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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 ... 33 34 35 36 37 ... 40 43 · «PREV / NEXT»
lucky_dwarf
lucky_dwarf


Promising
Supreme Hero
Visiting
posted May 25, 2009 11:51 PM

Quote:
Funny how all these entries are so alike.




You'd call a lion with hoves that walks on two legs alike to all of the other entries?

Sorry lexxan but i think you completely wrong
____________
So much has changed in my absence.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted May 26, 2009 02:51 AM

Ok, some questions...

Quote:
rock=stone?


Anything made of that hard stuff will work.

Quote:
For the caster-creature: would something like Cast random Curse/Blessing also count?

A caster is defined by his array of spells, so I would say no.

Quote:
I believe that is because we were given a set of rules to follow in our creation of these new towns


This week was signifcantly less limiting than the last. I thought there'd be plenty of room for originality.
____________
Steel Yourself for War

Next Set: Mirrodin
Beseiged

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 26, 2009 07:32 AM

Quote:
quote:
I believe that is because we were given a set of rules to follow in our creation of these new towns


This week was signifcantly less limiting than the last. I thought there'd be plenty of room for originality.


hmmm, perhaps by the creatures, but remember: five must be chosen AND only FOUR may be living, so that reducec versility a bit.

still I feel there could b lenty of factiosn made by this...

btw...does it have to be four living creatures or could it also be 0-3?

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted May 26, 2009 09:44 AM

He said ONLY four.

This means no more than Four.

So yes, you could make an all-undead faction, if you like
____________
Coincidence? I think not!!!!

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einomida
einomida


Known Hero
posted May 26, 2009 09:51 AM
Edited by einomida at 15:57, 12 Jun 2009.

Palace
Blue Midget Elves

"The Palace is run by Blue Elves, cousins of the Sylvan elves. Blue Elves live up north on high mountains. They are physically weak, but have high magical abilities (especially in the Summoning department). Although peaceful in nature, Blue Elves have grown worried of evil forces building power on the mainland. They also tend to dislike dwarves` eagerness to drill holes into mountains and thus destroy their natural homelann.
Eons ago, Blue Elves separated from their mainland cousins and went to live a nomadic life; travelling around, they found peace and quiet in the northern mountains among the creatures living there. Only recently have they built a decent society and started todevelop a military power to counter all the evil forces that may threaten their existence."


Hero: Oracle
Primary Skill Distribution: Defense 20%; Knowledge 30%; Attack 20%; Spellpower 30%
Hero visual: An old Blue Elf rides a goat (hehe)
Town: Mountain peaks with caves and houses. Main Building really looks like a big palace with a big tower in the middle.
Associated Colors: Light Yellow, White, Blue
Primary Spell Schools: Summoning and Destructive

Palace has a special bulding, Elemental Convertor, that converts all Destructive magic spells to Ice spells, for example:
Armageddon -> Avalanche
Meteor Shower -> Hailstorm
Implosion ->Absolute Zero
etc
The only difference is that spell element becomes Ice and grants Freezing effect if the hero has Master of Ice Perk (damage does not change). Also, Destructive Magic perks not dealing with Ice change into perks that improve Ice spells. (Would do them, but don`t have time anymore.)
Note that this change is completely optional and can be skipped for regular Destructive carnage.



Creatures

Tier 1
Snowman
"The snowmen are the general troops of Palace. They can be easily animated from snow through magic and, you know, there`s a lot of snow in the hogh mountains. They don`t really back a punch or have any great abilities, but they come in great numbers."
Stats: generally weak stats, high speed and HP
Look: Doesn`t look like a regular snowman, but rather an oddly shaped man-like lump of snow.
Abilities: Fire Vulnerability, Immunity to Ice

Iceman Upgrade
"Simply put, the Iceman is a more solid version of Snowman, thusly, it punishes the enemy more and can also withstand gretaer beating. They are still, fragile, though."
Stats: Iceman has better ATT, DEF and dmg stats.
Look: looks generaly the same but ice-like.
Abilities: Fire Vulnerability, Immunity to Ice, Frostbite*

Snow Trooper Alt Upgrade
"What differs Troopers from their weaker snowy brothers is the amount of care and time put into their creation. Despite still being fragile, these guys can, with the help of the hero`s magic, rebuild themselves."
Stats: Greater ATT, DEF and HP stats ensure better survivability.
Abilities: Fire Vulnerability, Immunity to Ice, Rebuild*

New Abilities:
Frostbite: every melee attack gives the target Frostbite status, which freezes the target on strike and also deals damage over three next turns. (damage = creatures per stack).
Rebuild: Activated ability, unlimited. Using the hero`s mana, this creature can resurrect a part of it`s stack. (the amount of creatures resurrected can be chosen, more creatures = more mana drained)



Tier 2
Rogue
"The Rogues are basically the cap of Blue Elves` physical power. They are quick and agile and should not be underestimated when it comes to their dealiness."
Stats: naturally high ATT, dmg and speed stats.
Look: similar to Dungeon`s scouts, but have blue skin and lighter cothes. Knife and a small crossbow
Abilities: Shooter, No Melee Penalty

Snow Patrol Upgrade
"These stealthy assassins will not let a good opoprtunity pass by when it comes to devastatting the enemy with an extra strong surprise attack."
Stats: again high speed and attack
Look: Have white clothes (snow camo), a flashy silver dagger and a small crossbow
Abilites: Shooter, No Melee Penalty, Critical Strike*

Alt Upgrade
"Even the mightiest of beasts have to fear these guys as it is impossible to predict when they strike at a lethal point..."
Stats: faster than the other Upgrade, but has weaker offensive stats and better defensive stats.
Look: Clothes are gray, also has a small crossbow and a flashy silver dagger.
Abilities: Shooter, No Melee Penalty, Lethal Strike*


New Abilities:
Critical Strike: attack of this creature can do 1.5X damage. (Critical Strikes can also have luck rolls)
Lethal Strike: Attack of this creature can lower the maximum HP of it`s target. (targets with higher HP lose more HP than creatures with low HP).



Tier 3
Cave Spirit
"Cave spirits "live" naturally in high mountain caves and don`t bother others much. Unless they are bothered."
Stats: Medium and balanced stats between att and defense. High speed and init, though.
Look: Similar to Necro ghost, but without the metal "toys". Only 1 shadow and it`s a bit larger than Necro ones.
Abilities: Undead, Flier, Incorporeal

Cave Shadow Upgrade
"The oldest of spirits eventually turn into mere shadows."
Stats: Better defensive stats (HP and DEF)
Look: Darker in color, not much difference.
Abilities: Undead, Flier, Incorporeal, Sorrow Strike, Shadow Bind*

Wind Spirit Alt. Upgrade
"As opposed to their gloomy, dark cousins, Wind Spirits have come out of the caves and wander in the mountains. Doing so has made them realize the power of wind."
Stats: Higher Offense and speed stats.
Look: Lighter ion color, has some wind effects around it.
Abilities: Undead, Flier, Incorporeal, Aura of Haste*, Gust*

New Abilities:
Aura of Haste: All adjecent friendly creatures get +1 to their initiative. (Initiative boost is not permanent)
Gust: The wind-like attack of this creature ignores 10% of enemy DEF and also deals increased damage to Incorporeal units.
Shadow Bind: Works like entangling roots, but is an activated ability. Targeted creature cannot move and has it`s initiative dropped by 1.



Tier 4
Pounder
"Pounders a better example of Blue Elves` animating and summoning powers. These guys make the earth beneath their feet tremble... actually, not only beneath their feet."
Stats: generally high stats, with emphasis on DEF and HP, but can deal good damage, speed is medium, though.
Looks: Looks like a massive rock dude.
Abilities: Immunity to Earth, Large Creature, Groundshake*

Boulder Upgrade
"Boulders are literally massive chunks of earth that move around and destroy everything in their path."
Stats: better defensive stats (DEF and HP)
Look: a bit darker in color, also has some more features, more detailed.
Abilities: Immunity to Earth, Large Creature, Groundshake*, Prayer of Earth*

Ferronius Alt Upgrade
"Under high magical pressure, these guys have developed an iron-like skin which makes them able to take more beating while at the same time making them even stronger."
Stats: Balanced between ATT and DEF (has less HP than Boulder)
Look: The most human-like. Has a metallic blue shine.
Abilities: Immunity to Earth, Large Creature, Ironhide*, Final Fortress*

New Abilities:
Groundshake: Activated ability, 1 time per battle. Creates an earthquake on a 4x4 selected aread on the battlefield. Damages and possibly stuns creatures in that area, also destroys walls, towers and doors.
Ironhide: Grants the creature 30% magic resistance and immunity.
Final Fortress: DEF of this creature rises drastically if the number of creatures in the stack is decreasing. (note that DEF increase also depends on the original stack size - the more creatures originally in the stack, the more you gain).
Prayer of Earth: Activated ability, unlimited. While activated, this creature becomes inactive for one turn, gets a massive DEF boost and resurrects a part of it`s stack. If reused, the DEF bonus and resurrection amount are lower - if used for the second time, both bonuses are already considerably lower.



Tier 5
Taurus
"This species of the legendary hoofed bipedal creature lives along with the Blue Elves. With their massive physiacal strength, they occasionally aid the elves if needed. And when something threatens their homeland, they ally with the elves to destroy the enemy (and possibly eat their flesh)."
Stats: A fast and sturdy charging unit who deals good damage and also has high HP.
Looks: Like Minotaur from H2 (w/ a massive axe).
Abilities: Enraged, Bravery, Cleave

Minotaurus Upgrade
"Possessing even greater strength, the Minotaurus are the spearheads of Palace`s army."
Stats: Overall better, focused on attack
Looks: Upgraded H2 Minotaur (massive axe and golden armor)
Abilities: Enraged, Bravery, Cleave, Doomblow*

Hammerhead

Stats: Overall better, better DEF stats than Minotaurus, but is still more toward offensive style.
Looks: Has blue armor a small shield and a big one-handed hammer.
Abilities: Enraged, Bravery, Block*, Armor Crush*

New Abilities
Doomblow: this creature`s attack effectively disarms a portion of the targeted stack. For the next turn (including retaliation), the enemy stacks deals 0%-50% less damage. (dmg decreased is affected by luck and Soldier`s Luck perk)
Block: Any physical attack against this creature has a chance to be blocked, dealing only 0%-50% of damage.
Armor Crush:pretty obvious, lowers enemy def (I get the feeling that this perk already exists)


Tier 6
Frost Mage (again a lame name, but forgive me)
"What the Blue Elves can`t achieve with might, they achieve with magic. Frost mages are truly masters of Ice as they use it to both attack and defend at the same time."
Stats: Low ATT and Speed, but high Dmg and DEF. Init and Hp are average, maybe a bit to the higher side.
Looks: looks like a blue midget elf (or a smurf) is hovering above ground and has a ball of ice around it (as armor).
Abilities: Caster(Spellbook: Ice Bolt, Ice Shackle*), Shooter, Large Creature, Ice Shield

Frost MasterUpgrade
Frost masters can put their skills of cold control into good use by not only damaging foes, but also weakening them. And naturally, being mages, Frost Masters want to counter their opposites - warriors."
Stats: Overall better stats, leaning more towards DEF and HP
Abilities: Large Creature, Shooter, Caster(Spellbook: Ice Bolt, Ice Shackle*), Ice Spike Shield*, Warrior Bane*

Frostweaver Alt Upgrade
"Frost Weavers focus only on killing their foes as fast as possible - extremely high damage through extremely low temperature."
Abilties: Large Creature, Shooter, Caster(Spellbook: Ice Bolt, Circle of Winter, Deep Freeze), Aurora Freeze*, Ice Shield*

New Abilities:

Tier 7
Glacial Serpent
"Glacial Serpent truly are magnificent beasts. Living in the high mountains, nobody really knows what they do or eat all day. Blue Elves have a feeling that they are directly related to gods."
Stats: Very quick and deals great damage. DEF is also above average, but lacks HP.
Looks: looks like a light blue snake/serpent with little wings. But it actually doesn`t use wings to fly, they are there for decoration mostly.
Abilities: Large Creature, Flier

Leviathan


Triton


Racial - quickly. I thought of making the racial ability about dealing extra cold damage (like cold steel) and also all creatures having natural ice defense (like Ice Shield) which acts mainly like Arcane Armor.
Perks: Mark of Cold - Like Mark of Fire, but hero active ability.

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emilsn
emilsn


Legendary Hero
posted May 26, 2009 02:46 PM
Edited by emilsn at 12:06, 30 May 2009.

Faction: Kobolt Ministry
Hero Class: Enchanter or Contractor


Tier 1: Thief Trickster or Sapper(rogue)
Tier 2: Stone Gargoyle Titanium Gargoyle or Diamond Gargoyle
Tier 3: Goat Rider War Goat or Siege Goat(hoofed)
Tier 4: Savage Berserker or Ripper
Tier 5: Rock Guard Kobolt Warrior or Grannit Guardian(elemental)
Tier 6: War Golem Enchanted Golem or Kobolt Golem
Tier 7: Roc Thunder Bird or Diamond Roc

Tier 1: Thief
Description: The thiefs are the lousy unit that is a pest in the Kobolt enviorment, they are taken to war only to get slain. This is their punishment.
Abilities: None
Size: Small

Tier 1: Trickster
Description: Trickers are little con artist or a better rogue if you can say so. They are quick with their daggers and this makes them great rush units
Abilities: Slice
Size: Small

Tier 1: Sapper
Description: These are some of the worst ranged units ever, nevertheless, they are in the Kobolt army. Their punishment is watching the enemy getting closer while they reload their small crossbows and try to survieve!
Abilties: Scramble Shot
Size: Small

Tier 2: Stone Gargoyle
Description: The Stone Gargoyles are carved out of the outer layer of the mountains which the Kobolts dig from, they are only made because the Kobolts don't want to waste the stone.
Abilities: Elemental, Flyer
Size: small

Tier 2: Titanium Gargoyle
Description: A very special Gargoyle made out of titanium which gives them a more flexibel body and a faster movement, so they can engage the enemy troops faster! Though they are fast and flexibel they really can't do much else then being used as cannon fodder.
Abilities: Elemental, Flyer, First strike
Size: Small

Tier 2: Diamond Gargoyle
Description: The Diamond Gaygoyles are made out of the lesser fine diamonds which doesn't give them the full power of the diamonds. But they still get the diamond magic immunity ability to some extend and the diamond body makes them tough and sturdy!
Abilities: Elemental, Flyer, Magical Immunity(75%)
Size: small

Tier 3: Goat Rider
Description: Trained goats with the only purpose to ride out and stomp the enemies to death, while their Kobolt Rider laughs at the enemies faces!
Abilities: Stomp
Size: large

Tier 3: War Goat
Description: Large black Mountain goats with a huge set of plate armor and their little rider on top with a whip and a twisted smile on their lips! War Goats are bolstred units and are tough to take down!
Abilities: Stomp, Armoured
Size: Large

Tier 3: Siege Goat
Description: The goats are actully just a mount in this case and not a weapon. The weapon on the siege Goats are the riders armoured with strong crossbows that are deadly in close ranged!
Abilities: Maenuver, Precise shot
Size: large

Tier 4: Savage
Descritpion: Believe or not they have strong Kobolts that don't need either mechanical aid or magic aid! The Savages are crazed Kobolts that are quick and hits hard, for Kobolt standard!
Abilities: Slam
Size: Small

Tier 4: Berserker
Description: Insanity is very normal for Berserkers, when they are unleashed on a battlefield no one can really control them and they fear nothing and run from nothing!
Abilities: Fearless, Charge
Size: Small

Tier 4: Ripper
Description: Rippers have special designed fist weapons that can make enemy creatures bleed and make serious injuries. These are not to be messed with and they can easily make an whole army bleed to death!
Abilities: Slam, Rend
Size: Small

Tier 5: Rock Guard
Description: The mining Kobolds had a lot of fun with creating huge rock golems that they can use to play with. Later on the army leaders saw the potential in having them fighting because of their strong body!
Abilities: Immune to Earth
Size: Small

Tier 5: Kobolt Warrior
Description: After a huge need for stronger battle units that could take even more damage the Kobolt miners started to gather the Kobolt mineral and some enchanters used it on the Rock Guards and this was the outcome
Abilities: Immune to magic, Kobolt Strike
Size: Small

Tier 5: Grannit Guardian
Description: With a harder body then the rock Guards these have also gained a little more speed which gives them some agility and makes it a faster unit for certain purposes this gives the heroes a different tactical choice!
Abilties: Immune to Earth, Grannit cut
Size: Small

Tier 6: War Golem
Description: Who haven't stolen ideas from the Gnomes? These are mechanical golems with a Kobold riding it and they have become popular in the war line up as these are very tough and sturdy!
Abilities: Mechanical, Slam
Size: large

Tier 6: Enchanted Golem
Description: Magical controlled units that can cast variours of lightning spells to spread eletrical fury among the ranks of the Kobolds. They are less sturdy but have a lot of different tricks
Abilities: Mechanical, Caster(Sap, Chain Lightning),
Size: Large

Tier 6: Kobolt Golem
Description: Just like the Kobolt Warriors these are perfect war machines that has a high amount of defense protection them from almost anything!
Abilities: Mechanical, Slam, Refelct

Tier 7: Roc
Description: On the tops of the mountains the birds of the sky fly high and the Kobolds have learned a way to train them and use them in battle. They are swift and brilliant fighters.
Abilities:
Size: Large

Tier 7: Thunder Bird
Description: The sky has blessed them with lightning, or so it goes. No one knows for sure but these are deadly birds that strike with the sky's fury and swiftness!
Abilities: Lightning Strike, First Strike
Size: large

Tier 7: Diamond Roc
Description: The controlled breed of the rocs enchanted to gain a coat of magical immunity and a stronger body, making them a little slow but more sturdy of course!
Abilities: Immune to Magic, Diamond Dust  
____________
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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DevilWarrior
DevilWarrior


Adventuring Hero
posted May 27, 2009 10:01 PM

Hello I would like to enter my faction Lair
Lair

Motto:
"For Revenge"
Facts and Traits:
Also Known As: The Outcasts
Associated Colors: Gray, Black and White
Worship: A Strange mix of nearly all the Dragons
Core Philosophy: “We have been betrayed, now let us avenge ourselves”
Country/Kingdom: None (Strange scatterings or caves are their cities)
Capital City: Nerfal, the great cave
Key Symbols: The Cave, A symbol which shows a little bit of each faction’s symbols   Alignment: Chaotic Neutral
Allie(s): Inferno
Enemie(s): Everyone Else
Heroes: Thief, Might Hero, and Mystic, Magic Hero

Story: Sometimes for one reason or another a creature rebels against their faction, when this happens they are either destroyed or exiled, the ones exiled go to the caves where they been forming and plotting, plotting for revenge.

Creatures:
(Living, Rogue) 1: Rogue: Bandit/Pirate
(Non-living, Rock) 2: Rock Dwarf: Boulder Dwarf/Crag Dwarf
(Non-living, Ghost) 3: Apparition: Shadow/Phantom
(Living, Legendary Beast) 4: Werewolf: Pack Leader/Moon Werewolf
(Living) 5: Troll: War Troll/Foul Troll
(Non-Living, Caster, Non-humanoid Caster) 6: Golem Mage: Archgolem/True Golem
(Living) 7:  Giant Falcon: Roc/Thunderbird
More Descriptions on Creatures:
Rogue:
Attack: 3
Defense: 1
Damage: 1-2
Hit Points: 3
Speed: 7
Initiative: 10
Abilities: Unlimited Retaliation
The early inhabitants of the underground had a Patriarchal society which was destroyed by Dungeon. When the civilization was destroyed the leaders fled to the caves and became the rogues.

Bandit:
Attack: 5
Defense: 2
Damage: 1-2
Hit Points: 4
Speed: 7
Initiative: 10
Abilities: Unlimited Retaliation, Invisibility
Over time leaders rose among the Rogues known as the Bandits who, few challenged them because sometimes they moves so fast it was like you could not even see them.

Pirate
Attack: 3
Defense: 1
Damage: 3-4
Hit Points: 3
Speed: 7
Initiative: 10
Abilities: Unlimited Retaliation, Naval (New Ability)
Some of the pirates tried to escape by sea, few survived but the ones that did became the scourges of the Sea known as Pirates.

Rock Dwarf
Attack: 4
Defense: 2
Damage:  2-3
Hit Points: 11
Speed: 4
Initiative:  3
Abilities: 25% resistant to Earth Magic
The rock Dwarves were artificial dwarves carved by the regular Dwarves. The rock Dwarves were once allies to Fortress however they got into a large fight because Fortress worshipped Arkath and the Rock Dwarfs worshipped Sylvanna. Most of the Rock Dwarves were killed; the few remaining spent their lives carving more of the Rock Dwarves in the caves.

Boulder Dwarf
Attack: 5
Defense: 4
Damage:  4-5
Hit Points: 11
Speed: 3
Initiative:  3
Abilities: 50% resistant to Earth Magic, 25% resistant to all other magic
The Original Rock Dwarves, carves by the regular Dwarves sometimes come out of the caves to fight, the long years have hardened them, both from attacks and spells

Crag Dwarf
Attack: 4
Defense: 4
Damage:  2-3
Hit Points: 9
Speed: 6
Initiative:  5
Abilities: 25% resistant to Earth Magic, Strike-And-Return
Crag Dwarves were carved underneath the caves and, while no as sturdy as most of the rest of their race, don’t need to be because they can strike and run away long before the enemy can even raise their weapon.

Apparition:
Attack: 4
Defense: 4
Damage: 3-5
Hit Points: 17
Speed: 5
Initiative: 9
Abilities: Undead, Incorporeal
Apparitions are ghosts who were once under the control of Urgarash, after they had been freed they tried to join the ranks of Necropolis, but Necropolis would not let them considering their past. They then swore vengeance.

Shadow:
Attack: 3
Defense: 6
Damage: 4-6
Hit Points: 20
Speed: 5
Initiative: 11
Abilities: Undead, Incorporeal, Go through Obstacles (New Ability)
Shadows are the very Shadows of the living, come to life to fight against their once-master

Phantom:
Attack: 6
Defense: 6
Damage: 5-7
Hit Points: 19
Speed: 6
Initiative: 9
Abilities: Undead, Incorporeal
Phantom are the Specters that have rebelled against their faction for one reason or another, they have not gotten the chance to learn to Drain mana but because they were fighting for a long time have much better base abilities

Werewolf:
Attack: 9
Defense: 5
Damage: 8-12
Hit Points: 22
Speed:  6
Initiative: 4
Abilities: Howl, Moon Strength (New Ability)
Werewolves are the outcasts of Sylvan, cursed humans and elves forced to eat the raw meat of creatures from their own race under the full moon, but, needing powerful warriors, Lair gladly took them in.

Pack Leader:
Attack: 10
Defense: 6
Damage: 11-15
Hit Points: 26
Speed:  7
Initiative: 5
Abilities: Howl, Moon Champion (New Ability)
The Lords of the Werewolves have learned how to control themselves under the change and are much stronger in wolf form because of it.

Moon Werewolf:
Attack: 11
Defense: 7
Damage: 10-14
Hit Points: 25
Speed: 8
Initiative: 6
Abilities: Howl, Moon Rage (New Ability)
Moon Werewolves focus not so much as controlling themselves during the rage but more on increasing their natural ability in it; therefore they are naturally stronger than their usual counterpart, they also move enough to block even arrows and spells

Troll:
Attack: 14
Defense: 8
Damage: 14-17
Hit Points: 65
Speed: 4
Initiative: 3
Abilities: Raging Blood, Regeneration, Large Creature
Trolls are relatives of the Orcs however rebelled against them because of hate for the goblins when the Orcs allowed goblins in their
numbers.

War Troll:
Attack: 14
Defense: 11
Damage: 17-20
Hit Points: 80
Speed: 4
Initiative: 5
Abilities: Raging Blood, Regeneration, Fear Attack, Large Creature
War Trolls lead the front line of Trolls into the battle and are so terrifying that they strike fear into the hearts of the enemies

Foul Troll:
Attack: 15
Defense: 12
Damage: 14-17
Hit Points: 70
Speed: 6
Initiative: 6
Abilities:  Raging Blood, Regeneration, Acid Blood, Large Creature
Foul Trolls bath in Poison and eats poisonous animals to fill their blood with poison

Golem Mage:
Attack:  17
Defense: 27
Damage: 19-21
Hit Points: 100
Speed: 2
Initiative: 4
Shots: 12
Mana: 30
Abilities: Caster, Mechanical, Spell-proof 50%
Spells: Weakness, Slow, Eldritch Arrow, Divine Strength, Haste, Fist of Wrath
When the mages were just inventors they built these to guard their cities, but they malfunctioned and attacked the cities, the mages had to destroy them, later Rogues found them and the Rock Dwarves re-built them to work for them.

Archgolem Mage:
Attack:  17
Defense: 27
Damage: 22-24
Hit Points: 120
Speed: 2
Initiative: 4
Shots: 15
Mana: 35
Abilities: Caster, Mechanical, Spell-proof 50%
Spells: Weakness, Slow, Eldritch Arrow, Divine Strength, Haste, Fist of Wrath, Cleansing, Blindness
The Archgolem mages are the leaders of Lair’s magical community and often in battle use their high amount of arcane knowledge to cast different spells depending on their enemy

True Golem:
Attack:  21
Defense: 33
Damage: 19-21
Hit Points: 150
Speed: 2
Initiative: 8
Shots: 16
Abilities: Mechanical, Spell-proof 50%, Ranged Retaliation, No Melee Penalty
True golems give up their training in spellcasting to improve their combat skills, both ranged and melee.

Giant Falcon
Attack:  25
Defense:  23
Damage:  35-50
Hit Points: 160
Speed: 8
Initiative:  7
Abilities:  Flyer, Screech (New Ability), Large Creature
When turned away from Sylath for Elrath they replaced the falcons of the empires with Griffins and Angels. Unfortunately for them they forgot to think where they might go.

Roc
Attack:  32
Defense:  27
Damage:  42-55
Hit Points: 190
Speed: 8
Initiative:  7
Abilities:  Flyer, Screech (New Ability), Huge Creature (New Ability), Carry (New Ability)
Rocs are evolved Giant Falcons and are so huge that is spread fully their wings would cover the sun’s light.

Thunderbird
Attack:  25
Defense:  27
Damage:  35-50
Hit Points: 200
Speed: 8
Initiative:  9
Abilities:  Flyer, Screech (New Ability), Large Creature, Magic resistance 50%, immunity to lightning, Call Lighting
Some Giant Falcons live so much in the air that they become an electrical beast and are quite a potent adversary

New Abilities

Naval: This creature gain 25% attack, defense, and damage bonus on a ship battle.

Go-Through-Obstacle: This creature may move through any obstacle (including walls)

Moon Strength: At the beginning of the battle a virtual coin is flipped, if heads a full moon appears and the creature starts in the middle of the battlefield and acts as if the creature had Frenzy, Righteous Might, Endurance and Haste on it for the battle

Moon Champion: Same as above but no Frenzy

Moon Rage: Same as Moon Strength but also Divine Strength, Deflect Missiles, and Magic Immunity were cast on it.

Screech: Once per battle this creature may deal a -2 morale penalty to all creatures around it, if any creature gets to -3 from this then the player with control of the screeching creature takes control of the -3 morale creatures for two rounds

Huge Creature: this creature takes up 3X3 on the battlefield if the hero has tactics, if not they are 2X3

Carry: At the beginning of this creature’s turn you may choose one creature adjacent to it, at the end of the creature’s movement the selected creature teleports to a random space adjacent to the new position of the creature

Racial: When the opposing hero is of some faction then a certain creature in the army gains a bonus depending on how masterful they are in their racial.
Haven: Giant Falcon
Academy: Golem Mage
Sylvan: Werewolf
Fortress: Rock Dwarf
Stronghold: Troll
Dungeon: Rogue
Necropolis: Apparition

Timeline:
34-91 YSD: The Golem Mages in the Wizard’s land rebels and malfunction and attack the Wizards, the Wizards manage to defeat and dismember them.
112 YSD: The Rock Dwarves and The regular Dwarves go to War
120 YSD: The Rock Dwarves are Defeated are forced to flee to caves
Around 200 YSD: Random Humans and Elves become Werewolves and are exiled from their lands; they run to the caves so they will not harm people during the full moon
543-561 YSD: Tuidhana destroys the small kingdom that lived underground to further Dungeon, their leaders flee to the over ground and become Rogues
574 YSD: The Various Creatures in the caves align; the rogues discover the golem mages and bring them to the Rock Dwarves who re-assemble them.
513-555 YSD: Trolls inspired by the Orcs, rebel in Haven/Academy, and break free, they then join the Orcs
600 YSD: Orcs allow Goblins to join them; Trolls get angry and leave them to go to the caves to form a new land
730 YSD: Apparitions who have been banned from Necropolis in exchange for Ghosts flee to the caves and start haunting them
745 YSD: Apparitions forge an alliance with the rest of the creatures in the caves.
843 YSD: Prince Ivan of Griffin renames the Human Empire to the Holy Griffin Empire; the giant falcons fly way to their nests on the caves.
870 YSD: The Various Creatures in the Caves align to form a new empire with only one objective: Revenge.

Important/Campaign Heroes

Nereun
Nereun is the supreme leader of Lair and was first the leader of the Rogues. He is brilliant in combat and knows any combat styles from all of his time studying with the other rogues.

Terther
Terther is the leader of the Werewolves and was one of the first banished from Sylvan. He is ruthless and vicious but also a great general and completely and utterly loyal to Nereun.

Serta
Serta is the ambassador from the demon lords, she is a leader amongst Succubus and once studied under Jezebeth. She is very kind on her ambassador missions but it is all smoke and mirrors, outside of them she is pretty cruel unless she is seducing.

Ranern
Ranern is the leader of the Trolls and a very strange character. He is mad from losing his entire village and everything he owned was destroyed by Stronghold when the Trolls rebelled. Yet somehow the Troll managed to become their leader, many believe that this is because he is so mad that in combat he is an amazing warrior… as long as you stay away.


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jiriki9
jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted June 06, 2009 01:17 PM
Edited by jiriki9 at 11:20, 07 Jun 2009.

I know the deadline's allready gone, and I've done nothing up to ye, but, just for fun, I'll post a quick-faction now.

Here's the
Ruins

aka: The Risen, the Dead Army
Colors: White, Black, Red and Brown-green
Worship: Noone
Core Philosophy: "Destroy all Life."
Country/Kingdom: No specific
Capital City: The Ruins of Kharatharn
Key Symbols: The shattered Skull, the Tower ruin

Creatures:

red abilities for upgrades
green abilities for alternative upgrades
blue abilities only for the upgrades not for the basic creature

Tier 1: Will'o'the Wisp > Fen Fire OR Ghost Light [Bodyless Spirit]

Abilities: Blinding Attack, Fly, Incorporeal, Mana Drain, Mana Stealer;

Tier 2: Dead Rogue > Zombie Cutthroat OR Hung Rogue [Undead Rogue]

Abilities: Enraged, Invisibility, Poisonous Attack, Range Penalty, Shooter, Undead;

Tier 3: Evil Mist > Marsh Spirit OR Morbific Mist [Bodyless Non-Humanoid Caster]

Abilities: Caster, Fly, Incorporeal, Morbific, Thick Fog;
Spell List: Decay, Deflect Missile, Haste, Weakness, Suffering;

Tier 4: Diseased Unicorn > Unicorn Cadaver OR Befouled Unicorn [Undead Legendary Beast]

Abilities: Evil-Eye, Festering Aura, Large, Undead, Weakening Strike;

Tier 5: Rotten Minotaur > Decayed Minotaur OR Minotaur Flesh-Eater[Undead Hoofed bipedal]

Abilities: Bash, Cleave, Double Attack, Flesh Eater (This creature gains attack strength from killing enemy units., Undead;

Tier 6: Black Knight > Fallen Paladin OR Deathknight [Undead Humanoid]

Abilities: Caster, Deadly Strike, Frightful Aura, Sorrow Strike, Undead, Vanquishes Good (Double Damage against "good" creatures (f.e. angels, elves, etc.));
Spell Book: Curse of the Underworld, Sorrow (Mass Effect), Suffering;

Tier 7: Ghost Lord > Dread King OR Lifetaker [Undead Bodyless Ghost]

Abilities: Death Stare, Fear Attack, Fly, Incorporeal, Life Drain, No Enemy Retaliation, Undead;


Heroes:

Hero Class: DiseaseLord

Racial: PlagueSpreading

All Living Enemy Units are weakened while fighting a DiseaseLord,d ependign on the Disease Lrods Level and his PlagueSpreading Level.

Perks:

-Call of Flesh: All Ruin "Zombie-like" units gain No enemy Retaliation
-Call  of Mind: All Incorporeal Unti sin your army gain +25% initiative
-Swarm of Insects: All Enemy units are weakened (like the Knights Benediction-Perk reversed)
-Lord of Terror(Ultimate): Enemy moral is generally reduced by 3.

New Perks:

-Aura of Decay (War Machines): The effect of PlagueSpreading is increased on Mechanical units.
-Infernal Plague(Light Magic): The effect of PlagueSpreading is increased on Demonic units.
-Element Perversions(Summoning Magic): The effect of PlagueSpreading is increased on Elemental units.
-Harm Touch(Attack): Like the creature ability, but for the heroe's attacks.

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einomida
einomida


Known Hero
posted June 06, 2009 07:02 PM

Deadline gone? Where was it posted? Or is it 1/2 weeks by default?

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jiriki9
jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted June 06, 2009 08:29 PM

I thought 2 weeks were default...but there's no deadline given, that's right

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted June 07, 2009 06:07 AM

I've worked out a new system. I wait until people start talking about when the deadline is until I call the round

24 hour warning.
____________
Steel Yourself for War

Next Set: Mirrodin
Beseiged

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DevilWarrior
DevilWarrior


Adventuring Hero
posted June 09, 2009 12:07 AM

I think 24 hours have already gone over, please someone break this infinite silence

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted June 09, 2009 08:57 PM

You've done it now
...sith, give the scores I want to give it another try...

...and also, I wwant to announc something:

I'd like to open a new, true challenge for all contestors here: the Ultimative Finding Harmony Challenge
This is a private challenge by me, it has nothing to do with the overall contest rounds and I won't judge, but I will give another "Overall"-Twist to myself and anyone brave enough to accept this challenge...
...the twist is: Make the next four factions you create in this competition a "set" of unique factions, that means:
-no double-use of creatures, hero classes, town names, town themes, buildings, racial skills, etc.
-among those four factiosn you'd need to have 1 good 1 bad and 1 neutral (you can choose which alignment you want doubled )
-if you create campaigns, make them fit into one bigger story, so each new campaign should be either direct prequel or direct sequel of the other/s

...so, anyone having the will, courage and madness to bow to these aditonal free-willed twists and beat me?

P.S.: sith, I hope you're not mad about this, If you really want this not in this competition, let me know and I'll delete the post.
____________
ICTC announced

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emilsn
emilsn


Legendary Hero
posted June 09, 2009 10:55 PM

If you judge now, just give me 0 I can only make the line up and then I cant get any further.
____________
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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DevilWarrior
DevilWarrior


Adventuring Hero
posted June 10, 2009 12:55 AM

I will try to get it in but it will take a while, the earliest, next week, is my prediction

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted June 10, 2009 06:46 PM

Yeah, I'm falling behind, so Friday can be the deadline.

@Jiriki9: With all my new twists coming, instating your challenge will make it extremely difficult to come up with new ideas. So I like it.
____________
Steel Yourself for War

Next Set: Mirrodin
Beseiged

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DevilWarrior
DevilWarrior


Adventuring Hero
posted June 10, 2009 09:33 PM

I don't think I can get it in by then!

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einomida
einomida


Known Hero
posted June 12, 2009 01:16 PM
Edited by einomida at 15:58, 12 Jun 2009.

Ok, I`m posting what I`ve done.
Don`t mind some spelling mistakes as i´m in a hurry and can`t really check everything.
Haha, damn, I messed up with the humanoid thing. I retyped Non-Humanoid into Non-Human.
Hmmm... Lvl 7 must be a ... then.

Ok, time over. My fault I didn`t do this earlier. Have fun reading my incmplete faction.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted June 24, 2009 03:55 PM

sith, are you dead or alive?
____________
ICTC announced

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lucky_dwarf
lucky_dwarf


Promising
Supreme Hero
Visiting
posted June 24, 2009 03:58 PM

frankly i dont care that much anymore

i got bored
____________
So much has changed in my absence.

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