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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Finding Harmony Town Competition
Thread: Finding Harmony Town Competition This thread is 43 pages long: 1 2 3 4 5 ... 10 20 30 ... 39 40 41 42 43 · «PREV / NEXT»
sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted December 03, 2009 04:29 AM

A dead man needing a god's help? As if.

So far, we have two (if I read Berny's statement correctly, which is in all probability, quite unlikely )

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Berny-Mac
Berny-Mac


Promising
Legendary Hero
Lord Vader
posted December 03, 2009 04:33 AM

well, we dont want a perfectly good thread to die out simply because it hasn't been eating the vegetables its mom told it to!
____________
Skyrim RP? YES!
Here it is!

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 03, 2009 08:14 AM

I would really like to be in and should be able to...I know I told the same alst time but I got into serious personal problems back than...so, if nothing happens that i can't predict, Im in, but I hope for a three weeks deadline...christmas is aproaching, guys

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 05, 2009 05:43 PM

sith?!? ARE you willing to take it on?!?

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted December 06, 2009 06:21 PM

Is it worth doing with only three people? But, of course, we're there is a desire, it must be fulfilled.

Round 3 Commences Tomorrow

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Berny-Mac
Berny-Mac


Promising
Legendary Hero
Lord Vader
posted December 06, 2009 06:23 PM

Excellent, the gods of Valhalla accept your choice and bless you, Sith.
____________
Skyrim RP? YES!
Here it is!

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted December 09, 2009 02:36 AM
Edited by sith_of_ziost at 02:37, 09 Dec 2009.

Okay, let's get this going. This session, you have quite an interesting pool to pick from.

Please choose 4 out the 7

Non-Humanoid Mage
Winged Beast (Not a Dragon or a Bird)
Elemental Ooze
Feline
Abstract Ideal
Ruffian
Diseased

AND! Also, you must somehow incorporate one EXTRA unit in your faction that must be one of these three:

Cow, Amphibian, Crustacean

You thought you were done? No, the following races are forbidden:

Undead, Troglodytes, and Elves (both light and dark)

No unit that is completely of these races can exist in your faction.

Make that faction!

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Berny-Mac
Berny-Mac


Promising
Legendary Hero
Lord Vader
posted December 09, 2009 02:40 AM

you make this too easy Sith, but my divine dad, Odin says I should do it nonetheless. I shall give you my answer soon, perhaps tomorrow.
____________
Skyrim RP? YES!
Here it is!

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 09, 2009 09:28 AM

Abstract Ideal means something like faith, Honor, Truth, or what? o.O

may the extra unit cow also be a cowrider?^^

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted December 09, 2009 11:46 PM

@Jiriki - Yes, and no.

Abstract Ideals are untangible concepts, like faith or anger, but don't confuse them with elementals. You can represent them as manifestations or as pervading forces. Whatever you like!

And, no, a Cow must be a Cow, not a Cowboy. Keep in mind that Cows include bulls too.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 10, 2009 01:05 PM

So a manifestation of Madness would also count?

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted December 10, 2009 09:47 PM

Yes, that is exactly the thing i meant

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 11, 2009 08:36 AM

Can the manifestation be corporal? And if, humanoid (avatar-like) or only a weird (in case of madness), highly ordered (Truth) or sth like that creature? Or only a spiritual/incorporeal Incarnation?

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted December 12, 2009 03:45 AM

I just said it must be an Ideal. What shape it takes is up to you.

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einomida
einomida


Known Hero
posted December 14, 2009 08:09 PM

I will start working on my faction this weekend. I have grading session at school atm and I have tons of unfinished work to do until Friday. So I hope we have enough time.

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Berny-Mac
Berny-Mac


Promising
Legendary Hero
Lord Vader
posted December 15, 2009 12:59 AM
Edited by Berny-Mac at 01:03, 15 Dec 2009.

The Vault

The Vault is a secret library of ancient and forbidden magic. Originally thought to be the works of the wizards of the Silver Cities, now it is revealed to be far older than that. After a time, the guardians and creatures of the Vault have woken due to an ancient 'doomsday device'. The creatures of the Vault have no emotions or motivating factors, they only live to serve their former masters, which are are either nonexistent, sleeping, or hiding in plain sight.

Though it may seem there are many Vaults, there is only one Vault, which is so vast that it seems that there are numerous ones, but in reality, the Vault has hundreds of entrances. The Vault seems to be in space itself, but is so magical and mysterious, no one truly knows its origin or secrets. Unlike other magical libraries or sanctums, the magical secrets are within the place itself, not contained in books or scrolls. The Vault is so magical, that instead of building things to capitalize on its enormous power, it merely reveals them at its own whim, for the Vault seems to have a personality and being of its own.

Hero Class- Archon
Archons are the physical embodiment of the Vault's magic, though they do not have any true physical shape. Although they are commonly viewed as the Vault leaders, Archons are actually small parts of the Vault acting under the Vault's mysterious mind. That way, there is no disloyalty towards the Vault, unlike some of the more wild Vault creatures.

Racial Specialty- Forbidden Magic
The Archons possess the ability to wield a great power, Forbidden Magic. The Forbidden Magic that was stored in the Vault have been forgotten by mortal races, and only the Archons have the ability to use this extraordinarily powerful magic. Forbidden Magic expands on all schools of magic and places them together, creating magical chain reactions that goes from one spell to another in a combo sequence. Eventually, the wielder learns that magic does not have to consume their mana, allowing them to use spells with their opponent's own mana, their power increasing the effectiveness of the spell.


Tier 1 Base:
Amorphous Slime

Amorphous Slimes are not soldiers, slaves, or servants. They are merely mana cells and cannon fodder. The Archons draw upon the Amorphous Slimes' mana cells to power their forbidden magic. Though useful in that sense, they are also used to protect other units or to give the Archons time to conjure massive spells that will destroy their enemies.
Abilities: mana cell

Tier 1 Upgrade:
Energy Slime

Energy Slimes are like Amorphous Slimes except that these ones can move at great speeds, contain more mana for the Archons, and are immune to magic based attacks. They may not seem powerful at first, but they can scurry across the battlefield blazingly fast and drown their enemies in high voltage liquids. Much more powerful than Amorphous Slimes, Energy Slimes do require more resources to create, but the extra cost is worth it.
Abilities: mana cell, immune to magic

Tier 1 Alternate:
Blood Slime

Although their ability to contain mana has been effectively destroyed, Blood Slimes give the distinct advantage of not only a much more fearsome opponent, but also the ability to drain other creature's health and distribute it to their comrades. These Slimes are not used as much as the popular Energy Slimes, but the Blood Slimes are used more often in times of desperate need, destroying other troops with ease and then returning their health to their more powerful allies.
Abilities: health distributor


Tier 2 Base:
Plague Bearer

Plague Bearers carry a strange form of disease that damages their opponents that is somehow able to keep the Plague Bearers strong. Many scholars hypothesize that Plague Bearers are the compilation of some failed Vault magic placed into a plague, which is carried by these over sized rodents. Though this may have started with a few experimental rats, they have clearly been evolved into true, intelligent killers, controlled by the Vault.
Abilities: Disease

Tier 2 Upgrade:
Plague Mutant

Plague Mutants are an even more evolved sect of Plague Bearers. Not only do they inflict the plague on the ones they directly attack, but they can spread it to any adjacent enemies. However, the most noticeable changes have been their physical growth, allowing them to attack with much greater speed and ferocity.
Abilities: Disease, Plague aura

Tier 2 Alternate:
Blood Mutant
Plague Bearers that have developed a strange strain of the plague now not only carry an even deadlier plague, the Blood Mutants, as they are called, also increase in strength temporarily with every enemy they kill, making one of the most dangerous creatures ever.
Abilities: Blood plague


Tier 3 Base:
Astral Spirit

Astral Spirits are the flying elemental beings that tend to the Vault, protecting it against any enemy, and cleaning it up should there be a disturbance there. They are physically weak, but have the the powerful ability to create illusions of themselves. Though these illusions cannot harm anybody and they are weak, these illusions cause confusion and disturbance among the Astral Spirit's enemies.
Abilities: flying, illusion

Tier 3 Upgrade:
Celestial Spirit

These spirits are more powerful than Astral spirits, instead of merely creating illusions, they create actual duplicates of themselves, though these duplicates are still easy to destroy. Celestial Spirits are primarily used in cohesion with the powerful mages of the vault that are the Guardians.
Abilities: flying, duplicate

Tier 3 Alternate:
Spirit Shade

Astral Spirits and Celestial Spirits may have the power to create illusions of themselves, but Spirit Shades can cloak themselves in a mist of light bending magic, becoming invisible, allowing them to deal even greater damage to their enemies by themselves than any illusion could. However, it comes at the cost of their health, making them easy to destroy if discovered, however, their protection against magic makes up for this loss.
Abilities: flying, invisibility, magic resistant


Tier 4 Base:
Ice Crab

A strange and rather unusual creation, many have wondered about the point of these creatures until they have faced these huge vicious Crabs in battle. Ice Crabs are the slow, but hard hitting, defenders of the Vault. Ice Crabs are so brutal that they often hit more than one enemy. It is also important to note their amazingly resistant hide, which is only affected by fire magic, and in fact vulnerable to fire magic, but other than that, they are completely immune to magic. Not only are their powers amazing, but their appearance is terrifying, being extraordinarily large.
Abilities: Large, sweeping attack, Ice armor

Tier 4 Upgrade:
Crystal Crab

Unlike Ice Crabs, Crystal Crabs are completely immune to any kind of magic, and are physically more powerful, not to mention that they can turn transparent when they are standing still. They have also learned to always keep on guard, despite merely waiting for a strategic time to attack, while also protecting their allies from limited amounts of magic. These Crystal Crabs are some of the Archon's favored bodyguards, constantly defending them and their mana providers, the Slimes.
Abilities: Large, sweeping attack, immune to magic, on guard, magic shield allies.

Tier 4 Alternate:
Fire Crab

Some conjurer wished to toy around with the idea advancing the Ice Crab design, and in the midst of it all, created something rather different, the Fire Crab. Fire Crabs, although only immune to fire magic, and are much more vulnerable to attack than the Ice or Crystal Crabs, are advanced in their aggressive stats. They are much faster, deal extra fire damage, and seems to have a protective shield of fire around them.
Abilities: Large, sweeping attack, immune to fire, fire attack, fire shield


Tier 5 Base:
Guardian

A Guardian is a protector of the Vault, using the Vault's magic against its own enemies. They are constructs of magic itself, therefore immune to lesser kinds of magic, but vulnerable to powerful expert level magic. They typically use destructive and conjuration magic, which is empowered by their raw energy form. As powerful as it is, they have no physical being of their own, and must be contained within different articles of clothing and armor. Being parts of the Vault itself, they will never rebel against it, or serve another, always fighting to the death for the Vault.
Abilities: Para corporeal, ranged, fireball, blade barrier, Vault mind

Tier 5 Upgrade:
Guardian of Order

As normal Guardians protected the Vaults, the Guardians of Order work inside the Vault, making sure that the Vaults weren't destroyed from the inside. This increased contact with Forbidden Magic, therefore making them even more powerful, though, more offensive, however. They now possess healing powers and light magic, along with their normal Guardian magic, but are more commonly used to heal and bless their allies.
Abilities: Para corporeal, ranged, fireball, blade barrier, righteous might, cleanse, Vault mind

Tier 5 Alternate:
Guardian of Chaos

Guardians of Chaos are on the more offensive side of the Guardian's roles. They serve the Archons directly, acting as their agents and harbingers. No longer in a ranged attack role, Guardians of Chaos instead cast weakening and damaging magic at their foes before rushing into battle at astronomical speeds. They are so effective at melee combat, they don't even give their opponents a chance to retaliate, but their attack damage varies erratically, true to their chaotic nature. They also have a chance to produce one random expert level spell per battle, making them an unpredictable, yet amazingly powerful opponent.
Abilities: Para corporeal, decay, slow, weakness, fireball, erratic attack, random spell


Tier 6 Base:
Aspect of Emotion

These aspects are some of the most complex and most terrifying beings of all. The forgotten creators of Vault made at one point, beings made completely of emotion. However, this has led to many disasters, so they merged the aspects with the Vault to control it. That is what gave the Vault its personality and sentience. The aspects do not take any true physical form, like Guardians and Archons, but instead of residing in armor or clothing, they take ethereal form itself, which not only makes them harder to hit, but also able to steal mana upon melee attack, though that isn't their specialty. They are primarily ranged attack soldiers, but casts high level dark and light magic instead of the conjuration and destruction magic the Guardians employ, not to mention their luck changing techniques.
Abilities: Large, Ethereal, mana strike, ranged, no melee penalty, mass sorrow, blind.

Tier 6 Upgrade:
Aspect of Control

Aspects of Control have learned to master themselves and act for the Vault of their own free will, giving them the freedom of splitting off from the Vault's consciousness. Of course, some have used this to their advantage, becoming rogue Aspects, but it rarely happens. In terms of power, Aspects of Control are trusted to use their own Control Magic, allowing them to hypnotize their enemies and make them fight for the Aspects and the Vault.
Abilities: Large, Ethereal, mana strike, ranged, no melee penalty, hypnotize, mass sorrow, blind.

Tier 6 Alternate:
Aspect of Hatred

Some Aspects did not wish to take the high road of the Aspects of Control. They resisted, becoming more and more bitter and violent. When they were finally brought to control, the Vault found that it could not dissuade these aspects from their hateful nature. So the Vault merely directs their hatred towards the Vault's enemies, and so far, has been successful. Aspects of Hatred cannot use Control Magic like the Aspects of Control can, but these Aspects can cause hatred between their enemies, making them turn on each other in a bloodthirsty frenzy. Not only are they able to do that, they are also more powerful in terms of raw energy, allowing them to cast spells more often than other aspects can.
Abilities: Large, Ethereal, mana strike, no retaliation, mass hostility, mass sorrow, blind.


Tier 7 Base:
Vault Knight

Vault Knights are some of the most powerful and most feared of all magical constructs. Vault Knights, like the Archons, Guardians, and Aspects, are actual parts of the Vault, however, these were not created by the makers of the Vault. They are the souls of the ones that made the Vault, but were consumed by the Vault and transformed into loyal warriors. The Vaults Knights are obscenely powerful, known to have put dragons and angels to shame. They are so fast that their enemies cannot retaliate, and are able to deal 2 strikes. Not only that, but they are also protected by yet another magical shield, that reduces their vulnerability by 50 percent.
Abilities: Large, No retaliation, double attack, magic resistant.

Tier 7 Upgrade:
Knight of Order

Knights of Order are similar to the normal Vault Knights in their appearance and abilities, but are far grander. Knights of Order can teleport across the battlefield using their Vault Magic, and are further protected by it, having the same magic resistance as a black dragon. Not only that, but they always hit at a constant, powerful rate. Knights of Order are merely Vault Knights that have been given the same treatment Aspects of Control have, which has produced outstanding results.
Abilities: Large, No retaliation, double attack, immune to magic, teleport

Tier 7 Alternate:
Knight of Chaos

Knights of Chaos are like Knights of Order in that they are given the same treatment as Aspects, except that these ones have gone through the way of the Aspects of Hatred. They, however, turned out to be much more similar to the Guardians of Chaos, thus earning the name, Knight's of Chaos. Like Guardians of Chaos, they are unpredictable and can cast an expert spell randomly. However, they are not ranged and cannot wield destructive magic, but are still valued over the Guardians much more because of their battle capabilities.
Abilities: Large, No retaliation, random attack, magic resistant, erratic attack, High random spell


Abilities
Mana Cell: Able to be sacrificed for mana.
Immune to Magic: Unable to be affected by any types of magic
Health Distributor: Can give out health stolen from non- undead, elemental, mechanical enemy troops to allied troops
Disease: Poisons any non- undead, elemental, mechanical enemy attacked, and is immune to disease.
Plague Aura: Plagues any non-undead, elemental, mechanical unit adjacent to the disease carrier.
Flying: Able to pass over objects and city walls.
Illusion: Creates an illusion of that unit. Illusion deals no damage, and dies from instant damage, but is incorporeal.
Duplicate: Creates a duplicate of that unit. Duplicate deals half the damage of original unit, but other than that, has the exact same stats as an illusion.
Invisibility: Can become unseen by any enemy unit unless it attacks or is adjacent to enemy units.
Magic Resistant: Only takes half damage from magic.
Large: Takes up 2x2 squares on the battlefield.
Sweeping Attack: Attacks all 2 squares in front of the unit.
Ice Armor: Protects against all magic except for fire magic. Is 25 percent more vulnerable to fire based attacks.
On Guard: Always has defensive bonuses unless attacking or moving.
Magic Shield Allies: Gives magic resistance to all adjacent allies.
Immune to Fire: Is only immune to fire based attacks.
Fire Attack: Deals additional fire damage to enemy.
Fire Shield: Reflects 10 damage per unit to melee attacker.
Para Corporeal: Is 25% more resistant to physical attack (+25% defense)
Ranged: Can attack units from far away. Half damage at more than half of the battlefield, another half damage across city walls. Deals 75% damage at melee.
Fireball: Produces fire damage in 4x4 square units.
Blade Barrier: Summons a “bladed barrier” that is 4x1 in size, but destructible.
Vault Mind: Immune to frenzy, hostility, hypnotize, diplomacy, and any other means of coercion.
Righteous Might: Increases damage and raises morale of an allied unit.
Cleanse: Heals a unit and gets rid of all negative buffs.
Decay: Deals physical damage to a unit over time.
Slow: Reduces initiative and speed of an enemy unit.
Erratic Attack:Will randomly raise or lower the attack and damage of a unit.
Random Spell: Casts one random expert level, but 1-3rd circle, spell per battle.
Ethereal: Is 50% more resistant to physical attack (+50% defense)
Mana Strike: Steals mana from an enemy unit upon melee attack.
No Melee Penalty: 100% damage at melee for ranged unit.
Mass Sorrow: Reduces the luck and morale of an enemy unit, in this case, all enemy non- undead, elemental, mechanical units.
Blind: Takes away 3 turns of a non- undead, elemental, mechanical unit.
Hypnotize: Places a non- undead, elemental, mechanical enemy unit under control for 3 turns.
No Retaliation: Enemy unit is unable to retaliate to an attack from this unit.
Mass Hostility: Pits all non-undead, elemental, mechanical units in this 4x4 square against each other.
Double Attack: Can attack twice, with the retaliation in between the attacks (if there are any).
Teleport: Same as fly.
Random Attack: Can deal from 1 to 4 hits per attack.
High Random Spell: Casts one random 3rd-5th circle, expert level spell per battle.

____________
Skyrim RP? YES!
Here it is!

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted December 15, 2009 10:55 PM

At the moment, my internet is very frazzled, so I may not be online for very long periods of time. But, this round will probably not be over before the holidays, so I'll set the tentative deadline for:

January 4 2010
____________
Steel Yourself for War

Next Set: Mirrodin
Beseiged

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted January 03, 2010 12:51 PM
Edited by LizardWarrior at 20:51, 03 Mar 2010.

Farm
Description:It's a farm ,man,what do you think?

Also know as:Farmers!
Associated colors: green and brown
Worship:"Any good who give us food and water"
Country / kingdom: All farms and plantatios
Capital city:Elehm,City of Dogs
Key symbols:the egg
Heroes:Farmer
Skills







BUILDINGS





Creatures:
Lvl 1
Hen
Hens are the most numerous farms creatures.
These birds can't fly,but are dangerous in large numbers,most often target is enemy head,and the powerful hit can cause confusin.
Atk:2
Def:3
Health:5
Dam:1-2
Spd:6
Growth:15
Abilities:Head Attack
Cost:30gold
Dwelling:Hen-Coop



Lvl 1 Upg.
Rooster
Rooseter are more powerful like hens,sharp spurs can cut the enemy body.The song strengthens and refreshes the allies.
Atk:4
Def:5
Health:7
Dam:2-3
Spd:6
Growth:-"-
Abilities:Head Attack,Song of Battle
Cost:50gold
Dwelling:Rooster-Coop


Lvl 1 Alternative
Brooding Hen
These hens are choices to care the chickens.
Broodings hens are the feel of protection,they protect their
off spring at any cost and increase the numbers of Hen and Roosters warriors.
Atk:3
Def:6
Health:7
Dam:1-3
Spd:6
Growth:-"-
Abilities:Head Attack,Chickens Mother
Cost:-"-
Dwellings:-"-


Lvl 2
Cat
Cats are very flexibyle animals.They can avoid the archers arrows easily.Cats are very good spies,they are use for spyng enemies,because they can escape of most difficult situations.
Atk:6
Def:5
Health:12
Dam:2-4
Spd:7
Growth:9
Abilities:Feline Reflex,Enemy no retaliate
Cost:110gold
Dwelling:Cat House


Lvl 2 Upg
Thief Cat
Thief Cats are more agile than normal cats,they are trained hardly in art of spyng and thiefs can strike and run,before enemy reataliate .
Atk:8
Def:5
Health:12
Dam:3-4
Spd:8
Growth:-"-
Abilities:Feline Reflex,Enemy no retalitate,Strike and Return
Cost:140gold
Dwelling:Tree Cat house


Lvl 2 Alterntive
Wild Cat
Wild Cats aren't trained,they have a natural ability of fast attack and are more large like normal cats,but they don't run after strike the enemy.
Atk:8
Def:6
Health:14
Dam:3
Spd:9
Growth:-"-
Abilities:Feline Reflex,Enemy no retalitate
Cost:-"-
Dwelling:-"-


Lvl 3
Pig
The domestic pig, known in some areas as the hog, is a domesticated livestock animal, farmed for meat (pork, bacon, ham, sausages, etc).
Most domestic pigs have rather sparse hair covering on their skin, although woolly coated breeds are known (Mangalitsa pig), and some were popular in the past.The domestic pig is most often treated as a subspecies of its wild ancestor, the wild boar, and in this case it is given the scientific name Sus scrofa domesticus.
Atk:9
Def:10
Health:30
Dam:3-6
Spd:7
Growth:7
Abilities:Large,Mud Camouflage
Cost:250gold
Dwelling: Pen


Lvl 3 Upg
Boar
Wild boar (Sus scrofa) is a species of pig, including at least 16 subspecies, and part of the biological family Suidae. It is the wild ancestor of the domestic pig, an animal with which it freely
hybridises.
Atk:12
Def:10
Health:35
Dam:4-6
Spd:7
Growth:-"-
Abilities:Large,Mud Camouflage,Assault
Cost:300gold
Dwelling:Huge Pen


Lvl 3 Altenative
Pig Rider
Cats are train how to ride pigs,it's hardly,but humans can't ride pigs,because they are to heavy.The cats don't like to be dirty and he lose the mud camouflage ability.Cats can control the pigs with their sharp claws.They are light cavalery of the farms,very powerful,very fast and very high in population Pig riders are one of the most dangerous combination of the farms.
Atk:11
Def:11
Health:40
Dam:5
Spd:9
Abilities:Large,Double Attack
Cost:-"-
Dwellings: -"-


Lvl 4
Dog
Over the 15,000 year span that the dog had been domesticated, it diverged into only a handful of landraces, groups of similar animals whose morphology and behavior have been shaped by environmental factors and functional roles. As the modern understanding of genetics developed, humans began to intentionally breed dogs for a wide range of specific traits. Through this process, the dog has developed into hundreds of varied breeds, and shows more behavioral and morphological variation than any other land mammal.
Atk:13
Def:12
Health:45
Dam:4-8
Spd:8
Growth:4
Abilities: Double Attack
Cost:400gold
Dwelling:Cage


Lvl 4 Upg
Carpathian Shepard
The Carpathian Shepherd Dog (Ciobnesc Romnesc Carpatin) is a breed of large sheep dogs that originated in the Carpathian Mountains of Romania.It is theorized (although not proven) that the various Carpathian Shepard dog breeds, as with other Livestock Guardian Dog breeds, are descendant from dogs that were developed somewhere around 9000 years ago in Mesopotamia following the domestication of sheep and goats in the same area.
Atk:14
Def:12
Health:50
Dam:5-8
Spd:8
Abilities: Double Attack
Cost:450gold
Dwelling:Guard Cage


Lvl 4 Alternative
Bloodhound
A bloodhound (also known as the St. Hubert hound and Sleuth Hound) is a large breed of dog that was bred originally to hunt deer and wild boar, later specifically to track human beings by scent. It is famed for its ability to follow scents hours or even days old over great distances. Its extraordinarily keen nose is combined with a strong and tenacious tracking instinct.
Atk:13
Def:13
Health:45
Dam:6-7
Spd:8
Abilities: Double Attack,Hunt
Cost:-"-
Dwelling:-"-



Lvl 5
Cow
Cattle (colloquially cows) are the most common type of large domesticated ungulates. They are a prominent modern member of the subfamily Bovinae, are the most widespread species of the genus Bos, and are most commonly classified collectively as Bos primigenius. Cattle are raised as livestock for meat (beef and veal), as dairy animals for milk and other dairy products, and as draft animals (pulling carts, plows and the like). Other products include leather and dung for manure or fuel.
Atk:14
Def:15
Health:70
Dam:10-12
Spd:8
Abilities:Large,Assault
Cost:560gold
Dwelling:Cow Stables


Lvl 5 Upg
Bull
Bulls are more powerful like cows.They have sharp horns and can thorwing enemies per long distances,in the battle break the enemies troops.
Atk:16
Def:15
Health:80
Dam:10-14
Spd:9
Abilities:Large,Assault,Throwing Enemy
Cost650
Dwelling:Bull Stables


Lvl 5 Alternative
Buffalo
The African Buffalo is a very robust species. It is up to 1.7 metres high, 3.4 metres long. Savannah type buffaloes weigh 500900 kg, with males, normally larger than females, reaching the upper weight range. Forest type buffaloes are only half that size.Savannah type buffalo have black or dark brown coats and their horns are curved to a closed crescent. Forest type buffalo are reddish brown in color with horns that curve out backwards and upwards. Calves of both types have red coats.
Atk:15
Def:15
Health:90
Dam:13
Spd:9
Abilities:Large,Assault,Throwing Enemy
Cost:-"-
Dwelling:-"-


Lvl 6
Chariot
The chariot is the earliest and simplest type of carriage, used in both peace and war as the chief vehicle of many ancient peoples. Chariots were built in Mesopotamia as early as 3000 BC. The original chariot was a fast, light, open, two or four-wheeled conveyance drawn by two or more horses hitched side by side. The car was little else than a floor with a waist-high semicircular guard in front.
Atk:19
Def:18
Health:120
Dam:20-30
Spd:10
Abilities:Large,Assault
Cost:900gold
Dwelling:Chariot Workshop


Lvl 6 Upg
Schyted Chariot
The scythed chariot was pulled by a team of four horses and manned by a crew of up to three men, one driver and two warriors. Theoretically the scythed chariot would plow through infantry lines, cutting combatants in half or at least opening gaps in the line which could be exploited. It was difficult to get horses to charge into the tight phalanx formation of the.The scythed chariot avoided this inherent problem for cavalry, by the scythe cutting into the formation, even when the horses avoided the men. A disciplined army could diverge as the chariot approached, and then re-form quickly behind it, allowing the chariot to pass without causing many casualties.
Atk:20
Def:22
Health:150
Dam:25-35
Spd:11
Abilities:Large,Assault,Armored
Cost:1200gold
Dwelling:Chariot Blacksmith


Lvl 6 Altenative
Buffalo Chariot
The water buffalo or domestic Asian water buffalo (Bubalus bubalis) is a large bovine animal, frequently used as livestock in southern Asia, and also widely in South America, southern Europe, north Africa, and elsewhere.The chariot is the earliest and simplest type of carriage, used in both peace and war as the chief vehicle of many ancient peoples. Chariots were built in Mesopotamia as early as 3000 BC.
Atk:22
Def:19
Health:160
Dam:25-40
Spd:10
Abilities:Large,Assault,Thorwing Enemy
Cost:-"-
Dwelling:-"-



Lvl 7
Giant Cat
Farms wanted to have a very powerful creatures,who can be compared with dungeon's dragons,haven's angels and stronghold's cyclops.All animals is studied, hens,pigs,dogs,bulls.But they don't have suficent power.Now is the time for combination!Bull-pig,two headed buffalo,but arent't good.Again time to search...but now is with luck in a strange tower they fiind...the GIANT CAT.Giant cats are very big and the jumping attack crush the enemies,they are large but very agile,agility plus power...they are one the most powerful farm's creature.
Atk:27
Def:27
Health:280
Dam:30-35
Spd:12
Abilities:Large Bigggg!,Jumping Attack,Feline Reflex
Cost:2000gold 1crystal
Dwelling:Cat Tower


Lvl 7 Upg
Cat Mage
The giant cat isn't enought,the farms aren't any shooter.Animals can't shoot and humans aren't many.Magic are powerful.But how to use it?Farm's animals haven't the necesary knowdologe to learn magic.But the giant cats can learn magic.And the order of Mage Cats is birth.The Cat Mages are very skiled in magic arts and have a great knowdologe.Using the magic they call the little brothers,normal cats.Cat mages creates frost magic spheres who can deal Cold damage.
Atk:29
Def:26
Health:300
Dam:35-40
Spd:12
Shoots:8
Mana:30
Abilities:Large,Shooter,Cast:Fireball,Magic Arrow,Summon Cats(5/Cat mage),Feline Reflex,Cold Damage
Cost:5000g 4crystals
Dwelling:Magic Tower


Lvl 7 Altenative
Winged Giant Cat
Power is,Magic is and Flyer aren't!The chickens can't fly,and others nation have many flyers,again combination:Flyng dog,hen,pig...And nothing.The chance is lost!But cat mages succefuly made a giant winged cat!With the great wings they can fly considerable distances.When attack they fall on the enemy crushings their bones,the long claws can cut a human in two parts.Their are also use at transports of animals or resources.
Atk:30
Def:28
Health:350
Dam:35-45
Spd:15
Abilities:Large,Flyer,Jumping Attack,Feline Reflex
Cost:-"-
Dwelling:-"-



Abilities:
Head Attack=30% to cause confusion
Song of Battle=for one round all friendly creatures stats increse with 20%
Chcken Mother=for 5 Brooding Hen in garnisson,your chicken growth increase with 5%
Feline Reflex=the creature receives only 50%dam for ranged attack
Mud Camouflage=on dirt movement,this creatures can stay one round    and he can't be attacked
Assault=the all adjencts creatures,except the traget,receives 20%dam
Hunt=ignore the enemy speed and he move first
Thorwing Enemy=when attack the a small enemy,he is moved 2squares
Armored=enemy deal on him only 50% dam
Jumping Attack=Thorwing Enemy(on all adjenct creatures)+Assault
Cold Damage=the creature is able to deal extra 25%damage agasint flame creatures(fire elemntals,demons)




Campaings
1.The dead dog
Story:After the great farms' war,the Caraz,Ilie's dog has died.Ilie know how to reviev the dog,he must fiind the Aradag,a necromancer,who can reviev his dog.

Bonus:+2000gold
     +20 hens
     +5 wood


Victory condition:
Save the Aradag the necromancers,who is in prison of King Harold.


Lose Condition:
Lose Ilie,the farmer.


2.Rise of an Empire
Story:With the help of Aradag and Caraz,Ilie can conquer others farms and make an empires,but isn't easy,are four great farms with hundreds of dogs.


Bonus:+10 thief cats
        +5 crystals
        +Cow Stables


Victory Condition:
Conquers all four farms.


Lose Condition:
Lose Ilie,Aradag or Caraz


3.The Great Discovery
Story:Ardag make a great discovery,he fiind a weird creature in ta crater in the center of farm's land,the Giant Wasps


Bonus:+10 Giant Zigreds
     +15 Zigred
     +3000gold


Victory Condition:
Flag all Zigred's hives and recruit 100 Giant Zigreds


Lose Condition:
Lose Ilie,Aradag or Caraz


4.Master of Power
The King Harold's Army is near og the farm's frontiers!For a good defense,Ilie must recruit a great army until the before is to late.


Bonus:+5000gold
     +5 Schyted Chairots
     +Mask of Horror(enemy has -1morale in battle)

Victory Condition:
Recruit 10 cat mages



Lose Condition:
Lose Ilie,Aradag or Caraz,only 5 months



5.Defeat the King!
Story:King Harold want to conquer farms nation,they must stop he.But they must make an great army before the King Harold conquer the land.


Bonus:+3 cat mages
     +20 ore
     +Bag of Sulfur


Victory Condition:
Defat King Harold


Lose Condition
Lose Ilie,Ardag or Caraz


Campaing Heroes


Campaing Cratures

Zigred
The flying Zigreds are predatory insects which inhabit the open spaces of the Silent Steppe and the Twilight Meadows. Small but dangerous they gather in swarms and attack both Humans and other creatures. They also harm crops and attack farm animals. Zigred Warriors cause even more misery than regular Zigreds because they are bigger and stronger.
Lvl:4
Atk:10
Def:11
Health:35
Dam:8-11
Spd:9
Abilities:Flyer,Paralising Venon,Swarm Attack,
Cost:300gold
Dwelling:Zigred's Hive



Purple Zigred
A Purple Zigred is a predatory insect living in the open spaces of the Silent Steppe and the Twilight Meadows. These dangerous creatures gather in swarms and attack Humans and other creatures. They also harm crops and farm animals.
Lvl:4
Atk:12
Def:13
Health:40
Dam:9-12
Spd:10
Abilities:Flyer,Paralising Venon,Swarm Attack,Swarm Call
Cost:400gold
Dwelling:Zigred's Hive

Swarm Attack=Deal extra 3 damage per alied creature in stack
Paralising Venon=20%to paralise enemy for 3 turns
Swarm Call=once per battle,the creature can summon a stack(1/2 creatures)



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Berny-Mac
Berny-Mac


Promising
Legendary Hero
Lord Vader
posted January 03, 2010 02:30 PM

I.HAVE.LOST?
(TOTAL FACEPALM)
____________
Skyrim RP? YES!
Here it is!

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einomida
einomida


Known Hero
posted January 03, 2010 09:54 PM

Haha that`s hilarious.

Anyway. Requesting a short 2 day extension so I can write my faction down. I have it, but I haven`t gotten around to writing it here. Sorry for delay.

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