfur.
Attack: 12 wood, 6 sulfur.
Defense: 12 stone, 6 mercury.
Luck: 12 wood, 6 gems.
Leadership: 12 stone, 6 crystal.

*Logistics cannot be learned.
*Basic Enlightenment will increase the Shadow Heroes attributes, including attack and defense, like any Predator hero, and the EXP bonus will stack for the Predator hero.

All of the passive skills for the army stack with the Predator hero’s skills. (Example: If the Predator hero has expert defense and his 1st and 2nd Shadow Heroes both have basic defense, then the army receives –50% from all melee damage. Or likewise, Basic War Machines will further improve the War Macines.) Hero-based skills such as Sorcery or a Magic school only affect the Shadow Hero.

CAMPAIGN HEROES:

Yava:
Yava is the daughter of the witchdoctor Ravuk, the Occultist Master of the Caves of Cannasque. Unlike her father who has dedicated his life to expanding his magical prowess, Yava is a wild banshee among her people. She is admired, some say in more than one way, by the Yeti's of the north. She now plans on unleashing her army on the unaware dwarfs of Grimheim while her father prepares for the larger invasion.
Specialty: Pearl of the Yeti
A number of Yeti equal to 5 + Yava's level will join her army at the beginning of each week.
Starting Skills: Basic Occultism, Advanced Logistics
War Machines: First Aid Tent.

Ravuk:
Ravuk is the Occultist Master of the Caves of Cannasque. All other Wendol Wizards are obeisant to him. While his daughter launches a campaign against the dwarves, Ravuk prepares to unleash the full fury of the Wendol against the Elves and the Valkyrie, while the rest of the world is preoccupied with their own affairs. Ravuk has no concern for the safety and lives of his people, and his ambitions are built solely on the delight of blood and hunting.
Specialty: Mouthpiece of Nature
The spellpower of "Summon Elementals" is increased by +4, and the initiative of elementals in the hero's army is increased by +1 per four levels of the hero.
Starting Skills: Basic Occultism, Gather Shadow, Basic Summoning Magic
____________
"Folks, I don't trust children. They're here to replace us."

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lucky_dwarf
lucky_dwarf


Promising
Supreme Hero
Visiting
posted April 30, 2009 02:52 AM

i get dibs on a volcano city i shall hide the creature lineup for the grand post
____________
So much has changed in my absence.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted April 30, 2009 03:23 AM

Just make sure you post before the deadline. Speaking a which, wouldn't it be nice to have one?

Let's see here...i'd say...a week from this friday, say the 8th of May? Sound good?
____________
Steel Yourself for War

Next Set: Mirrodin
Beseiged

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xerdux
xerdux


Bad-mannered
Famous Hero
posted April 30, 2009 01:37 PM
Edited by xerdux at 16:33, 01 May 2009.

Pyramid
Home of the Krayavi and their Minions...

It is told in many legends that the Shrouded South was not always so deserted... so desolate.
No, the legends of old tells of an green land controlled by an powerful civilisation, living in harmony with the land and its other inhabitants.

But this was long ago and everything have pointed that it was merely a myth... untill now.

An powerful civilisation still rules the south, but they are neither friendly nor living in harmony with nature.
No, they are feral, sinister and corruptive.

The race was once again discovered by the Wizards while on an expedition in the Shrouded South. Beyond each dune, each layer of sand they expected an paradise but instead towering spires and pyramids rose above them and an lion-like speices seemed to rule over thousands of minions such as Zombies, great constructs, Mummies, dark Spirits and other dreadful creatures.

Very little is known about this races history... but the Wizards that returned did find several tablets believed to cover their history. The Tablets was translated and it tells about that there was indeed once an friendly race ruling an civilisation there.
They used powerful technology to keep the land green and in the peak of their civilisation, they gained acess to other planes.

They summonded fearsome servants from these planes and as it was bound to happen, they accidently summoned something that was to hard to control. The demonic spirits known as Efreets.

These dark spirits seized control over the race, known as Krayavi. Resembling humanoid lions, they were slowly twisted by the spirits corruptive tendrils and whispers. And with the Krayavis fall, the Shrouded South turned into the desolate place it is today.
Some of the race fell into the void, turning into spirits of vengeance themself known as the Rakshasa.

Although the Krayavi later managed to free themself from the grasps of the Efreet, the Efreet had twisted their minds.
The Krayavi was no longer what they were before... they had been empowered and consumed by darkness and planar energies.

Instead of banishing their minions, they summoned more from the planes and binded the Efreets to them. The Efreets still had influence on them - and the Krayavi, the Masters of the Pyramids, have been commanded to bring chaos upon the world below the Planes.

Short Information
The Krayavi doesnt engage directly in combat, rather they use their minions to the dirty job for them. The only Krayavi to engage in battles are the ones controlling the minions, Overlords and Invokers, and the elities troops - the riders of the planar Phoenix.
Pyramid faction have two themes. Darkness and Fire. Alternate upgrades represent Darkness and Death will normal upgrades represent Fire and Chaos.

Faction: The Pyramid
Colors: Orange & Gold / Black & Red
Spell schools: Dark and Destructive
Might Hero and Racial Skill: Overlord and Slavery
Magic Hero and Racial Skill Invoker and Inscription

Line-Up & Tactics
The stats of Pyramid creatures are very mixed as their minions comes from different planes.
Pyramid have very good support troops though. Most, if not all of their units have some kind of utility ability.

The Zombies serves as cannon fodder for Pyramid troops. You could say that one of their upgrades (the Ghoul) works like the peasant in Chess, because the Ghoul can self-explode within enemy lines.

The Anubit are fearsome planar creatures that are very fast and agile. They can jump over obstancles and walls, steal blessings and curse enemies.

The Sphinx are constructs of the Krayavi. They serve as heavy support drops and are able to cause sandstorms and confusion over the battlefield.

The Giant Scarabs are experiments of the Krayavi. They serve has heavy tank creatures.

The Mummies are the only shooters and spellcasters of the Pyramid forces. They have an area of effect damage attack and can cast both dark and light magic.

The Dark Spirits are flyers and also support troops of the Pyramid.

The ultimate elite unit of the Pyramid forces are the Bennu riders.

1. Zombie-Wastewalker/Ghoul
2. Anubit-Spiritguard/Deathguard
3. Sphinx-Hieracosphinx/Mystical Sphinx
4. Giant Scarab-Gold Scarab/Hulk Scarab
5. Mummy-Mummy Pharaoh/Acolyte
6. Planar Spirit-Efreet/Daemon
7. Bennu-Phoenix/Simurgh


Lv1 Walker. Zombie
The Zombie are not planar beings but rather the result of necromancy. The Krayavi embraces the shadow and uses souls to fuel their war machines and technology.
Therefor, the Invokers send out bands of Anubit to harvest remote villages. The villagers souls are then contained in glyphs and their bodies are raised as mindless Zombies.
Zombies serves as pure cannon fodder for the Pyramid forces. Mummies and Planar Spirits can both sacrifice them.
Attack: 1
Defense: 1
Damage: 1-1
Speed: 5
Iniative: 8
Health: 3
Mana: N/A
Abilities: Undead
Growth: 27
Cost: 14g
Dwelling: Crypt
Comments: These Zombies can only be used for enemy distraction or for sacrifices in middle/end-game. You dont need to upgrade all, but the upgraded abilties are very nice for tier 1 creatures.

Zombie Upgrade. Wastewalker
Before an large battle, the Overlords can send out hundreds or even thousands of Zombies to weaken the enemy. These zombies walk constantly day and night and have received the name Wastewalkers.
Nothing can stop the Wastewalkers marsh and they are fast moving. The very essences of the Wastewalkers are connected with each other, making them stronger for every new unit that enters the unstoppable march.
Attack: 1
Defense: 2
Damage: 1-1
Speed: 6
Iniative: 9
Health: 5
Mana: N/A
Abilities: Undead, Unstoppable March
Growth: 27
Cost: 24g
Dwelling: Catacombs

Unstoppable March: This creature cannot be slowed or hindred and gains +1 attack for every 25 creatures joining the stack.

Tactics: These are rather week in early game, but with their special building (Sepulcher) they will be in very high numbers in the end. This means they will get a lot of attack and work very well with the Overlord might hero later.
I suggest you to take Ghouls instead of Wastewalkers early and then maybe swap them over if you have an Might hero.

Zombie Alternate Upgrade. Ghoul
The Ghouls are an fast, fercious variation of the Zombie. The Invokers make these rapid attackers rush into enemy lines and explode themself in an storm of slime and goo.
Attack: 3
Defense: 1
Damage: 1-2
Speed: 9
Iniative: 10
Health: 4
Mana: N/A
Abilities: Undead, Corpse Explosion
Growth: 27
Cost: 24g
Dwelling: Catacombs

Corpse Explosion: The creature self-explodes itself, dealing damage to all creatures around it (including allied creatures).
The damage depends on the number of creatures.
Each unit contributes to half an damage point.

Tactics: The Ghouls can be used for both creeping and rushing. They deal average damage but their real strength lies with an might hero. To get full benefit of Wastewalkers and Ghouls, one hero should have Recruitment (Leadership) to boost their numbers. With Tactics, it should be possible for stacks of Ghouls to rush into enemy lines and do Corpse Explosion in two turns (Corpse Explosion takes its own turn).
Of course your Ghouls might be quickly killed them if they stand just in front of the enemies, making the Ghouls viable for Invokers too.


An Ghoul rising up from the Catacombs...


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xerdux
xerdux


Bad-mannered
Famous Hero
posted April 30, 2009 01:39 PM

Must the name be Phoenix Rider or can I just say it is an rider in the description?

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jiriki9
jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted April 30, 2009 07:02 PM
Edited by jiriki9 at 18:32, 08 May 2009.

@xerdux: since the name would not determine wether it's a mounted flyer or not, I guess you could even name it "Blob" if you want.

this will, finally, NOT be the place for my faction^^

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lucky_dwarf
lucky_dwarf


Promising
Supreme Hero
Visiting
posted May 01, 2009 04:35 AM
Edited by lucky_dwarf at 19:57, 20 May 2009.


"Its Orc for Orc and Ogre for Ogre"...


Town- The Volcano
Colors- Black, and red for the cities In the core of the kingdom but a sickly yellow and light brown for the outer ones.
Capital- Velcor
Main Campaign- On the edge of Doom
Music- Beginning battle Here
Mid Battle- Here
Town- (for the outer reaches of the kingdom)- Here
Town(inner kingdom)-Here Part 2(Or it could be the only theme you hear)Here (But im torn between those and This)
Facts- The kingdom is divided into two sections - The inner kingdom(More volcanic and blackish much more established looking buildings) and the outer kingdoms(much more nomadic something equivalent to Homm3 stronghold looks rugged with lots moss and whiteish rock.). The Ogres, Hobgoblins and Rocs live there in greater numbers than the inner kingdoms while the efreets live more in the
inner kingdoms.(This applies to game play too but designing two towns for the same faction would drive Ubisoft bankrupt )
Enemies- Orcs(outer kingdom), Djins/Academy(inner kingdom),Troglodytes and trolls(both kingdoms), Acropolis(mostly because of my T7), Inferno(inner Kingdom)
Philosophy-
Outer Kingdom- Its Orc for Orc and Ogre for Ogre...
Inner Kingdom- Grant wishes i will not, But pain i will grant you!
Heroes- Barbarian(mainly ogres),Might hero
Racial Skill- Scavenging

Every battle, dwelling capture, treasure chest or resource find there is a change the hero will get a scavenged object(depending on the action) that may be turned into a city to attract a number of creatures to his or her army. This is doubled for stronghold dwellings, battles and mines controlled by a stronghold player.

Example: You go and fight a few creeps. You get some scavenged items( a spell book for example) you go to your home town and cash it in to your special building. You attract a few ogre mages who want to learn a bit from that spell book. You get some new ogre mages in your army

Mastery influence-
Basic mastery- You gain a 30% chance to get items for tiers 1-3
Creatures gain +1 to moral for every successful plunder.

Advanced mastery- You gain a 55% chance to get items for tiers 1-3. You also gain a 30% chance to get items for tiers 4-6. Creatures gain +2 to moral for every successful plunder.

Expert mastery- You gain a 55% chance to get items for tiers 1-3. You also gain a 40% chance to get items for tiers 4-6. You also gain a 5% chance to get items for tier 7. Creatures gain +3 to moral for every successful plunder.

Ultimate mastery- You gain double the usual amount of items and all creatures gain +4 to moral for every successful plunder.

Racial skills-


The glee of raiding- Provides morale for every successful plunder
+1 basic
+2 advanced
+3 expert
+4 ultimate

Fire Wizards(mainly humans), Magic hero
Racial Skill-

Creature Line Up-
----------------------------------------------------
T1-  Hobgoblin- Element swinger- Magma Rider
------------------------------------------------------
Hobgoblin-

Description- Watch out! These guys are Biters! They have followed the Ogres for many years. When they crossed the portal to the new world(Asetox if im not mistaken) the goblins in the armies of the Orcs of Erathia were turned into small ugly creatures. They scurried away from the hideous orcs.(It took several years for the orcs to gain human formde of. The eldest of undead have replaced their bones with fire and ash!(this is called a material named Laver) The Troglodytes are perfecashed them on the world.



Skils-

Bite- May attack without retaliation for 1 action(does not work on undead, mechanical, or elemental)
Sneaky- This creature may become invisible for 2 turns. Also they can move 1/2 of theyre regular movement during that turn. When in sneak mode they may still pass creatures but not difficult terrain.

Strategy- These guys are to be used offensively and rely allot on numbers. A nice initiative.

Dwelling- Forrest(outer kingdom) Rugged Cliffs(Inner kingdoms)
-----------------------------------------------------------------
Element Swinger-

Description- When passing to the Efreet armies they had been equipped with slingshots that can trow any of the four elements.
"This shiny!" Borlog before trowing a fist full of fire at another hobgoblin.

Skils-

Sneaky- This creature may become invisible for 2 turns. Also they can move 1/2 of theyre regular movement during that turn. When in sneak mode they may still pass creatures but not difficult terrain.
Shooter- You know the deal
Fast swing- This creature uses half of its initiative on shooting.
Random element- This creature can trow a random element at the enemy and may gain extra damage
Elemental vision- This creature can see the elements!

Strategy- If you have soldiers luck it will give you the edge with these critters. These are the only shooters of Volcano but they make up for it if you go big on luck.

Upgrade- Forge(inner kingdom), Hobgoblin workshop(outer kingdom)
------------------------------------------------------------------
Magma Rider-

Description- The Magma riders have been given maces and shoes that spew out a wave of lava which caries the rider into battle. In most dire of need screams of terror will arise when a torrent of lava ridden by squat figures comes toward you at blinding speed.

Skils-

Flyer- This creature can move on to any free tile on the battlefield during its turn, regardless of the obstacles in the way.
Magma Torrent- When a creature passes over another creature it harms it equal to 1/4 of its regular attack not affected by luck
Sneaky- This creature may become invisible for 2 turns Magma Torrent and Flyer is disabled in that time. Also they can move 1/2 of theyre regular movement during that turn. When in sneak mode they may still pass creatures but not difficult terrain.

Strategy- Though im not the most brilliant strategist... Here goes
These guys rely on numbers. The Magma riders are made to go in and attack everyone. They got good initiative so they can use the Magma Torrent ability often. The sneaky ability is if you get cornered and you cant find safe haven.

Growth- 22
Growth boost- citadel (+11) Castle(+11) River(+6)[Waterfall for inner kingdom] Is an outer kingdom town(+3)

-----------------------------------------------------------------
T2- Undead Troglodyte- Singed Troglodyte- Magma Troglodyte
-----------------------------------------------------------------
Undead Troglodyte-

Description- The efreets do not know why but by some turn of fate the slain of the armies always rise and follow them. It seems no matter where the efreets go the undead follow. The more they stay in the presence of fire and smoke the more they go back to the stuff they were mahanted many humans on their travels and one of the largest groups of humans to pledge themselves happened to be necromancers. The only reason why mortals pledge themselves to the efreets is the promise of knowledge. The Fire wizards have learned all there is from the efreets. While they had tried to abandon necromancy it was in their blood. The many trolls that have been slain were to much of a temptation.
Skils-

Bulky- This creature provides a 10% protection to a creature behind it
Undead- This creature is not alive (like all other Necropolis creatures) and its morale is always neutral. It cannot be affected by Poison-, Blind- or Mind-related magic.

Strategy- Remember Necropolises zombies? They do the same thing but better. They protect your best(and only) shooters.

Dwelling- Troglodyte Warren(outer kingdoms), Tunnels(inner kingdoms)
----------------------------------------------------------------
Singed Troglodyte-

Description- Generally tougher than the younger troglodyte, the infernal troglodytes are covered by a bristly spine these brutes may impale a charger simply by turning theyre backs toward them. This danger has been increased by the fact that the Fire wizards have forged there spine to be tipped with lava.


Skils-
Brace yourself!- this creature may curl into a spiky ball.
A creature that attacks them receives damage according to how much the creature has walked before attacking.
(damage formula) Amount of squares walked * number of creatures the in stack.
Bulky- This creature provides a 10% protection to a creature behind it
Undead- This creature is not alive (like all other Necropolis creatures) and its morale is always neutral. It cannot be affected by Poison-, Blind- or Mind-related magic.

Upgrade- Hunting camp(inner kingdom), Mushroom clearing(outer kingdom)
----------------------------------------------------------------
Magma Troglodyte-

Description- Though the infernal troglodytes are the preferred infantry of the Fire Wizards the regular troglodyte will have to do.
Filled with boiling hot lava, these corpses may explode on will and due to their organs being hollowed out these creatures move faster than the other troglodytes

Skils-


Burst- same as explode
Magma Filled- Same as fireshield
Bulky- This creature provides a 10% protection to a creature behind it
Undead- This creature is not alive (like all other Necropolis creatures) and its morale is always neutral. It cannot be affected by Poison-, Blind- or Mind-related magic.

Notes- higher initiative than usual for a regular troglodyte

Growth- 18
Growth boost- citadel (+11) Castle(+11)Is an inner kingdom town(+2)
----------------------------------------------------------------
T3- Skeletal troll- Laver Trolls- Magmarite Reincarnation
----------------------------------------------------------------
Skeletal troll

Description-The trolls are constant obstacles in the mountains. The tribes are primitive but the trolls strength size make up for it. Clearing their settlements is a daily task and usually falls to the
fire wizards. Through some unknown way many of those who fight the trolls are momentarily stunned by an inexplicable aura (They resemble lotr trolls only that they are undead.)

Skils-
Undead- This creature is not alive (like all other Necropolis creatures) and its morale is always neutral. It cannot be affected by Poison-, Blind- or Mind-related magic.
Former Glory- When this creature attacks an enemy, the spell Sorrow (Basic level) is automatically cast on the target.
Large CreatureThis creature takes 2x2 squares on the battlefield.

Dwelling- Troll caverns(outer kingdom), Mammoth graveyard(inner kingdom)
---------------------------------------------------------------------
Laver Trolls-

Description- Troll skeletons are tough and not easily broken. Most cavities have been filled with lava. Trolls are creatures that live in caves, for on contact with light they turn immediately to stone.

Skils-
Undead- This creature is not alive (like all other Necropolis creatures) and its morale is always neutral. It cannot be affected by Poison-, Blind- or Mind-related magic.
Former Glory- When this creature attacks an enemy, the spell Sorrow (Basic level) is automatically cast on the target.
Large CreatureThis creature takes 2x2 squares on the battlefield.
Creature of the dark- Any darkness spell cast on the field are also cast on this creature and reversed
Fire resistant- 25% resistant to fire spell
Example: You cast suffering on creature X, and the troll absorbs this and turns it into its counterpart(righteous might) which then is cast on the trolls themselves.

Upgrade- Lighting holes(outer kingdoms), Archeologist camps(inner kingdom)
---------------------------------------------------------------------
Magmarite Reincarnation-

Description- The oldest of Undead trolls have been replaced by magma so fully many of the folk call them Magmarite Reincarnations. These are often used as workers in the bowels of volcanoes.

Skils-

Elemental- This creature is not alive and cannot be affected by Poison-, Blind- or Mind-related magic. Nor can it be resurrected or healed with First Aid Tent.
Elder flame- This creature is imune to all fire based attacks(i.e. Flamelord's heat wave, Sucubus shots, fire spells) and imune to cold attacks.
Magma shield- You know it
Shape shift- this creature can either gain +2 attack or +2 defense depending on your choice.
Large CreatureThis creature takes 2x2 squares on the battlefield.
Absorb fire- This creature may absorb any fire attacks and heal itself (Also resurecting itself)
---------------------------------------------------------------------
T4- Ogre- Ogre flame bludger- Ogre magma belcher
---------------------------------------------------------------------
Ogre-

Description- The Ogres are fierce warriors. On raids the orcs would bring a band of ogres to break through the lines of militia. When the _____ (The explosion that destroyed the previous world) happened the Ogres were almost whipped out excepting a band of slave ogres. As the magical portals opened the slave band and they're masters went through. The Ogres were severely changed by the magic powers that had opened the portal. However when they had met the orcs they were no longer cousins. When the orcs had passed through the portal they turned back to human form. Only several years afterward the wizards started experimenting again creating a new breed of orcs. The Ogres were infuriated by them taking the name of theyre brothers. A war ragged for years on end. A war for who was who. In the final  stages the orcs had defeated the Ogres, Hobgoblins, and Rocs. Weary bands left to roam the wilderness eventually finding the Efreets who took them under they're care.

The Meteors were falling thick and fast and the ground was falling away as the last of the ogres went through. There was a click and  the chains fell off. I had fur! I was also taller. Taller than the slavers. The others soon realized that too and were now smashing the slavers at will.

Skils-

Charge- Creature gets a 2.5% bonus to damage it inflicts during attack for each tile it covered on the game field before the attack.
Bash- At every attack creature has a chance to stun the enemy so they won't be able to retaliate and lose initiative

Dwelling- Ogre fort(outer kingdom), Ogre caravan(inner kingdom)
------------------------------------------------------------------
Ogre Flame bludger-
Description- Ogre Elite also has its own lava forged weapons. A primitive club made from volcanic soot may knock you unconscious better than poison would.

Skils-

Charge- Creature gets a 3% bonus to damage it inflicts during attack for each tile it covered on the game field before the attack.
Bash- At every attack creature has a chance to stun the enemy so they won't be able to retaliate and lose initiative
Unstoppable- This creature has a chance to knock back an opponent and is also immune to slow spells.

Upgrade- Ogre Tower(outer kingdom), Tribal fire(inner kingdom)
---------------------------------------------------------------
Ogre mage-
Description- Ogres are tribal creatures resorting to a fire pit and a dance to raise moral. Theyre staffs are topped with a skull of an orc, adorned with colorful feathers and fangs. These may horrify even the dead by threatining to put theyre skulls there for eternity.
Skils-

Charge- Creature gets a 2.5% bonus to damage it inflicts during attack for each tile it covered on the game field before the attack.
Fire swipe-  Creature simultaneously attacks three adjacent tiles occupied by the enemy.
Tribal Skull- During attack creature has a chance to cause fear affect.
Caster- This creature may cast:
Righteous might(Renamed Blood lust)

Level:

Stoneskin

Level:

---------------------------------------------------------------
T5- Roc- Ash bringer- Thunder bird
----------------------------------------------------------------
Roc-

Description- The Rocs once lived amongst the orcs. Long ago... but in the Ogre wars they were chased away by the wyverns of the swamp who stood by the orcs. The Rocs felt a strong blood bond with the Ogres. The fire magics had also brought forth a new roc with fire in theire hearts.

Skils-

Flyer- This creature can move on to any free tile on the battlefield during its turn, regardless of the obstacles in the way.
Large Creature- This creature takes 2x2 squares on the battlefield.
Grasp- This creature may suspend 2 creatures in a stack for every roc in the stack and detain them for 2 turns, works only on small creatures.

Dwelling- Roc Nests(outer kingdom), Roc Breedery(inner kingdom)
-------------------------------------------------------
Ash bringer

Description- The ash bringer is a new creature among the rocs. Rocs are heavily influenced by magic cast in they're presence. The routine castings of fire spells have brought out the ash bringers.

Skils-
Flyer- This creature can move on to any free tile on the battlefield during its turn, regardless of the obstacles in the way.
Large Creature- This creature takes 2x2 squares on the battlefield.
Grasp- This creature may suspend 2 creatures in a stack for every roc in the stack and detain them for 2 turns, works only on small creatures.
Ash wave- Creature simultaneously attacks three adjacent tiles occupied by the enemy.
Absorb fire- This creature may absorb any fire attacks and heal itself (Also resurecting itself)

Dwelling- Stormy weather(outer kingdom), Wizard training ground(inner kingdom
-------------------------------------------------------
Thunder bird

Description- The thunder bird is an elder creature. Come from Erathia these beasts are a sad reminder of what was lost during that time.

Skils-

Flyer- This creature can move on to any free tile on the battlefield during its turn, regardless of the obstacles in the way.
Large Creature- This creature takes 2x2 squares on the battlefield.
Grasp- This creature may suspend 2 creatures in a stack for every roc in the stack and detain them for 2 turns, works only on small creatures.
Lightning strike- This creature deals damage on all enemies that stand near its target, the damage dealt by such an attack is shared equally between the targets.
Absorb lightning- This creature may absorb any lightning attacks and heal itself (Also resurecting itself)
-------------------------------------------------------
T6- Efreet- Efreet Sultan- Thunder wielder
-------------------------------------------------------------
Efreet-

Description/History- The very first leader of the efreet was actually a genie. The genies are a proud race and they live to serve. The wizards  originally created them to serve as magic advisers. Tamalia was exceptionally beautiful she was one of the newest experiments of the wizards and was the first to bear human resemblance. She struck the fancy of a young wizard who had aided in her creation. For years he tried to win her affection but failed. She craved freedom much unlike the other genies. When he learned of this the wizard took her and promised her to take her to the highest mountains far away from the sand. So they traveled and fell for each other. Though the king was grieved. His son was away for far to long. He sent an army to retrieve him. When the army arrived at the high peaks they found the princes and the prince.  By that time the genies in that army had been enchanted by the mountains. The army was outnumbered and all the genies revolted. Calling themselves the efreets the new genies were still bound by magic. To escape they made a deed with the devil. They pledged to serve the demons for one century. By the end they were free! But had to rebel once more to escape. Now they were truly free! They had undergone transformations and became red and fiery.

Skils-
Absorb fire- This creature may absorb any fire attacks and heal itself (Also resurecting itself)
Flyer- This creature can move on to any free tile on the battlefield during its turn, regardless of the obstacles in the way.
Fire shield When this creature is subjected to melee attack, its Fireshield inflicts a certain amount of damage to the attacker, regardless of whether it has no retaliation-attack ability.
Caster This creature may cast:

Eldritch Arrow

Level:

20

Dwelling- Efreet village(both kingdoms but in inner kingdom its on a lake of lava and Outer kingdom its a village on a plateau)
--------------------------------------------------------------
Efreet Sultan
Description- For many decades there was no rank among the efreets.
But that has changed as the community has gone great transformation.
The Efreet Sultans do not obstain from battle but embrace it. They alone know the greatest secrets of the world.

Skils-
Absorb fire- This creature may absorb any fire attacks and heal itself (Also resurecting itself)
Flyer- This creature can move on to any free tile on the battlefield during its turn, regardless of the obstacles in the way.
Fire shield When this creature is subjected to melee attack, its Fireshield inflicts a certain amount of damage to the attacker, regardless of whether it has no retaliation-attack ability.
Caster This creature may cast:
Fireball

Level:

Elderich arrow

Level:

Righteous might
26
--------------------------------------------------------------
Thunder wielder

Description- The Thunder birds fascinated many efreets who turned to studying thunder magic.

Skils-
Absorb lightning- This creature may absorb any lightning attacks and heal itself (Also resurecting itself)

Flyer- This creature can move on to any free tile on the battlefield during its turn, regardless of the obstacles in the way.
Thunder shield When this creature is subjected to melee attack, its Thunder shield inflicts a certain amount of damage to the attacker, regardless of whether it has no retaliation-attack ability AND half of that damage is transmitted to the next closest creature.
Caster This creature may cast:
Chain lightning

Level:

Lightning bolt

Level:

26
--------------------------------------------------------------
T7- Pegasus rider- Doom Diver- Drake diver
-----------------------------------------------------------------
Pegasus Rider-

Description- Many wizards have taken flying horses as mounts. It is unsure as to the origins of these beasts. Some elven carvings reveal worship of these creatures. Shortly after the taming of these creature the Efreets and the Acropolis have gotten into a few minor skirmishes but no massive war has ever been launched.
Skils-
Large Creature- This creature takes 2x2 squares on the battlefield.
Flyer- This creature can move on to any free tile on the battlefield during its turn, regardless of the obstacles in the way.
No enemy retaliation- Enemies never retaliate after melee attacks by creatures with this ability.
Enchanted lance- There is a chance that you will cause an extra hit with half your normal strength
--------------------------------------------------------------------
Drake diver-

"Trogdolytes... Filthy creatures! But these salmanders... they could be useful... TAKE THEM!!!"- Captain Agnew, Underhill skirmisher

Description- The Trogdolites were another problem in the harsh climate of the volcano. They were more sophisticated than the Trolls but were not the match for the Efreets. They were systematical digging under Velcor the Capital of the Efreets. The foundation was severely weakened and is on the bring of causing a massive volcanic eruption such as not been seen in centuries. However where the Troglodyte were found they were killed. In one raid Captain Agnew found a dragon nest guarded by the Troglodytes. They were taken to the surface where they were bred for many years until the wizards unle.

Skils-
Large Creature- This creature takes 2x2 squares on the battlefield.
Flyer- This creature can move on to any free tile on the battlefield during its turn, regardless of the obstacles in the way.
No enemy retaliation- Enemies never retaliate after melee attacks by creatures with this ability.
Flyer- This creature can move on to any free tile on the battlefield during its turn, regardless of the obstacles in the way.
Fire breathDuring attack creature damages not only the target but any other unit positioned directly behind it.

-------------------------------------------------------------------
Doom Diver-

Description- Doom Divers are the elite of any army. They have flown through hell itself some say thats why they are so black. Some say they paint themselves like that to strike fear into the hearts of the enemy. Whatever the reason the Black Riders are ruthless. With magic lances they may break the line of all who oppose them.

Skils-
Flyer- This creature can move on to any free tile on the battlefield during its turn, regardless of the obstacles in the way.
Battle dive- Creature performs delayed air attack on selected tile on the field, causing double damage to any creatures, including friendly ones, which happen to be on the tile at that moment. Following the attack, the creature returns to a randomly selected location on the field (activated ability).
Large Creature- This creature takes 2x2 squares on the battlefield.
Flyer- This creature can move on to any free tile on the battlefield during its turn, regardless of the obstacles in the way.
No enemy retaliation- Enemies never retaliate after melee attacks by creatures with this ability.
Enchanted lance- There is a chance that you will cause an extra hit with half your normal strength
---------------------------------------------------------------

Fire Wizard(hero class)

The efreets have enchanted many humans on their travels and one of the largest groups of humans to pledge themselves happened to be necromancers. The only reason why mortals pledge themselves to the efreets is the promise of knowledge. The Fire wizards have learned all there is from the efreets. While they had tried to abandon necromancy it was in their blood. The many trolls and trogdolytes that have been slain were to much of a temptation.

Barbarian(hero class)

Many ogre warchiefs have pledged to the Efreets. They go by the name barbarians to honor their heritage given from the nomads that they had lived with for many years. These battle hardened warriors are the safe guard of the outer kingdoms.
---------------------------------------------------------------

Creatures




















Black Pegasus(mount)


Black Knight(Rider)










Dwelings
Hobgoblins

Growth booster- River


Growth booster- Waterfall


Upgrade- Forge(inner kingdom)
Vers 1

vers 2


Hobgoblin workshop- Cozy as you can get


Tunnels-Guess who?


Mushroom clearing(the big bait)-


Troll-upgrade
Lighting holes


Items
Spell book-

Gained by advanced scavenging.
Can be traded for 1-3 ogre mages.

Ordinary cups-

Gained by basic scavenging.
Can be traded for 1-5 hobgoblins.

Pleasant spices-

Gained by basic scavenging.
Can be traded for 1-5 (undead,singed or magma) Troglodytes

Mail-

Gained by advanced scavenging.
Can be traded for 1-2 rocs

Pie-

Gained by basic scavenging.
Can be traded for 1-10 hobgoblins.

Special

Trumpeteer








Heroes




Full view


Locations

Tenuviel isles



____________
So much has changed in my absence.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 01, 2009 01:34 PM

I have decided to this time comment to your factions, if I see it fit, and even make suggestions...I hope you see it as such and not as violent criticism.

Her is the first:
@luck_dwarf - I think you should think again about some names, 'though it may be a thing of personal preference...especially the "mounted flyer" is a bit too unspecific (yet I wasn't sure wether it should be your final name for the creature or just a concept name =) )

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xerdux
xerdux


Bad-mannered
Famous Hero
posted May 01, 2009 04:33 PM

Added Zombies, Wastewalkers and Ghouls.

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted May 01, 2009 07:35 PM

Hmm... I'm gonna start working on my faction on sunday I think... a bit busy right now.
____________

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted May 01, 2009 11:45 PM

Quote:
Lineup
Tier 5: Dragonhawk



Oh dear.

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xerdux
xerdux


Bad-mannered
Famous Hero
posted May 02, 2009 01:26 AM

I laughed IRL

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emilsn
emilsn


Legendary Hero
posted May 02, 2009 09:29 AM
Edited by emilsn at 09:47, 02 May 2009.

Sorry - I will work on it! Now Just leave it like that. I will change it.. I just need some guide lines!

EDIT: Changed those Dragonhawks!

Btw is it okay I use hydras or is it to close to Fortress HoMM3?
____________
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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xerox
xerox


Promising
Undefeatable Hero
posted May 02, 2009 10:30 AM

There was nothing wrong with the creature it was only funny when BlizzardBoy said "Oh dear" because Dragonhawks are from Warcraft and Xerox likes Warcraft in the Volcanic Wastelands
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted May 02, 2009 05:53 PM

Quote:
Btw is it okay I use hydras or is it to close to Fortress HoMM3?

As long as that doesn't make your faction a band of leaderless creatures.
____________
Steel Yourself for War

Next Set: Mirrodin
Beseiged

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xerdux
xerdux


Bad-mannered
Famous Hero
posted May 04, 2009 07:08 PM

When does the round end?

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted May 04, 2009 07:21 PM

8th may afaik.

Oh, and I'll probably have a hard time finding the time to finish my faction... I've had such an easy time in school just until now! As soon as the Harmony Competition starts schoolwork begins to pile up!

We'll see if I'll ever get finished. Here's a taste btw, I'm making a heretic faction again with a quite cool twist imo.



I just made it for the lulz.
____________

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Oscarius
Oscarius


Famous Hero
*sleepy*
posted May 04, 2009 08:48 PM
Edited by Oscarius at 20:44, 07 May 2009.

*Moved to the other page*
____________
Need moar avatars!

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einomida
einomida


Known Hero
posted May 05, 2009 10:07 PM

Even if I don`t enter this round I have not lost interest in the competition. It`s my final exams period, the next is maths and I think I`m not able to finish my faction until 8th. But keep it up, the competition feels like it has a new life.

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