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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»
Alkari
Alkari

Tavern Dweller
posted January 04, 2010 05:09 AM

The farm is overpowered
____________

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted January 04, 2010 12:17 PM

2 days?I made my faction in 2-3hours.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 05, 2010 01:01 AM
Edited by Jiriki9 at 14:08, 01 Mar 2010.

Quote:
The farm is overpowered.


The farm is a joke

I have a short faction it could get completer if i had more time...were in paris the alst few days, so...here's my giant faction raw workout, some names are inspired by celtic/irish/galic names

Cinealkeur:
Aka: The Giant Kingdome
Town Name: Stone Keep
Symbols: The Stone Crown; The Treepipe
Colors: Green, Brown, Grey
Alignment: Neutral Good
Aligned Aspects: Age, Strength, Calmness, Kindness
Country: The Highlands of Câr Aegyd
Capitol City: Dun Teyrn


Tier 1: Shepherd
"Nearly all human Clans of the Highlands are at least under influence, mostly under control of the Giants. The shepherds are rather numerous, keeping the sheep (and cattle) not only for themselves, but also for their Giant Lords. In Return, they gain a real worthy protection, for a Highland Giant is a protector honorable as well as strong. In times of war, the shepherds also serve as soldiers for the giants. Their good constitution and stiff attitude helps them in battle. Fighting, they wield short swords, but they also carry short spears to throw on the enemy."

Strong Stats: Defense, Initiative;
Weak Stats: Damage, HP;
Abilities: No Melee penalty, Shooter, Strong Ranged Penalty;

Tier 1 upgrade: Piper
"The Bagpipe is the traditional instrument of the humans of Câr Aegyd, probably developed as 'imitations' of the Giants' Treepipes, gigantic flute-instrument, made of whole trees. The sound of the bagpipes, which are beared into battle and played by the pipers, encourages their allies and brings fears onto their foes, especially on those who are not from the highlands. Yet the pipers do not have spears, for they need place for their bagpipes."

Strong Stats: Initiative, Moral;
Weak Stats: Defense, Attack;
Abilities: Bagpipe, Disgusting tune;

Tier 1 alternate: Pathfinder
"The pathfinders are used to the rough terrain of the Highlands, but they are also capable of finding ways in any difficult terrain. They do not carry spears, but Highland Bows, which makes them a good ranged unit, but they are much more fragile in melee than other shepherds."

Strong Stats: Initiative, Attack;
Weak Stats: HP, Defense;
Abilities: Pathfinder, Shooter;

Tier 2: Beomaen
"The Beomaenn are a folk unique on the highlands. It is highly possible that they have elemental origins, but they do not seem to be elementals. Beomaen means "Living stone" and that's exactly what they are. They do not have a humanoid shape, they look pretty much like rocks, but they live and can move, although slowly. They have a civilized culture and are allied with the Giants since ancient times.

Strong Stats: Defense, HP;
Weak Stats: Speed, Initiative, Damage;
Abilities: Stone skin;

Tier 2 upgrade: Suadhmaen
"'Suadh' means 'magic' in the Giants' ancient tongue and the Suadhmaenn are indeed the mages, as well as priests, of the Beomaenn. Of course, all those names are names in the language of the Giants, the Beomaenn have their own language, which is not meant to write down, and only a few besides the stone people themselves, mostly realy old Giants, can understand it. A Suadhmaen is not such a great caster as those of most other folks, but they can invoke some basic, earthbound spells."

Strong Stats: Defense, HP;
Weak Stats: Speed, Damage, Attack;
Abilities: Caster, Stone Skin;
Spellbook: Slow, Stone Spikes;
Mana: 8

Tier 2 alternate: Cathmaen
"'Cath' means 'fight' and as a Suadhmaen is a priest and mage, a Cathmaen is a warrior of the living stones. They are still very slow, but extremely hard to defeat. They can deform themselves a bit, spreading to something liek a wall, shielding their allies very effectively. The Cathmaenn are also those Beomaenn having most often contact with the Giants and other folks of the highlands, while many other of these mysterious people remain hidden in caves or just hide as stones."

Strong Stats: Defense, HP, Attack;
Weak Stats: Speed, Initiative;
Abilities: Form Wall, Stone Skin;

Tier 3: Wildcat Rider
"The Beâcc, the Halfling clan of the Highlands, are a most prideful and wild halfling clan. Although they still like comfort, theys are used to the rough weather of the highlands, which have shaped the personality of these halflings. They breed the wild Highland cats, and use them as mounts, like humans use war horses. They still use the traditional halflings' slings, but they are as strong in hand-to-hand-combat as  they are on range."

Strong Stats: Initiative, Attack, Damage;
Weak Stats: HP, Defense;
Abilities: Rush Attack;

Tier 3 upgrade: Skycat Rider
"The skycat is a unique animal of the Highlands, a Wildcat with wings and capable of flying. The Breâcc have tamed them and use them as mounts as well, taking good use of those quick, fast animals in battle. The skycats are only ridden by the most curious and brave halflings, who are, as well known, usually a rather earthbound people."

Strong Stats: Initiative, Attack;
Weak Stats: HP, Defense;
Abilities: Battle Dive, Fly, Rush Attack;

Tier 3 alternate: Stoneclaw
"The Strongest Wildcats are called Stoneclaws by the halflings, for their Claws are extremely hard. In wilderness, stoneclaws usually have it easiest to get a partner, in the halflign herds, where hose normally lone-living cats are almost forced to live together, they usually take kidn of a leader role. Only the strognest and bravest Breacc dare to ride a stoneclaw, which forms a strong unit, together with the strength and wilderness of this creature.

Strong Stats: Initiative, Damage;
Weak Stats: HP, Defense;
Abilities: Bravery, Pierce Defense, Rush Attack;

Tier 4: Ruffian
"Young male Giants are not as Calm and kind as the rest of their ancient race. Until they finish their hundredth birthday, most of those Ruffians will not like the cities and the Companionship of older Giants, or other male ones, except of a few ones, with whom they usually roam the Highlands in groups of 3 to 5, if they do not go alone. Some already try to get the attention of female Giants, but they usually are not successful - female Giants, even the young ones, are more attracted by older, stronger and wiser Giants. Many ruffians serve in The Giant armies, when it comes to war, seeing it as a way to prove their strength, as well as a way to live their aggressions. This yet leads to the problem that sometimes they attack instead of obeying their general."

Strong Stats: HP, Damage;
Weak Stats: Speed;
Abilities: Bash, Battlelust, Large Creature;

Tier 4 upgrade: Highland Warrior
"Some Ruffians manage to keep more order than others, and focus on building their minds and bodies already in this 'early' age. Those are fighting as Warriors,in leather armor and fierce and strong. The warriors are a community for themselves, they let no other Giant in, especially no Ruffian or Roughneck (unless those prove to be trustworthy enough to become a warrior), but they can keep a better discipline by themselves."

Strong Stats: HP, Defense, Damage;
Weak Stats: Speed, Initiative;
Abilities: Bash, Large Creature;

Tier 4 alternate: Rockneck
"Rocknecks are extremely bullheaded and strong Ruffians - if ruffians roam the lands in a gang, usually a Rockneck will be kind of their leader. They are indeed strong, and very willful, not even magic could make them do something they do not want to. Yet they still are typical Ruffians and lack discipline and sometimes even respect for the elders (which is really uncommon amongst giants, since the elders punches can be indeed strong, and are mostly definitely stronger than those of Rocknecks, since giants most often choose to die, when they feel they get weaker.)"

Strong Stats: HP, Damage;
Weak Stats: Speed;
Abilities: Bash, Battlelust, Bravery, Immune to Mind Control, Large Creature;

Tier 5: Tarbh (Bull)
"The Giant's Cattle is almost just as  big as the giants themselves, especially the honored Tarbh, the Bull of the Highlands. They are very Strong and wild, so wild they may come to battle together with the Giants, more as allies than as serving beasts. The Tarbh are herded by human sheperds, who control them with using the bagpipes, but nevertheless sometimes a Tarbh goes wild and has to be stopped by a Giant, to prevent greater Destruction."

Strong Stats: Speed, Damage;
Weak Stats: Defense;
Abilities: Large Creature, Trample;

Tier 5 upgrade: Tarbh fionn (White Bull)
"The White bulls are less wild then other Highland Bulls, but not less strong. Their pride is still very big and determines many of their actions. As other Tarbh, they are only slaughtered when they would die VERY soon anyway, but in the case of a Tarbh fionn, they are only eaten then on rare occasions, like holy days or the Birth of Princes, though their fur and skin are used more often. Many a High one wears a cloak or shirt made of the skin of a Tarbh fionn."

Strong Stats: Speed, Damage;
Weak Stats: Defense;
Abilities: Large Creature, Pride of the Highlands, Trample;

Tier 5 alternate: Dutarbh (Black Bull)
"The Dutarbh are a dark, strong and fierce type of the Highland Cattle, and seen rarely used for soemthing else but fighting, although there are some used for breeding by some Giant Lords. Dutarbh, if ever, only obey the Giants and are therefore not herded by human shepherds. They are full of anger inside and are even known to sometimes attack anything that is near them. They are still used in battle often due to their raw strength."

Strong Stats: Speed, Damage;
Weak Stats: -
Abilities: Furor, Large Creature, Trample;

Tier 6: Brigh Anam (Hill soul)
"The Hill souls are souls of dead giants that were so strong bound to the Highlands and the world, usually having set themselves some task still to ful fill, that they remain after Death. The Priests of the Giants, as well as soem stronger Suadhmaenn and a few Protectors, possess the knowledge to find those Brigh Anaem, call them, and help them create a half-substantial form. In this form, the soul can still fulfill their task, and it usually helps the one who helped them. In times of war, Brigh Anaem are often called onto the battlefield as strong allies."

Strong Stats: Defense, Attack;
Weak Stats: HP, Damage, Speed;
Abilities: Spiritual;

Tier 6 upgrade: Bailc Anam (Strong soul)
"A Bailc Anam is a Brigh Anam whose form is more than half-substential and its powers are therefore also greater. Mostly, it are former Protectors and mighty Warriors, who take form as a Bailc Anam. A Bailc Anam is calm and protective, and extremely willfull. Also they use to focus on one aspect, or enemy, rather than looking at the whole situation at once."

Strong Stats: Defense, Attack;
Weak Stats: Speed, Initiative;
Abilities: Focus, Spiritual;

Tier 6 alternate: Doeth Anam (Wise soul)
"Doeth Anaem are Brigh Anaem who had, during their lifetime, possessed a great wisdome, understanding of the world,or a great spirit. Unlike a Bailc Anam, a Doeth Anam tends to keep the overview over the whole situation, or, in times of war, the whole battle. Also, they can perform a kind of spiritual magic."

Strong Stats: Defense;
Weak Stats: Initiative, Damage, Speed;
Mana: 12
Abilities: Caster (Blessing of the Highlands, Spirits' Curse), Spiritual;

Tier 7: High One
"The High Ones are the strongest and mightiest Giants beside the Protectors. They form the leaders, the generals, the nobles in the Giant society, but often also the teachers and even priests, for they are usually of a high age. They wear a fine armour and weapons, beautifully ornamented, and fine clothes, too, but they are definitely not to be underestimated in battle! By their sheer size they can shake the earth and make every small creature tremble."

Strong Stats: HP, Defense;
Weak Stats: Speed;
Abilities: Armored, Bravery, Large Creature, Shake Earth;

Tier 7 upgrade: Highland Prince
"The Highland Princes wear even finer armarment than any High one, and are more inspiring for their people. They are Heirs as well as Warrior Princes, and skilled with their gigantic Claymores. Their Battlecry sends their foes hearts sinking, as their blows will send those foes themselves down."

Strong Stats: HP, Defense;
Weak Stats: Speed;
Abilities: Armored, Aura of Bravery, Battlecry, Large Creature;

Tier 7 alternate: Old One
"The Old Ones are a bit less offensive than the other High ones - but not weaker! They protect their younger comrades whenever they can and their age gives them an advantage of battle tactics. Strangely, they are also less armored."

Strong Stats: HP, Defense;
Weak Stats: Speed, Initiative;
Abilities: Bravery, Large Creature, Protect, Shake Earth, Tactics;

Creature Abilities:
(Creature abilities taken from heroes 5 are not described here)

-Bagpipe: All friendly units on the battlefiled gain +1 moral and +5% initiative. (double bonus for troops from the Stone Keeps) Enemy units loose 1 moral.
-Battlecry: Activated ability. Once per battle, this unit can let out a battlecry, enhancing all friendly troops' attack and initiative by 50% for 2 turns.
-Battlelust: In battle, if this creature is able to perform a melee attack on one or more enemy creatures, there is a chance of 50% that they will not wait for orders but jsut attack a random target.
-Disgusting Tune: (Activated Ability, Once per Battle) When activated, this creature can blow a tune that is so harsh that it takes all initiative from any unit capable of hearing (friend and foe!) within a radius of 5 tiles, with this creature as the centre.
-Form Wall: (Activated Ability, once per battle) The creature can take the form of a wall. When using this ability, the controlling player can chooseup to 3 connected squares to be covered by the wall. Those fields are blocked for any other creature. In Wall-form, the creature cannot attack, move or retaliate, but it's defense is doubled, it gains 25% magical resistance and it cannot be moved by force. The Ability lasts for 3 rounds of the creature. when its over, the creature stands on its original position again (if its alive)
-Focus: Activated ability. The unit can choose 1 enemy. Against this enemy, it's attack and defense stats are doubled. Against all other enemy units, it gets -50% attack and -75% defense
-Furor: There is a small chance that in battle, this creature will attack the nearest unit stack, to which side ever it may belong.
-Pathfinder: With a stack of this creature in his army, a hero gains +5% movement and suffers 5% less from difficult terrain.
-Pierce Defense: When this creature attacks or retaliates an enemy in melee, for this attack the enemy creature's defense is reduced by 3.
-Pride of the Highlands: If a stack of this creature is in your army, all Giant Kingdome troops in it gain +1 moral and +5% initiative.
-Protect: Whenever a friendly unit adjacent to this creature is attacked in melee, this creature performs an retaliation attack on the attacking enemy creature. If the attacked (friendly) unit still had its retaliation, the attack unit retaliates first, then this unit.
-Rush Attack: For attacks, this creature has increased movement radius (=150% speed). THIS ONLY WORKS WHEN YOU ATTACK WITH THIS CREATURE, you can not just move further!!!
-Shake Earth: Activated ability. This unit can perform a special attack once per battle, that shakes all squares around this unit (3 squares in each direction). EVERY small unit on one of these fields looses their next turn. Large units loose 50% initiative for one turn. Each unit Adjacent to this unit gets attacked with power equal to 50% of a normal attack by this unit. Noone can retaliate.
-Spiritual: This unit is not completely real in the physical world, therefore there is a chance of 50% that a physical enemy attack on this unit deals no damage and a 25% Chance that a physical attack by this unit deals no damage.
-Stone Skin: This creatures' skin is made from stone. IT's defence cannot be reduced or ignored by enemy spells and abilities and it gets +20% defense against physical ranged attacks.
-Tactics: Increases the radius in which you can place your troops in the beginning of the battle by one row.
-Trample: !!!Mamgaeater has created this ability!!! This creature may move through one enemy stack instead of attacking. The stack is dealt damage as though it were attacked.

New Spells:
-Blessing of the Highlands: Every friendly unit gains the effect of one randomly chosen of those light magic-spells: Expert Divine Strength, Expert Haste, Advanced Endurance, Advanced Cleansing, Basic Deflect Missile, Basic Righteous Might. Mana Cost: 9
-Spirits' Curse: Every enemy unit suffers under the effect of one randomly chosen of those dark magic-spells: Expert Weakness, Expert Slow, Expert Sorrow, Advanced Vulnerability, Basic Confusion, Basic Suffering. Mana Cost: 9

Notefor the two spells: Each unit gets a seperately chosen spell, not one spell for all unit, but one for each unit!


Hero Class: Protector
Nearly all Protectors are Giants, and they are the Heroes of the Highlands, who protect not only the inhabitants of the Giant Kingdomes, but also the land itself. They sometimes take their task out of the highlands, even lead war campaigns, or just go to explore or as diplomats.

Racial: Protection
The Protection racial prevents a certent part of every damage done to creatures in the Heroes army by a cerain type of enemy creature, to be chosen in the special building, the Sage Hall. Following creature types can be chosen: Shooter, Flyer, Large Creature, Caster, Undead, Demonic, Mechanical, Elemental, Beast, humanoid.

Basic Protection:
ONE creature type can be chosen in the Sage Hall, the damage is reduced by 20%.

Advanced Protection:
TWO creature types can be chosen in the Sage Hall, the damage is reduced by 30%.

Expert Protection:
THREE creature types can be chosen in the Sage Hall, the damage is reduced by 40%.

Ultimate Protection:
FOUR creature types can be chosen in the Sage Hall. THE damage is reduced by 60%.

Perks:
-Magic Protection. Additional to preventing damage, Protection now also gives your creatures a chance to resist spells (1/2 of the %damage that would be prevented). The type of magic which can be resisted is determined by the creature type:
Dark Magic - Undead, Demonic, humanoid
Summoning Magic - Elemental, Beast, Caster, Flyer
Destructive Magic - Mechanical, Shooter, Large Creature
-Ignore Ability. Additional to preventing damage, Protection now also gives your creatures a chance (1/2 of the %damage that could be prevented) to ignore any ability using a %chance used by enemy creatures of the chosen type. (f.e. when you have Basic Protection and chose Undead, the chance that your creatures miss ghosts would be reduced by 10%)
-Highland Rage. Additional to getting less damage, your creatures now deal MORE damage to the chosen creature (+1/2 of the prevent damage%; f.e. with Advanced Protection your creatures deal +10% damage to the chosen creature type)
~ULTIMATE: Highland Union. The basic percentages of your PRotection skill are raised by 20% (and therefore those of the perks by 10%) and all your creatures are now immune to Mind Control.

Scenario Heroes:

Dagda:
"The Dagda is so old, that he is honoured like a demigod allready, wise and powerful at the same time. Bt in his wisdome, his true strength lies."
Special:
Ancient Wisdome. The Dagda may choose one creature type more at every Level of his Protection skill and alll percentages in this skill are increased by 1% per dagdas level.
Starting Skills:
Basic Protection
Basic Enlightenment ~ Intelligence

Khûrgrhh:
"This is the only protector who is a Beomaen, a living stone, and one capable of casting spells. He is very close-minded, but as one of his race, he knows how to encourage his brothers."
Special:
Lord of Stone. All Beomaen, Suadhmaen and Cathmaen get +10% initiative and for every 4 levels of Khûrgrhh +1 defense.
Starting Skills:
Basic Protection
Basic Summoning Magic ~ Master of Earthblood

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted January 05, 2010 11:16 AM

You can put on lvl 7 the Loch Ness Monster or Atlantic Sea Snake(irish mythology).And how look the Old one,Highland Prince?Do you can put a picture or a little description?

In Romanian piper means pepper.

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einomida
einomida


Known Hero
posted January 05, 2010 12:08 PM
Edited by einomida at 20:10, 19 Feb 2010.

The Keep


Color – Brown, Silver, Black, Red
Hero Class – Dominator
Skill Distribution - Attack..... 30%
                   Defense.... 20%
                   Spellpower. 25%
                   Knowledge.. 25%, but not for long)
Race: Humans

Town Visual: A big dark keep is sitting on top of a rocky hill. The hill is full of little houses and caves, implying that the race inhabiting The Keep lives both under- and above ground.


History:


Creatures

Tier 1 - Tracker
"The very similar conditions and means of training have made Trackers to be essentially the same troops as Dungeon`s Scouts. Despite their apparent similarity, in their core, Trackers are a lot different from their elven counterparts, seeking ways to support the army rather than following the strict path of individual assassination."
Looks: Again similar to Dungeon`s Scout, but human and uses a short bow.
Statistically very similar to Scout.
Abilities: Shooter, No Melee Penalty, Range Penalty

Thief 1st Upgrade
"Although not thieves per se, these troops know where they can snatch some extra gold here and there to support their ruler`s cause."
Looks: No bow, has a shiny dagger.
Little statistical improvement in speed, initiative and HP.
Abilities: Invisibility, Thievery*

Specialist 2nd Upgrade
"Specialists have been trained to predict enemy`s movements and then take measures to prevent them. They are like little tactical advisors when it comes to planning, but at the same time don`t fall behind when it comes to engaging their foes on the battlefield."
Looks: Has a bigger bow
Little improvement in HP and dmg.
Abilities: Shooter, No Melee Penalty, Set Snares

New Abilities:'
Thievery: this creature generates gold if the enemy surrenders, flees or decides not to confront the hero (in the case of neutral troops). Also, all mines and towns recaptured by the enemy that had your Thieves garnisoned in it still generate some gold to you and take some away from the enemy. There is also a chance to steal artifacts from fleeing enemy heroes.



Tier 2 - Goo (elemental ooze)
"A special kind of biological goo can be found deep in the caves. Despite being self preserving, it is not completely certain if the goo is sentient. Dominators use magic and willpower to "pupeteer" it. Activists argue over ethical questions."
Looks: A small buddle of green goo that sometimes forms odd forms; somewhat similar to water elemental.
Good HP and DEF; other stats are low.
Abilities: Elemental

Icy Ooze 1st Upgrade
"A rarer variant of the standard Goo, the Icy Ooze is what its name implies. In addition to being freezingly cold, the Icy Ooze absorbs any heat that comes near it, effectively paralyzing smaller organisms that may be unfortunate enough to come to its vicinity."
Looks: transparent/white in color, has a small cold aura around it.
Overall upgrade
Abilities: Elemental, Immunity to Water/Ice, Frostbite*, Entangle*

Phloroplasm 2nd Upgrade
"If you come accross this odd organism during a deep cave expedition, you should rejoice. The mysterious Phloroplasm is also a relative to the Goo. But instead of being green, vile or cold, the Phloroplasms generate light of all colors."
Looks: same shape, only it emits white light, with occasional rays of various colors.
Stats are similar to Icy Ooze; a bit faster, but less defensive stats
Abilities: Elemental,  Flash*, Solarboom*

New Abilities:
Entangle: basically the same as Entangling Roots
Frostbite: passive ability. Once an adjacent enemy creature takes its turn, it receives damage proportional to number of creatures in the stack that possesses the Frostbite ability. Creatures immune to ice are not affected, but creatures of fire (Fire Elemental) suffer 1.5 times more damage.
Flash:: passive ability. If a stack that possesses this ability is attacked by the enemy, it has a chance to blind the enemy stack with the same effect as casting the spell Blind on Advanced mastery on it. If Phloroplasm has a chance to retaliate, it does so before casting the blindness effect.
Solarboom: activated ability; one time per battle. When activated, Solarboom acts as a massive flashbang that has a chance to blind all enemy creatures on the battlefield. The effects and power of the blindness may vary greatly: it may last for one from three turns maximum; moreover, it may be canceled by attacks, but it might also be "semi-permanent", meaning it cannot be cured by any means until the effect wears off. Also, as the effect is not magical, the landing rate of this ability is not altered by magical immunities other than Immunity to Blindness; rather the landing rate is calculated for every stack separately, taking into account various luck modifiers (Soldier`s Luck) of both the "caster" and the enemy.


Tier 3 - Cave Fly (winged beast)
"Although named after the fly, these monsters are not the likes you can find on a degrading corpse or a bad piece of food. Under the cloak of darkness, the Cave Flies can grow the size of a regular man. But despite their intimidating looks, the Cave Flies have shown to possess high intelligence, even as far as elder and more powerful Flies controlling some smaller creatures. Still, Cave Flies have a way to go."
Looks: like a regular dragonfly, light green in color
A very fast, high damage creature. It still has quite good defensive stats for a charge unit.
Abilities: Flier

Dragonfly 1st Upgrade
"Much deeper into the caves grow the mighty Dragonflies, who boast both strength and durability not seen on creatures of this size elsewhere. That is why they have gotten their name from the mighty Dragons - creatures whose physical powers are unmatched."
Looks: a bit darker in color, has some extra beauty stuff here and there.
As said in the description, they have very high defensive and offensive stats and also their speed and initiative is above average. Growth is average.
Abilities: Flier, Magic Resistance 25%, Summon Wasp Swarm*

Shadefly 2nd Upgrade
"The Shadefly is the above ground brother of the Dragonfly. These creatures only fly at night and because nights are filled with creatures of creat speed and cunning, Shadeflies have to be even faster to be able to catch their food."
Looks: Dark purple/blue in color
Lightning fast creatures also with high dmg stats. Lacking in defense department. Statistically weaker than Dragonfly
Abilities: Flier, Shade Strike*, Summon Wasp Swarm*

New Abilities:
Shade Strike: if this creature attacks an enemy that has already spent it`s retaliation, it has a chance to stun the targeted enemy.
Summon Wasp Swarm: once per battle, this creature is capable of summoning a swarm of wasps to target an enemy creature; the skill has the same effect as the Wasp Swarm on expert mastery. As this ability uses no mana, it is considered a skill rather than spellcasting, thus, this creature is not a spellcaster.



Tier 4 - Mystic
"The general spellcasters and apprentices of Dominators are calles Mystics. Their knowledge of magic is limited at this point, because they are more focused on studying geology, geography and biology. If they prove themselves worthy, further, more powerful magic is taught to them."
Looks: Similar to Haven`s Zealot, but lacks the crosses and the hammer. Bland, gray colors; has a small scepter in hand.
Abilities: Shooter, Spellcaster (Spellbook: Advanced Stone Spikes)


Spellbreaker
"Through hard physical and mental training, the Spellbreakers obtain the ability to withstand and even weaken magic they don`t like. Even the strongest of spellcasters may find it difficult to cast under the influence of Spellbreakers."
Looks: they look more mysterious, have darker clothes. They have no weapon.
Abilities: Shooter, Spellcaster (Spellbook: Advanced Stone Spikes, Basic Magic Immunity), Spellblock*


Arcalyte
Born with an unique ability to feel magic with a kind of "sixth sense", the Arcalytes are put through special training to heighten their senses. In the end, they are able to control the energy flow of spells and turn it into something else."
Looks: blue robes, they have a scepter like the unupgraded version
Abilities: Shooter, Spellcaster (Spellbook: Clear Mind*, Mass Dispel), Mana Sphere*

New Abilities:
Spellblock: passive ability. Depending on the number of units possessing this ability on the battlefield, the spellpower of the enemy hero is decreased.
Clear Mind: all stat altering (including positive) effects have a weaker effect on the targeted creature.
Mana Sphere: activated ability. The creature possessing this ability can create a little sphere of mana to anywhere on the battlefield. Every spell cast during mana sphere is active has its cost increased a little and the excess mana that is payed during casting is absorbed by the sphere. The more mana is absorbed, the bigger the sphere gets (obviously more expensive spells contribute more to it`s growth). The unit that put the sphere on the field can do two things to it: 1) blow it up to inflict magical damage to all nearby creatures (no elemental immunities applied). 2) consume the sphere to resurrect a part of its stack. The bigger the sphere is, the bigger the ending effect will be.



Tier 5 - Mountain Lion (feline)
"This ferocious and graceful animal lives side by side with the Keep. Through time the humans and the lions have developed a kind of understanding with each other and so they also fight their common foes."
Looks: like a regular, big mountain lion
Stats: Good movement and damage stats. A little low on HP and DEF
Abilities: Large Creature, Enraged


Lioness 1st Upgrade
"The elder female lions become the pack leaders who everyone must respect. Even if they aren`t as massive or menacing as  some other beasts, their high and mighty nobility makes sure they are feared by everyone."
Looks: A bit darker in color, plus they have some leather armor here and there.
Stats: All around solid improvement with more balance between attack and defense.
Abilities: Large Creature, Enraged, Unlimited Retaliation, Roar (same as Bear Roar)


Lion Knight 2nd Upgrade
"The male mountain lions, however, are trained to be ridden by The Keep soldiers. This is a deadly combo that fears nothing."
Looks: A little skinnier lion, mounted by a human in brown leather armor. Uses a spear as a weapon. The lion is also in leather armor
Stats: more focused towards attack stats.
Abilities: Large Creature, Enraged, Bravery, Double Attack



Tier 6 - Cavedweller
"Cavedweller are mysterious beings whose origins are not known to others and many believe even The Keep itself don`t know exactly how Cavedwellers have come to live with them. These fairy like ethereal creatures can`t sustain themselves without a host body and they have chosen a typical worm to fill that role - reasons are unknown."
Looks: the host is a typical over-sized worm. Over the worm hovers a faint green bug-fairy-like creature.
stats: overall average stats, balanced in every way
Abilities: Large Creature, Caster (Spellbook: Teleport, Advanced Righteous Might), Spray Attack


Mother Fairy 1st Upgrade 1st Upgrade
"Mother Fairies are believed to be children of the earth. They can be found very deep in the caves."
Looks: now the "possessed" worm is hovering above ground, when it moves, it is as if it was flying. The glowing fairy is a bit more hiny
Stats: Overall stat improvement with a little emphasis on survivability. They have lots of mana
Abilities: Large Creature, Caster (Spellbook: Teleport, Advanced Righteous Might, Arcane Armor ), Spray Attack, Fairy Dust*


Firesprite
"Firesprites are wicked Cavedwellers who are up to mischief and dirty tricks. Their behavior comes from their innocent nature and they are by no means evil."
Looks: again the hovering worm; spirit is orange-yellow.
Stats: good speed and off stats. Despite being non-shooter caster, this Tier overall can be used in melee combat as well due to their above average survivability for a spellcaster unit.
Abilities: Large Creature, Caster (Spellbook: Teleport, Expert Righteous Might), Spray Attack, Explosion same as Horned Overseer, but dmg is a lot higher. Can be used many times)


New Abilities:
Fairy Dust: passive ability. The creature possessing this ability brings fortune to friends and misfortune to foes in it`s vicinity.


Stone Ghoul
Abilities: Large Creature, Elemental, Immunity to Earth, Teleport

Granillion
Abilities: Large Creature, Elemental, Immunity to Earth, Teleport, Earthquake

Terra Drake
Abilities: Large Creature, Elemental, Immunity to Earth, Teleport, Crushing Blow

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 05, 2010 02:57 PM

@lizardwarrior:

wanted to ahve antoher giant unit for tier 7.

High One, Old One and Highland Prince are Giants, descriptions will follow!

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 06, 2010 03:50 PM

@ lizardwarrior:

and "piper" is here meant as a bagpipe-player

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted January 22, 2010 02:51 AM

How much more time would be needed here, guys?
____________
Steel Yourself for War

Next Set: Mirrodin
Beseiged

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 23, 2010 04:09 PM

an eternity i suppose, fo r me at last...unfortunately I like my faction As I ahve it in mind...but no time for now, sorry

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted January 29, 2010 02:54 PM

When finish this round?

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted January 30, 2010 03:59 AM

Whenever the consensus is that everybody's is done. Is that now?
____________
Steel Yourself for War

Next Set: Mirrodin
Beseiged

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Berny-mac
Berny-mac


Promising
Legendary Hero
Lord Vader
posted January 30, 2010 04:22 AM

yeah, because i feel this becoming a zombie thread here
____________
Skyrim RP? YES!
Here it is!

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted February 01, 2010 10:35 AM

....go on sith I cant finish it now, perhaps later btu don't now...

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted February 03, 2010 03:30 PM
Edited by alcibiades at 16:22, 03 Feb 2010.

I have done campaigns, the buildings and you still have not finished.When you finish the faction?

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einomida
einomida


Known Hero
posted February 04, 2010 05:34 PM
Edited by einomida at 08:08, 05 Feb 2010.

Ok, I feel responsible for dragging this. As soon as I can get back the laptop (have to give it away atm) I`ll write my faction down. (I mean today).
I kinda forgot and then didn`t see any activity and then kinda forgot even more, but not today! I`m really sorry.
Edit: Well I obiously didn`t get the computer back yesterday and now I have to go to school. This is getting ridiculous.

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted February 13, 2010 01:15 PM

How long is it is this extension? I want to make a new faction,jirky and endomida have not entred by long time.I see in others pages unfiniesds faction and the races was continued.When you make the points and begin new round?

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einomida
einomida


Known Hero
posted February 19, 2010 08:06 PM
Edited by einomida at 20:11, 19 Feb 2010.

Yeah well it would be better if you did the scores so we could move on.
I just completed my faction - last creature, history, bonus creature etc.... but I pressed the wrong button and I hadn`t saved my work so... you can imagine what happened.
And guess what, I have to leave again

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted February 19, 2010 09:07 PM

Ok,but finish the faction.The round was started 3 months ago.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 01, 2010 03:00 AM

Came a bit forward. Heroes (including racial etc.) and additional stuff still missing, btu the units are (finally) ready. I'm really sorry guys!!!

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Berny-mac
Berny-mac


Promising
Legendary Hero
Lord Vader
posted March 01, 2010 03:01 AM

yeah. seeing as its taken you like 3000000000000000000 years.
____________
Skyrim RP? YES!
Here it is!

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