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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 ... 35 36 37 38 39 ... 40 43 · «PREV / NEXT»
einomida
einomida


Known Hero
posted September 09, 2009 10:11 AM

I didn`t quite get it. I`m supposed to send you random Tier 1-4 lineup that I want for my town or?

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted September 09, 2009 11:07 AM

hmmm, is einomida right? I did not think it was about the tier...is everybode bound to the creatures he chose?

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rottenvenetic
rottenvenetic


Known Hero
Derusticated
posted September 09, 2009 02:02 PM

I hope it's not tier 1-4, I've sent four names they're not all tier 1-4

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted September 09, 2009 11:10 PM

Categories of creatures, like we've been doing, like Lizard or Knight or the such...and they may not necessarily be in the competition, I just want you to make the pool of ideas so its your own ideas being drawn. I will add four or five of my own, so We'll have some fun with it.
____________
Steel Yourself for War

Next Set: Mirrodin
Beseiged

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted September 10, 2009 08:01 AM

May I send you even some more?
wll, I'll just do

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einomida
einomida


Known Hero
posted September 10, 2009 08:18 AM

Ah, ok. I`ll send them after I come back from school.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted September 11, 2009 03:48 AM

ATTENTION ENTRANTS

One week from tomorrow, September 18, 2009, will be the official start of this competition.
____________
Steel Yourself for War

Next Set: Mirrodin
Beseiged

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lucky_dwarf
lucky_dwarf


Promising
Supreme Hero
Visiting
posted September 13, 2009 05:52 AM

Super duper, dipped in awesome sauce and garnished in Cool beans! TM L_D
____________
So much has changed in my absence.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted September 17, 2009 10:16 PM

24 Hour Notic

This contest will begin in twenty-four hours.
____________
Steel Yourself for War

Next Set: Mirrodin
Beseiged

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted September 17, 2009 11:14 PM

We're eager to begin another time

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lucky_dwarf
lucky_dwarf


Promising
Supreme Hero
Visiting
posted September 18, 2009 03:33 PM
Edited by lucky_dwarf at 23:38, 18 Sep 2009.

which noob wants to get owned first

24 hours have passed, wheres the entry
____________
So much has changed in my absence.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted September 18, 2009 04:48 PM

btw I'm still going for the challenge now, and the next four rounds will be tough for me and anyone willing to try their luck...but that's not for noobs, guys!!!

remember it? Was back on page 35 or so:
Quote:
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 factions 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?

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted September 19, 2009 06:22 AM

I was hoping not to confuse people early on. And, dwarf, you're too impatient, i'm working on my time!

Please create a faction with four of the following seven creatures:

- A Half-Beast
- Amphibian
- Stag
- Ethereal
- Golem
- Angel
- Leviathan

You have three weeks!
____________
Steel Yourself for War

Next Set: Mirrodin
Beseiged

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted September 23, 2009 05:29 AM

HEY!

Let's not make this ugly Post placeholders if you have to, but don't let this thread fall back asleep! I WON'T ALLOW IT!
____________
Steel Yourself for War

Next Set: Mirrodin
Beseiged

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lucky_dwarf
lucky_dwarf


Promising
Supreme Hero
Visiting
posted September 23, 2009 02:35 PM

ALRIGHT for the love of zeus everyones bothering me
____________
So much has changed in my absence.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted September 23, 2009 05:51 PM
Edited by Jiriki9 at 12:55, 28 Sep 2009.

Let's Rock!

okay, I redecided. I'm not going to post my progress allready now, I'm gonna manage something, but not sure wether ti twill be full or even good.

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted September 23, 2009 08:31 PM
Edited by blizzardboy at 09:57, 24 Sep 2009.

ARRRGGGGGGGGHGHGHGAGHHALGDJSGLKADJGKADSJGDSGJDSKJGSLKAJFDSLKAJJ1!!!!!!!!111111111ONEONEONE, I'LL BE THE VANGUARD


Choosing: Ethereal, Half-beast, Golem, Angel




CATACOMBS:

Valor beyond Death

Aka: The Honorable Dead
Primary Race: Dead Spirits (drawn from men, elves, and dwarves)
Alignment: Good
Core Philosophy: Protect the innocent, honor the sacred duty
Kingdom: Envire Val Dunas, "The Ancient Catacombs"
Primary Enemy: Necropolis
Color Theme: Black, Pale Gray, and White
Symbols: The Watchful Crow


Since ancient days, the defenders of the realms stood against the forces of darkness in a common cause to live without fear, to banish the horrors of this world, and to protect brother and sister. As it once was, so it remains. So long as there are still those who would risk the perils of confronting the forces of darkness, we shall remain as well, to guard and aid them in the battle for this world. Though our flesh has long turned to dust and mingles with the mold of our tombs, our spirits and our bones shall maintain their vigil. This is our duty, our pledge, our promise. May the heavens smile upon the Honorable Dead.

-Makarat, Herald of the Sacred.


Music:

Town Music - City of Silence
Combat Music - The Sacred Dead March

HISTORY:

The Fall of Magnamius Vul Koth:

In ancient days there lived the paladin-crusader Magnamius Vul Koth in the days before vast nations divided the known world, and each city fended for itself. He was the son of an elf princess and human commander, who met together in secret. Much to her parents horror, she gave birth to a half-elven child, which according to legend, was the first union between men and elves to produce a half-elf offspring. She named him Magnamius Vul Koth, which in the ancient human tongue means "Kinded-hearted blade". Being rejected by the elven kingdom's line, he was raised in the military under his father's cautious guidance, and indeed, he was a prodigy with the blade as well as with his very soul; harnessing powerful divine magic to make him a tremendous force of to be reckoned with.

For all his talent as a warrior, he was a failure at fellowship. Feeling unwelcome among everybody, save in the silent presence of the Gods of the Light, he wandered into the hostile wilds. In his heart, he wished for death, yet his conscious could not bring him to end his own life, and so he tested himself against unmatchable odds, knowing that he would be slain by some foul beast.

To his disappointment, he did not succeed in dying. He stormed into the heartlands of the east, into a territory feared and plagued by the undead. Yet no tormented soul could best his might and magic. History does not know for how long he survived in the wild, throwing himself against countless perils, yet after many years hunters and trappers had reported that the curse on the region was greatly weakening, and many had even begun moving into the once plagued lands to catch fresh wild game. It was not long before the supernatural gloom of the territory was lifted, the restless souls banished. Pristine sunlight pierced the ever-gray land, and newcoming pilgrims saw a single face emerging from the wilds to whom they could credit for the miracle: Magnamius Vul Koth.

For the first time in his life, he received love and admiration from elves, men and dwarves. He was no longer an abomination to nature, but a hero for all people. He returned to kingdom Dallara of Irollan, to the home of his mother. He was a man in his mid thirties at the time, and he already looked older than his elven mother, yet she greeted her son as though he were a child. Her once disgusted parents greeted their grandchild with open arms and bid him to stay in their halls as an honored guest.

It was the first night in many years that he could close his eyes without fear of potential foes lurking in every shadow. He unsuited his bloodied and dented armor, and laid down his trusted blade: Dayfravost. That night, he accidentally choked to death on a cherry.

Rise of the Guardians:

The dead were feared throughout the lands, demonized by stories of them returning to haunt the realms of the living, stories which were entirely true. And so one cannot blame the priests of Dallara a century later for being mortified when the ghost of Magnamius Kul Voth appeared during their nightly meditations. The abbot attempted to banish the phantom with a powerful abjuration, and yet Kul Voth appeared undiminished by the spell's furious light, indeed, it seemed to them that he was even basking in it's radiance. Confounded, the abbot dismissed the spell to see Kul Voth still standing before them, his famous blade resting in his sheath. As fear turned to awe, the monks scribed Kul Voth's famous introduction:

"My brothers, I have wandered the netherworld for a century and encountered all manner of souls, and among all of them, I have not encountered one who can do what I can do. It would seem that I have been gifted by the Gods of Light with a sacred duty. Though all other noble souls move beyond time and place, I can return to you by my own will, and I can show others the way as well. I have amassed an order of dead who are charged under my creed to fight against the forces of darkness. They will stand vigil, watching while all others sleep. Know their purpose, and know that they mean no harm to you.

Valor beyond death, honor beyond breathe."

And so marked the introduction to a new nation under the guidance of the half-elf Magnamius. A nation buried in the catacombs and tombs of ancient cities. A nation of silence. They are the Guardians; the Honorable Dead.

The Battles of Bone:

The Guardians were ever vigilant in their duty to defend the mortals, but as walking dead, they were often feared - or outright attacked - by the very people they swore an oath to protect. They gained a reputation to greatly dispel this fear during the Battles of Bone, where their might was fully flexed. The heretical necromancers had made their exodus from the Silver Cities, and were amassing armies of undead to challenge the wizards. With many of the Guardians and their forces engaged in the dangerous eastern frontiers of the Griffin Empire and in the Free Cities, the Guardian Herald Makarat was left with the responsibility to aid the wizards, who were weakened and now battling against many of their own kind who had turned to necromancy.

The advent of the necromancers was a more serious offense to the Guardians then it was even to the wizards, for they enslaved souls to do their bidding rather than let them rest in peace. They were despised more than demons, and with enormous indignation, Makarat moved in from the north and met the undead legions of the Necromancers with his own dead legion. Thus marked the beginning of the Battles of Bone, where tireless, lifeless troops marched against one another. The newly-formed Order of the Crow, a holy clerical order among the living who pledged their loyalty to the Guardians, reinforced the outnumbered Makarat, and the clerics brought with them vast flocks of crows to pluck at and gorge on the necromancer armies. After thousands of warriors were destroyed, the necromancers buckled under the might of wizards and guardians, and fled to their defensible safe haven of inner Heresh. News of the Guardian's deeds rippled throughout the lands, being spoken in every musky tavern and rosy hall. Children began singing tales of the watchful dead who would save them from wild beasts and sorcerers. Though they remain to this day avoided and feared by mortals, with that fear comes grateful respect.

CREATURES:

Will O' Wisp -> Ghostlight / Spirit Orb

Will O' Wisp: These soft, white glowing orbs are the leftover spirit essence of good souls that died while adventuring in the wild. Though slow and fragile, these abundantly copious beings are among the weakest able to wield magic on Ashan.
Small: This creature occupies a 1x1 area on the battle grid.
Dead: This creature is a spiritual entity. Its morale is always 0, and it cannot be affected by Poison-, Blind- or Mind-related magic.
Caster: This creature can cast spells, drawn from its mana pool.
Spells: Divine Strength
Mana: 4

Ghostlight: These highly animated, blinking white orbs, although the essence of good souls, possess pent up aggressive energies for their enemies. They wield destructive power along with their divine magical capabilities.
Small: This creature occupies a 1x1 area on the battle grid.
Dead: This creature is a spiritual entity. Its morale is always 0 and it cannot be affected by Poison-, Blind- or Mind-related magic.
Caster: This creature can cast spells, drawn from its mana pool.
Spells: Divine Strength, Eldritch Arrow
Mana: 8

Spirit Orb: Spirit Orbs are docile spirits that have expanded their divine magical powers above their Will O' Wisp peers to serve as a beneficial force on the battlefield.
Small: This creature occupies a 1x1 area on the battle grid.
Dead: This creature is a spiritual entity. Its morale is always 0 and it cannot be affected by Poison-, Blind- or Mind-related magic.
Caster: This creature can cast spells, drawn from its mana pool.
Spells: Divine Strength, Regeneration
Mana: 8



Shade -> Nightshade / Shadow

Shade: These enigmatic, ethereal spirits are manifested in the world of Ashan as a shadow. Their essence only partially dwells in the terrestrial realm, and they may phase in and out of the ethereal realm even on the field of battle.
Small: This creature occupies a 1x1 area on the battle grid.
Dead: This creature is a spiritual entity. Its morale is always 0 and it cannot be affected by Poison-, Blind- or Mind-related magic.
Realm Phase: Activated Ability: This creature may spend 0.25 ATB to shift to the ethereal realm (or shift back to the terrestrial realm).  While in the terrestrial realm, physical attacks deal -50% damage against it, and while in the ethereal realm, it receives +2 speed and magical attacks deal -50% damage against it. This creature starts in the terrestrial realm by default.

Nightshade: Nightshades appear to be inky images of purest blackness, almost two dimensional in structure. Their attack leaves a lingering curtain of obscuring shadow in its wake, causing hesitation in the creature's movement.
Small: This creature occupies a 1x1 area on the battle grid.
Dead: This creature is a spiritual entity. Its morale is always 0 and it cannot be affected by Poison-, Blind- or Mind-related magic.
Realm Phase: Activated Ability: This creature may spend 0.25 ATB to shift to the ethereal realm (or shift back to the terrestrial realm).  While in the terrestrial realm, physical attacks deal -50% damage against it, and while in the ethereal realm, it receives +2 speed and magical attacks deal -50% damage against it. This creature starts in the terrestrial realm by default.
Curtain of Shadow: Creature's hit by the Nightshade's attack receive -3 speed until the end of their next turn.  Creature's immune to Blind are also immune to Curtain of Shadow.

Shadow: Shadow's are dauntless spirits that can cheat the laws of the terrestrial realm, warping to a nearby creature's shadow with a simple act of will.
Small: This creature occupies a 1x1 area on the battle grid.
Dead: This creature is a spiritual entity. Its morale is always 0 and it cannot be affected by Poison-, Blind- or Mind-related magic.
Realm Phase: Activated Ability: This creature may spend 0.25 ATB to shift to the ethereal realm (or shift back to the terrestrial realm).  While in the terrestrial realm, physical attacks deal -50% damage against it, and while in the ethereal realm, it receives +2 speed and magical attacks deal -50% damage against it. This creature starts in the terrestrial realm by default.
Shadow Warp: This creature may move to any open square that is adjacent to another creature regardless of any obstacles in the way, as long as it is within its total movement range.



Undying Warrior -> Nightblade / Gray Dervish

Undying Warrior:These warrior servants have made a pact with the Guardians to join them in their faithful vigil over the living. Though their lifeless, preserved bodies are weaker than a trained warm blooded warrior, they make up for it with uncharacteristic grace.
Small: This creature occupies a 1x1 area on the battle grid.
Dead: This creature is a spiritual entity. Its morale is always 0 and it cannot be affected by Poison-, Blind- or Mind-related magic.
Acrobatics: Melee attacks deal -33% damage against this creature.

Nightblade: Silent and relentless, these warriors bring not only their blades to the battle, but also potent obscuring powers.
Small: This creature occupies a 1x1 area on the battle grid.
Dead: This creature is a spiritual entity. Its morale is always 0 and it cannot be affected by Poison-, Blind- or Mind-related magic.
Acrobatics: Melee attacks deal -33% damage against this creature.
Sphere of Night: Activated Ability: This creature may spend 1.0 ATB to produce a 2x2 sphere of darkness on the battlefield for 3 rounds. Shooters deal -50% damage when shooting into the sphere. This may be used once per combat.

Gray Dervish: These warriors are elite Undying Warriors that have become fully ambidextrous with their blades in battle. They deliver a swift flurry of steel against their foes, whirling at all possible angles.
Small: This creature occupies a 1x1 area on the battle grid.
Dead: This creature is a spiritual entity. Its morale is always 0 and it cannot be affected by Poison-, Blind- or Mind-related magic.
Acrobatics: Melee attacks deal -33% damage against this creature.
Offhand Retaliation: This creature may retaliate twice per turn.
Sphere of Steel: This creature attacks all adjacent enemies if it attacks without moving.



Scarecrow -> Crow Maiden / Ravenhair

Scarecrow: Scarecrows are the still living clerics for the Guardians. As part of their initiation, they have undergone a powerful and irreversible ritual, binding their blood with the blood of a crow, who are the symbol of the Guardian's vigil over the world. The blood union gives them hollowed bones and black wings that can sprout from their backs. Contrary to their name, the scarecrow attracts flocks of crows and commands them on the battlefield.
Small: This creature occupies a 1x1 area on the battle grid.
Flyer: This creature may move to any open square within its movement range regardless of any obstacles in the way.
Flock of Crows: The Scarecrow may command their flock of crows to attack a creature on the battlefield. This attack functions as a ranged attack for the purpose of selecting and attacking creatures (no ranged penalties apply), but it counts as a melee attack for the purpose of all special conditions (shield other, etc).

Crow Maiden:  Crow Maidens have undergone a more intense ritual than their Scarecrow peers, and can draw vast swarms of birds to do their bidding on the battlefield.
Small: This creature occupies a 1x1 area on the battle grid.
Flyer: This creature may move to any open square within its movement range regardless of any obstacles in the way.
Flock of Crows: The Scarecrow may command their flock of crows to attack a creature on the battlefield. This attack functions as a ranged attack for the purpose of selecting and attacking creatures (no ranged penalties apply), but it counts as a melee attack for the purpose of all special conditions (shield other, etc).
Scatter Swam: Activated Ability: The Scarecrow may command their flock of crows to attack in a wider, 2x2 area, dealing 50% normal damage. This attack functions as a ranged attack for the purpose of selecting and attacking creatures (no ranged penalties apply), but it counts as a melee attack for the purpose of all special conditions (shield other, etc.)

Ravenhair: The flock of winged followers for a Ravenhair are magically enhanced to be larger and hungrier. They may gorge on corpses on the battlefield with great speed, gaining renewed ferocity in the process.
Small: This creature occupies a 1x1 area on the battle grid.
Flyer: This creature may move to any open square within its movement range regardless of any obstacles in the way.
Flock of Crows: The scarecrow may command their flock of crows to attack a creature on the battlefield. This attack functions as a ranged attack for the purpose of selecting and attacking creatures (no ranged penalties apply), but it counts as a melee attack for the purpose of all special conditions (shield other, etc).
Gorge: The Ravenhair may select a corpse on the battlefield for their flock of crows to gorge on. The corpse is destroyed, and the attack damage of Flock of Crows is increased for the next two attacks (damage increase % is based on the size of the devoured corpse).



Barghest -> Winter Wolf / Fenrir Hound

Barghest: These intimidating canines grow to the size of lions, with an iron thick hide and razor sharp maw. Barghests are often hunted down out of misplaced fear, but they receive a friendship from the Guardians that is denied to them by flesh and blood men. They fight with admirable loyalty, even dying for their already dead masters.
Large: This creature occupies a 2x2 area on the battlefied
Scent: This creature gives the hero +2 to their scouting radius. This does not stack with multiple stacks of Barghests and their respective upgrades.

Winter Wolf: These massive, supernatural canines are drawn to the Guardians from the far northern reaches of Ashan where civilization holds no sway. They can deliver lethal blasts of frost from their maws, much to their enemy's despair.
Large: This creature occupies a 2x2 area on the battlefield
Scent: This creature gives the hero +2 to their scouting radius. This does not stack with multiple stacks of Barghests and their respective upgrades.  
Immune to Frost: This creature is immune to ice magic and damage.
Frost Breath: This creature has a breath attack that will damage to both the selected creature and the creature behind it. The creature that is directly attacked is dealt physical damage,  and any creature's hit by the breath is dealt magical ice damage.

Fenrir Hound: Unlike all other breeds of canines, the legendary Fenrir Hounds regard no mortal or even god as their master. These astute beasts  fight beside the Guardians by their own admission, and having the prowess of a beast combined with a mind much like a human makes them an especially difficult opponent.
Large: This creature occupies a 2x2 area on the battlefied
Scent: This creature gives the hero +2 to their scouting radius. This does not stack with multiple stacks of Barghests and their respective upgrades.
Absolute Autonomy: This creature is immune to Frenzy and Puppetmaster.
Lone Hunt: This creature deals +33% damage when attacking a creature that is not adjacent to a friendly creature.
First Blood: This creature's first attack in combat deals 150% damage.



Sentinel-> Cryptmaster / Tombkeeper

Sentinel: These indomitable, magically animated golems are the passionless guards of sacred tombs. Such constructs can also be brought to the field of battle and specialize in defending their allies.
Large: This creature occupies a 2x2 area on the battle grid.
Mechanical: This creature is not alive and its morale is always neutral. It cannot be affected by Poison, Blind, or Mind-related magic. These creatures cannot be resurrected or healed by the First Aid Tent.
Watchman: This unit receives +25% defense when defending.

Cryptmaster: These powerful construct wield enormous cold steel halberds that can intercept attacks with a speed that contradicts their great size.
Large: This creature occupies a 2x2 area on the battle grid.
Mechanical: This creature is not alive and its morale is always neutral. It cannot be affected by Poison, Blind, or Mind-related magic. These creatures cannot be resurrected or healed by the First Aid Tent.
Watchman: This unit receives +25% defense when defending.
Polearm Intercept: 33% of melee damage dealt to adjacent friendly creatures is redirected to this creature.

Tombkeeper: Tombkeepers wield powerful glaives in combat, and the powerful arcane well that animates them can be used to suck in magical attacks.
Large: This creature occupies a 2x2 area on the battle grid.
Mechanical: This creature is not alive and its morale is always neutral. It cannot be affected by Poison, Blind, or Mind-related magic. These creatures cannot be resurrected or healed by the First Aid Tent.
Watchman: This unit receives +25% defense when defending.
Arcane Well: The effective spellpower of enemy spells cast on friendly adjacent creatures is decreased by 5.



Reaper -> Angel of Death / Grim Reaper

Reaper: These skull-faced angelic champions deliver merciless judgment upon the forces of evil and corruption. Their sobering presence commands diligence among their allies, reminding all of the sacred quest to protect the good among the living.
Large: This creature occupies a 2x2 area on the battle grid.
Dead: This creature is a spiritual entity. Its morale is always 0 and it cannot be affected by Poison-, Blind- or Mind-related magic.
Flyer: This creature may move to any open square within its movement range regardless of any obstacles in the way.
Caster: This creature can cast spells, drawn from its mana pool.
Spells: Decay, Vulnerability
Mana: 12

Angel of Death: Angels of Death hold immense sway over the fabric of life, and can extinguish a life as a cloth smothering a small flame. The mightiest foes fall dead before their concentrated will without complaint.
Large: This creature occupies a 2x2 area on the battle grid.
Dead: This creature is a spiritual entity. Its morale is always 0 and it cannot be affected by Poison-, Blind- or Mind-related magic.
Flyer: This creature may move to any open square within its movement range regardless of any obstacles in the way.
Finger of Death: Activated Ability: You may spend 1.0 ATB to select a creature on the battlefield. One creature from the stack automatically dies.
Caster: This creature can cast spells, drawn from its mana pool.
Spells: Decay, Vulnerability, Mass Vulnerability
Mana: 18

Grim Reaper: Grim Reapers are dreaded, silent champions that are masters of slaughtering their enemies in great numbers. But a few Grim Reapers can bring annihilation to vast hordes of underlings.
Large: This creature occupies a 2x2 area on the battle grid.
Flyer: This creature may move to any open square within its movement range regardless of any obstacles in the way.
Dead: This creature is a spiritual entity. Its morale is always 0 and it cannot be affected by Poison-, Blind- or Mind-related magic.
Blade of Slaughter: This creature deals +2 damage per additional creature in a stack.
Caster: This creature may cast spells, drawn from its mana pool.
Spells: Decay, Vulnerability, Mass Decay
Mana: 18



Creature Line-Up Strategy:
The Catacombs creature line-up contains a versatile combination and offensive and defensive powers. It's unique strength is in having two casters in the army at tier 1 and 7, giving it strong magical support. However, it only has one ranged unit in the army at tier 4, and this same creature takes up a slot as a flyer. Rushed offenses will be less common for this faction, with the player most often sticking to a solid defense or a more steady offense.

HERO:
Hero: Guardian
The Guardian is the soul of one who fought against evil during life, and has been elected the special privilege to battle evil beyond death. Even without their bodily needs, being a Guardian requires tremendous patience.

Attack: 25%
Defense: 25%
Spellpower: 25%
Knowledge: 25%

Basic Vigil: The hero may heighten one skill during their turn, and may activate their 1st Rite of Passage.

Advanced Vigil: The hero may heighten two skills during their turn, and may activate their 2nd Rite of Passage.

Expert Vigil: The hero may heighten three skills during their turn, and may activate their 3rd Rite of Passage.

Ultimate Vigil: The hero may heighten four skills during their turn, and may activate their 4th Rite of Passage.

Heightening: The guardians, through countless hours of meditation and concentration, have gained a phenomenal connection with their inner-self, and may heighten their innermost abilities in a way that no other being can. With the Vigil racial skill, the hero may heighten a number of skills at the start of their turn. When a skill is heightened, it improves by one level of mastery (so if the hero heightens Basic Luck, it would become Advanced Luck). A hero may heighten any skill except Vigil and Logistics as many times as they are able to, and it is capped off at the ‘Ultimate’ level of mastery. At the start of the hero’s next turn, they may choose different skills to heighten, or they can do nothing and they will keep their already heightened skills. The hero may select a set of skills in their hero window to use as their default heightened skills for when they enter combat, and skills are only be heightened during combat. The Ultimate skill bonuses are as follows:

Ultimate Skill Abilities:
Ultimate Attack: Increases damage dealt by your creatures in melee combat by 20%
Ultimate Dark Magic: Makes Dark Magic spells even more effective.
Ultimate Defense: Decreases damage dealt to your creatures in melee combat by 40%
Ultimate Destructive Magic: Makes Destructive Magic spell even more effective.
Ultimate Enlightenment: Hero receives +1 to one of his primary stats for every level including the levels already attained (bonus stats are immediately rolled upon heightening this skill).
Ultimate Leadership: Increases the morale of all creatures in hero’s army by 4.
Ultimate Light Magic: Makes Light Magic spells even more effective.
Ultimate Luck: Increases luck of all creatures in hero’s army by 4.
Ultimate Sorcery: Speeds up heroes casting in combat. Interval between two consecutive spells is reduced by 40%.
Ultimate Summoning Magic: Makes Summoning Magic spells even more effective.
Ultimate War Machines: Makes war machines more effective overall. Increases attack, defense, and damage of ballista. Increases catapults damage and gives it a 60% chance to hit. The First Aid tent receives increased healing power. Ammo Cart gains an ability to increase attack of ranged units in hero’s army by +4.

Hollowed Altar:
The Guardian hero may activate their Rites of Passage at the Hollowed Altar. With a Rite of Passage, the Guardian selects any skill that they have (excluding Vigil), and a 4th  perk slot is made available in that skill. Activating a Rite of Passage costs a certain amount of resources, depending on which skill they choose:

Attack: 10 wood
Dark Magic: 5 mercury
Defense: 10 stone
Destructive Magic: 5 sulfur
Enlightenment: 1 wood, 1 stone, 1 crystal, 1 gem, 1 sulfur, 1 mercury
Leadership: 5 crystals
Light Magic: 5 crystals
Luck: 5 gems
Sorcery: 5 sulfur
Summoning Magic: 5 gems
War Machines: 5 wood, 5 stone
Logistics: 5 mercury

Perks:

Endeavor: Special Ability: The Guardian may spend 0.5 ATB to mark a friendly creature with the Endeavor ability. The marked creature gains the Unlimited Retaliation ability. Only one friendly creature may have this mark at any given time.

Glory of the Dead: Dead and Undead creatures in hero’s army may now have positive morale (morale can still never go below 0).

Purifying Fire: Special Ability: The Guardian may spend 1.0 ATB to cast ‘Mass Regeneration’ on their army. The regeneration functions just like the spell, except it can affect dead and undead creatures. The spellpower is equal to 1/3rd the hero’s level (rounded up), and lasts for 4 turns.

Ultimate: Eternal Vigilance: The 'Endeavor' perk now marks the hero's entire army. Marked ranged creatures gain the Ranged Retaliation ability as well as Unlimited Retaliation.
____________
"Folks, I don't trust children. They're here to replace us."

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rottenvenetic
rottenvenetic


Known Hero
Derusticated
posted September 24, 2009 02:26 PM
Edited by rottenvenetic at 19:33, 30 Sep 2009.

Well my faction is currently being written in notepad++ and it's almost 40,000 characters. I hope I'm not blowing it up far too much, I can get long-winded.

And I have yet to write the level 2 unit and all Heroes

Blizzardboy: Nice work, and congrats on breaking the ice Love the wolf, will o'wisp and reaper pictures.

Edit: down to pics and level 2.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted September 24, 2009 04:44 PM

Since I have no own pc still, it could be difficult getting down such a detailed faction for me...I'll give my best anyway...

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted September 24, 2009 11:30 PM

Well, Jiriki, I can't suspend the competition for anymore than two weeks hence tomorrow.

BTW -

336 Hour (2 week) Notice
____________
Steel Yourself for War

Next Set: Mirrodin
Beseiged

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