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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 ... 4 5 6 7 8 ... 10 20 30 40 43 · «PREV / NEXT»
mvassilev
mvassilev


Responsible
Undefeatable Hero
posted July 20, 2008 09:43 PM

Next week, let's just have 1 week to make the faction. Two weeks is two long.
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Eccentric Opinion

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carcity
carcity


Supreme Hero
Blind Sage
posted July 21, 2008 12:37 AM

I agree with you Mvass.
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Why can't you save anybody?

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted July 21, 2008 12:48 AM
Edited by Adrius at 01:01, 21 Jul 2008.

I've added my tier 6 now

EDIT: I just realized that Sith's faction has a creature ability with the same name as mine, and with about the same effect too! I'll have to come up with a new name... (The ability is Strength in Numbers... Damn, it was such a nice name for an ability...)

EDIT2: I'll call it Horde Tactics, sounds nice enough
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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted July 21, 2008 06:14 AM

1 week, 2 weeks, or 2 days.  Doesn't matter to me.  Up to Daystar.
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xerox
xerox


Promising
Undefeatable Hero
posted July 21, 2008 02:41 PM

I will join the next round

Will be interesting to see what the 3 next creatures will be.
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Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted July 22, 2008 04:43 AM

Any other opinions about time limits?  
____________
How exactly is luck a skill?

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted July 22, 2008 06:28 AM

Daystar..let me know when to start my judging please.  Or should I have already?
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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted July 22, 2008 06:44 AM

Now might be a good time.  If everyone could please post if they change their entries that would be good.
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How exactly is luck a skill?

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted July 22, 2008 07:26 AM

Ok as normal I go through once and put my first impression.  Then I will go through again and score may change.  Time to start judging.

First, I don't like a necro and sylvan combo..that being said...

Mvass - Your creations were very interesting, and the ability top notch.  Again, not much background/storyline.  The ability and twists you put into them made up for that however.  I am impressed.  7.5/10  (Would have been higher with more background).

Lexxan - I love the backstory.  Was really interesting.  The creatures, the details, the abilities.  Very impressive.  Just wish you had completed the creatures.  8/10 (Would have been higher with completed creatures.

carcity - You have a background, that is a plus.  The creatures could have been a bit better named, but some I thought were very interesting.  Please don't get too upset, but everything was..average.  Not wow, but not either.  I liked your start, and would like to see you put a bit more into it.  I think you could create a faction that would knock me off my chair.  5/10

Eugen - I can not judge your entry.  It is not complete.

Sith - as always your imagination wows me.  Would like a bit more background, but your perks/creatures/abilities are always top notch.  I would have liked to see more though.  7/10

Email - My head almost exploded.  Not much background, but I thought it was perhaps the most original entry I have seen yet in this competition.  A little hard to understand but I have to tip my hat to you.  9.5/10
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted July 22, 2008 09:39 AM

Quote:

Lexxan - I love the backstory.  Was really interesting.  The creatures, the details, the abilities.  Very impressive.  Just wish you had completed the creatures.  8/10 (Would have been higher with completed creatures.


I have till Friday, mate. No worries
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Coincidence? I think not!!!!

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted July 22, 2008 01:27 PM

I would love for that entry of mine from Round 1 to be judged if at all possible?  Just so I know if I should bother entering further rounds.  Danke.
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted July 22, 2008 09:29 PM

Entry updated
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Coincidence? I think not!!!!

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted July 23, 2008 12:30 AM

Quote:
I would love for that entry of mine from Round 1 to be judged if at all possible?  Just so I know if I should bother entering further rounds.  Danke.


Ok, sorry about that.  I just can not read/reach it from work.  If possible please put the details in this thread for future towns.  (I know it is a lot of trouble, but helps me a lot).

Now I will copy paste your entry and judge it.

Quote:
DWARVES + MINOTAURS = FEL DWARVEN FACTION
The Dungeon plus the Fortress, minus those pesky Dark Elves and Scottish gnomes



UNITS USED:
DWARVES AND MINOTAURS



Dungeons are the home of either the Fel Dwarves or their closest allies, the Minotaurs.  These two races have combined their strengths to form an alliance that is feared by most and known by all.  Many enslaved creatures stand at the head of the Fel Dwarven armies, compelled to fight at the whim of tyrannical Overlords.  These Dungeons are focused on overwhelming their enemies with a combination of offensive and defensive prowess in battle, reliant on gold.  Magic is a weakness in this faction, as Overlords are unable to use Light Magic in battle.

Fel Dwarves rule from the subterranean realm of Balkhane, which will be covered further in each creature's long-winded descriptions.



THE GRIM RANKS OF THE FEL DWARF DUNGEONS
The small print:  All creature images were made using the Map Editor, and the shown units are even partially functionable.


LEVEL 1 - TROGLODYTE / INFERNAL TROGLODYTE / SCOURGE



Small, green and eyeless, Troglodytes once ruled over the underground realms where Balkhane is now situated.  Formerly some other breed of minute creature, they found themselves trapped within the depths and defiles of forgotten subterranes, slowly evolving into hunchbacked, jade beings.  They possess a form of "infrared" sight, similar to bats, and thus have no need for eyelids, pupils or any of the miscellanea other humanoids are most fond of.

Small brown marks adorn their bodies.  One would assume this is natural.  It is not - when the Fel Dwarves first delved into the earth, their Minotaur allies saw fit to enslave and oppress this so-called "weak", uncivilised form of "monster", laying enchanted shackles and chains upon the bodies of every individual they claimed.  When the Troglodyte misbehaved or turned traitor, the enchanted shackles would flare up and blaze with scalding heat, burning the Troglodyte's flesh.  In this way, they have come to literally bear the scars of their oppression.

Troglodytes make fine miners, so believe the Fel Dwarves.  However, those that turn feral or insane from hard labour are usually put to different uses.  The feral are known as "Infernal Troglodytes", and literally burn with hatred and rage against everything that surrounds them.  This uncontrollable hatred cannot be quelled, and manifests on the battlefield.  Infernal Troglodytes are a fine asset to their commanding Overlords, devouring the very bones of creatures they destroy.  Gruesome, but useful, the Minotaurs chide.

Insane Troglodytes are known simply as "Scourge".  It is not known for certain, but this is probably a deviant form of the phrase "They're scourged by evil spirits... let 'em fight, but don't force 'em to live.  We 'ave some mercy."  The madness within them is a curse inflicted upon others with their gnashing bite and foul claws, leaving even the most stoic of attackers plagued by terrors wholly unknown to the benevolent.


Troglodyte "Nuurgh... nuurgh!  Neeeoh!  Precious shiny preciouses..."  
Attack 1  
Defence 2  
Health 5  
Damage 1-3  
Initiative 12  
Speed 5  
Growth 14 / week  
Cost 28 Gold  
Abilities Sightless:  This creature cannot be blinded by enemies.
Mining:  Troglodytes can be deposited in a mine along with Miners and / or Minotaur Slavemasters.  If enough of each unit is inside a mine at once, its production will increase proportionally.
 
Infernal Troglodyte "Schlaaargh!  Burning... red... light...!  Fire and heat and death... blaaargh."  
Attack 3  
Defence 1  
Health 5  
Damage 2-3  
Initiative 11  
Speed 6  
Growth 14 / week  
Cost 50 Gold  
Abilities Sightless:  This creature cannot be blinded by enemies.
Rabid Furor:  When attacking foes, the Infernal Troglodyte can cause enemy retaliations to randomly strike an adjacent allied unit.  The chance for this occuring is low.
 
Scourge "Tchoogh?"  
Attack 2  
Defence 2  
Health 6  
Damage 1-3  
Initiative 12  
Speed 5  
Growth 14 / week  
Cost 50 Gold  
Abilities Sightless:  This creature cannot be blinded by enemies.
Malevolent Strike:  Creatures attacked by this unit receive a chance to lose 1 point of morale.


LEVEL 2 - HARPY / HARPY HAG / WITCHING CRONE



None can claim to understand the origins of the Harpy.  They are attuned to the underworld, for certain: and yet, their white wings suggest a bond with the Angels, or some obscure subspecies of bird.  The rest of their form is very much human in appearance, though their skin is uncommonly pale, less bluish like the Fel Dwarves than pure white, akin to Vampires or Snow Elves.  Male Harpies are known to exist, known as Heerpar.  However, it is a definite truth that females are the majority in this odd race.

They are known for their fondness with gold, and are close allies with the Minotaurs.  Minotaur goldsmiths toil for days crafting the bronze armour, gem-studded tiaras and golden daggers the Harpies so love - in spite of this, however, a Harpy's armour is light.  They wear simple chainmail vestments and light trousers to facilitate swift flight within the labyrinthine caverns they dwell within.  Nonetheless, flight puts terrible strain on their bodies, and as such their lifespan is short - thirty years is considered elderly among this race.

Aged Harpies who have seen much battle are known as Hags.  This is a peculiarity - while Hag is a slanderous statement among other beings, Harpies take it in their stride, even seeming to welcome the "compliment".  One non-aforementioned point regarding Harpies is that they are incapable of speech.  They indulge in facial motions, but seemingly their vocal chords are nonexistent, and thus they cannot show empathy through sound.

It is strange, but though they are not regarded as a specifically ugly race, Harpies do seem to become known under odd titles.  Alternative to Harpy Hags, fierce Harpies who posess a small measure of sorcery are known as Witching Crones.  Whomever bestows these names upon this winged race remains an unknown personage, but clearly they are not greatly fond of these creatures.

*Note - stats are equal to the current Dungeon's Blood Fury, which is an obvious substitute for this unit.*

Harpy "..."  
Attack 4  
Defence 2  
Health 16  
Damage 5-7  
Initiative 14  
Speed 7  
Growth 5 / week  
Cost 125 Gold  
Abilities Strike and Return.
 
Harpy Hag "..."  
Attack 5  
Defence 3  
Health 16  
Damage 5-7  
Initiative 16  
Speed 8  
Growth 5 / week  
Cost 175 Gold  
Abilities Strike and Return.
No Enemy Retaliation.
 
Witching Crone "..."  
Attack 5  
Defence 4  
Health 21  
Damage 3-8  
Initiative 14  
Speed 8  
Growth 5 / week  
Cost 175 Gold  
Abilities Strike and Return.
No Enemy Retaliation.
Immune to Weakness.


LEVEL 3 - MINER / MINE SENTRY / TUNNEL DELVER



Going to war with a mining pick in hand is never a good idea.  However, this is unfortunately the norm when it comes to the Fell Dwarves of Balkhane, who bear no qualms about entering the field of battle armed with little more than digging equipment and light armour.  Painstakingly obsessing over their everlasting mission to fill their coffers with gold, they fend off enemies with their golden pickaxes, relying on the "strength in numbers" theory.

Lifetimes of turning over the earth in search of precious metals is a factor which makes up for the Miner's lack of powerful weaponary.  The sheer strength their decades of excavating tunnels and mines provides these stocky tunnellers allows them to attack with devastating force, powerful enough to stun almost any beast they encounter.  Obviously, though, a Miner is at home in a Mine.  Should Miners of substantial quantity dwell within an allied mine, production will increase dramatically.

The real reason behind bringing picks to battle is simple.  Fell Dwarves love gold.  Even on the battlefield, they will gladly mine the earth in search of resources - and this they do.  The Overlords who command the Dungeon armies will often instigate battle with harmless neighbours only to steal the bounties from their territory in the midst of conflict.  Gold, gems, crystals, ore and ancient equipment are common spoils heralded by this type of lightning war.

Those who are enlisted specifically to defend the mines are known as "Mine Sentries", wielding picks and crossbows to battle at both long and short range.  In contrast, the finest miners are selected to become "Tunnel Delvers".  These fierce diggers can delve great pits and caverns in a matter of minutes, preparing effective traps for use upon pursuing enemies.  Those who dare to attack the Dungeons usually chide "Never underestimate the workers - especially their pits."  Naturally, this skewed phrase has incited some measure of confusion among friend and foe alike.


Miner "C'mon lads, grab yer shovels!  Let's show them oversized bulls what the workers of Balkhane can do!"  
Attack 14  
Defence 9  
Health 18  
Damage 5-7  
Initiative 6  
Speed 6  
Growth 4 / week  
Cost 270 Gold  
Abilities Mining:  Miners can be deposited in a mine along with Troglodytes and / or Minotaur Slavemasters.  If enough of each unit is inside a mine at once, its production will increase proportionally.
Taxpayer:  Miners donate +1 gold per day per Miner to the kingdom they serve.
 
Mine Sentry "We work all day and get no pay... hi ho, hi ho, it's off to work we go..."  
Attack 9  
Defence 7  
Health 20  
Damage 6-10  
Initiative 8  
Speed 7  
Growth 4 / week  
Cost 320 Gold  
Abilities Taxpayer:  Miners donate +1 gold per day per Miner to the kingdom they serve.
Switch Weapons:  Activated.  The Mine Sentry can sacrifice 1/2 of a turn to swap between a mining pick and a crossbow.  Crossbows allow ranged attacks, while picks deal far higher melee damage.
 
Tunnel Delver "Anyone up there go' a light?  Hello?  Anybody?"  
Attack 6  
Defence 7  
Health 19  
Damage 6-7  
Initiative 7  
Speed 7  
Growth 4 / week  
Cost 320 Gold  
Abilities Mining:  Tunnel Delvers can be deposited in a mine along with Troglodytes and / or Minotaur Slavemasters.  If enough of each unit is inside a mine at once, its production will increase proportionally.
Mineral Hunter:  Activated.  Players commanding Tunnel Delvers are capable of detecting mining points on the battlefield.  These points are located on random tiles at the start of battle.  If a Tunnel Delver uses this ability while upon these points, they will sacrifice a turn to locate a random number of precious resources (1-4 per mining point).
Potholing:  Activated.  The Tunnel Delver can dig deep into the earth in a chosen tile once per battle, rendering that tile impassable to walking and flying enemies.  Cannot be used in allied sieges.


LEVEL 4 - ENGINEER / BOMBARDIER / SIEGE CREW



The Fel Dwarves are an industrious people, much unlike their counterparts.  As such, engineering is one of their more sacred disciplines when it comes to waging war with others, though they are certainly not adverse to taming creatures to do their bidding.  Nevertheless, their prowess in the fields of architecture and construction is very evident in their structures, particularly durable and rarely combated by their opponents' siege weapons.

With such obvious skill, it was natural that the Fel Dwarves would become masters of siege engineering.  To this day, the tradition continues.  Great Ballistae accompany apprentice Dwarven engineers to the field of battle, technicians seeking to become versed in the art of real war before returning home to properly devise a means of countering the arsenals of their enemies.  These engineers are expert tacticians, capable of repairing their Ballistas in the heat of battle and unleashing devastating torrents of fierce bolts towards anything that comes near them.

Skill is subjective, though those considered to be real experts at destroying, well, everything, are known as Bombardiers.  And Bombard they do!  With an even more capable Ballista constructed of sturdiest wood and armed with golden projectiles, they devastate encroaching enemies (before being trampled underfoot, that is).  They can even fortify weakened walls in the blink of an eye, and can accumulate their Ballista shots to fire vast numbers of bolts at a time.

Teams of Engineers are not a rare sight.  One Fel Dwarf prepares the Ballista, the other launches it.  Not a difficult task, you might think, but these Siege Crews are indeed far more efficient than Bombardiers when attacking.  They do not move swiftly, but they strike with precision and speed.  They too can repair and fortify walls, and are even capable of firing their own members as ammunition at the enemy should their cohorts become overly obnoxious.


Engineer "Laddie, I'm no' mad.  I just wanna blow houses up.  Is tha' too much ta ask?"  
Attack 13  
Defence 8  
Health 35  
Damage 4-21  
Initiative 9  
Speed 7  
Growth 3 / week  
Cost 310 Gold  
Abilities Mechanical.
Repair: Same ability as that of the Academy's Master Gremlins.
Fire the Ballista:  Activated.  Using this ability, the Bombardier can prepare to fire a Ballista shot.  The shot is fired upon their next turn.
 
Bombardier "Muahahahahahaha!  Oh, sorry laddie.  Dinnae' see ya there.  Me name's Sparky."  
Attack 14  
Defence 9  
Health 40  
Damage 6-22  
Initiative 9  
Speed 7  
Growth 3 / week  
Cost 380 Gold  
Abilities Mechanical.
Repair Walls:  Activated.  During enemy sieges, Engineers can sacrifice a turn to restore 250 hit points to an allied wall.  This ability can only be used twice per battle by per player.
Ready the Ballista:  Activated.  Using this ability, the Bombardier can prepare to fire a Ballista shot.  The ability can be re-used for up to three turns.  The more turns you wait, the more shots are fired in succession when the Ballista attacks.
 
Siege Crew "Fire in tha' hole!"  
Attack 13  
Defence 10  
Health 35  
Damage 4-21  
Initiative 10  
Speed 6  
Growth 3 / week  
Cost 380 Gold  
Abilities Mechanical.
Kamikaze:  Activated.  Once per battle, the Siege Crew can fire one of its own members at the enemy to deal 1.4x damage to a target.  Typically, the member in question does not return to the crew.
Repair Walls:  Activated.  During enemy sieges, Siege Crews can sacrifice a turn to restore 250 hit points to an allied wall.  This ability can only be used twice per battle by per player.
Fortifications:  If a Siege Crew is present in a player's forces during an enemy siege, all walls receive 250 bonus hit points.  The hit points disappear if the Siege Crew stack is killed.


LEVEL 5 - MINOTAUR / MINOTAUR SLAVEMASTER / MINOTAUR GEOMANCER



Minotaurs are the Fell Dwarves' closest allies, fearsome warlords with axes to grind.  Whether they choose to grind said axes in the depthless Dungeons they rule or upon the bodies of their most deadly foes is an entirely different matter.  Short of temper and fond of the dominance they claim, these brutal creatures will "gleefully capture and enslave anybody they encounter".  It is indeed an odd coincidence that those the Minotaurs actually have managed to dominate are usually far smaller and weaker than themselves.

While the Minotaurs do violate many basic sentient rights through the slavery they herald, they are not without some sense of honour.  A typical Minotaur will never back down from a challenge, and will never let go of a grudge.  Some of the most highly-strung members of this race have chased enemies across continents and oceans alike in search of vengeance.  Victory is sacred lifeblood to a Minotaur: defeat is a bitter poison cleansed only by revenge.

While infamous for their skills with the axe, Minotaurs are not adverse to "branching out".  Some choose the path of magic, though their inherent short fuses and extremely high blood pressure render them less-adaptable than other races.  Those who do select this profession are most famous for becoming chaotic Sorcerers, finding a knack for causing things to spontaneously explode... and implode.  Lightning and fire are never outside their grasp.

The current ruler of the Minotaur race is one Grand Overlord Anbraxes, hailing from the throne of Trubessian in southeast Balkhane.  Iron-fisted and reputedly quick to anger, he has been regarded as "your everyday bull-headed monster who murdered his way to the top".  Balkhane's Fel Dwarves pay constant tribute to Anbraxes in exchange for his continued support.  In humble return, Anbraxes supplements the Fel Dwarves' mining expeditions with hundreds of Troglodytes, the Minotaurs' most numerous underlings.


Minotaur "Blood for blood, with eye for eye, exact revenge with a spiteful cry."  
Attack 14  
Defence 9  
Health 75  
Damage 13-17  
Initiative 10  
Speed 6  
Growth 3 / week  
Cost 670 Gold  
Abilities Bravery:  The unit's morale never drops below +1.
Battle Cry:  Activated.  Randomly increases either the unit's attack, defence, speed or initiative by +1 to +3, or decreases a nearby enemy's morale by 2.
 
Minotaur Slavemaster "These walking puddles of swamp-scum deserve what they get.  We'll crush their bones and break their backs if it gets some bloody work outta them."  
Attack 17  
Defence 9  
Health 75  
Damage 16  
Initiative 11  
Speed 6  
Growth 3 / week  
Cost 760 Gold  
Abilities Bravery:  The unit's morale never drops below +1.
Mining:  Minotaur Slavemasters can be deposited in a mine along with Troglodytes and / or Miners.  If enough of each unit is inside a mine at once, its production will increase proportionally.
Brutal Oppression:  Activated.  The Slavemaster attacks one of its own allies (any unit apart from allied Minotaurs or Fel Dwarves), randomly increasing its attack or speed values by up to 30 or 15%, respectively.
 
Minotaur Geomancer "Curative magic?  Defensive magic?  What is this you speak of?  We know only fire and earth.  Charring heat and crushing rock."  
Attack 14  
Defence 12  
Health 80  
Damage 13-21  
Initiative 10  
Speed 5  
Growth 3 / week  
Cost 760 Gold  
Abilities Bravery:  The unit's morale never drops below +1.
Mark of Earth:  If Geomancers are in the army, the commanding hero can cast the Stone Spikes, Earthquake, Meteor Shower and Implosion spells at -7% cost.
Spellbook:  Advanced Stone Spikes, Advanced Cleansing, Basic Lightning Bolt



LEVEL 6 - MANTICORE / CRIMSON MANTICORE / SCORPICORE


Er, yes.  Well... you see... I've never really gotten close enough to one to comment.  Mainly because of the face, but the breath... well, we won't go there.  Suffice it to say that they're lions with a vengeance, dwelling in unseen dells and caverns... luckily.


Manticore *snarls*  
Attack 19  
Defence 16  
Health 85  
Damage 18-23  
Initiative 9  
Speed 7  
Growth 2 / week  
Cost 1350 Gold  
Abilities No special abilities.
 
Crimson Manticore *roars*  
Attack 21  
Defence 18  
Health 85  
Damage 19-27  
Initiative 9  
Speed 9  
Growth 2 / week  
Cost 1680 Gold  
Abilities No special abilities.
 
Scorpicore *growls, followed by stabbing sound*  
Attack 20  
Defence 19  
Health 90  
Damage 22  
Initiative 10  
Speed 7  
Growth 2 / week  
Cost 1680 Gold  
Abilities Venomous Strike:  The Scorpicore's scorpion tail inflicts enemies with ridiculously powerful poisons, causing the top troop of a stack to lose 40% of its maximum health each turn.


LEVEL 7 - DRAKE / RUST DRAKE / WYRM



Flightless, monstrous and deadly, the Drake is a cousin to the revered Dragons, breathing devastating torrents of murderous, charring flame at choice foes and creatures.  Possessed of immensely thick scales, they easily shrug off strong attacks, and their mighty claws allow them to rip apart the strongest armour.  Their sole weakness is their inability to move with great haste - these beasts have grown slothful over centuries of rest upon piles of Fel Dwarven gold, and are by no means swift.

It is said that the pale reddish colour of their scales originates from years and years of gouging and drinking the blood of immortal creatures.  Others claim that the dawn-like colouration comes as a result of dwelling in fierce heat for decades - evolution uncharacteristically sped up, leaving these fiends with their complexion and an uncanny adaption to fire magics.  There is truth in the latter statement - a Drake is partially immune to the fire and earth from whence it hails.

Drakes love sulfur.  They feed upon it where lesser creatures would swiftly die of the acidic qualities it harbours.  Those who have feasted on sulfur for years on end eventually begin to quite literally devolve into monsters, acid-breathing horrors known as Rust Drakes.  The chemicals within their blood and breath can melt away the most wonderful armours on the face of the planet, and their affinity for sulfur even causes them to... expel large quantities of it over time.  Armies bearing many Rust Drakes will never find themselves wanting for sulfur.

On the other hand, Drakes who abstain from gulping down sulfur will follow a separate path evolution-wise.  Their scales harden alike to the non-Fel Dwarves' revered Magma Dragons, developing many impenetrable layers over time.  Widely known for their defensive potential, these offshoots of the Drake race are known simply as Wyrms.


Drake *growls menacingly*  
Attack 25  
Defence 21  
Health 190  
Damage 30-75  
Initiative 10  
Speed 7  
Growth 1 / week  
Cost 3500 Gold, 1 Sulfur  
Abilities Fire Breath.
30% Earth Immune.
30% Fire Immune.
 
Rust Drake *loud spitting noise, followed by an agonising scream*  
Attack 29  
Defence 24  
Health 230  
Damage 50-70  
Initiative 10  
Speed 9  
Growth 1 / week  
Cost 4200 Gold, 2 Sulfur  
Abilities Acidic Breath.
Produces Sulfur:  Sulfur is produced by Rust Drakes for the kingdom they serve at a rate of 10 Rust Drakes : 0.5 units of sulfur per week.
40% Earth Immune.
40% Fire Immune.
 
Wyrm *crushing noise, followed by the smashing of bones*  
Attack 27  
Defence 24  
Health 260  
Damage 40-75  
Initiative 11  
Speed 8  
Growth 1 / week  
Cost 4200 Gold, 2 Sulfur  
Abilities Fire Breath.
Onyx Scales:  The Wyrm's defence is so unstoppable that those who so much as stand near it are shielded from magical attacks, receiving -25% damage from destructive spells.
40% Earth Immune.
40% Fire Immune.





HERO:  OVERLORD

The Overlord is master of the Dungeon and all the thralls that come with it.  Usually pulled from the ranks of Balkhane's Fel Dwarves and Minotaurs, they dominate their troops through tyranny and an iron fist, merciless and ruthless in their attempts to form a functional army out of oppressed, underpaid slaves and wild, feral creatures.  An Overlord's one love is money - they are more madly obsessed with gold and precious metal than any other hero you're likely to encounter.

Overlords are slightly unique among other heroes in that they cannot cast Light Magic, shunning the sun and its ilk for the gloomy darkness of the subterranean world.  To compensate, they receive the ability to learn the usually-Barbarian-exclusive Shatter Light skill.  Their racial skill is Dominion, which is covered below.



Baronze Overlord.  Attack: 2.  Defence: 0.  Power: 2.  Knowledge: 1.
Midas Touch.  Basic Dominion.  Basic Leadership.  Estates.  

A prince among one of Balkhane's ruling families, Baronze is the unfortunate heir to a former Fel Dwarven king whose touch apparently turned his enemies to gold following an odd, forgotten Harpy curse.  While a recognised leader and general among his kin, Baronze nonetheless bears this inherited ability with no great pride.  He transmutes foes and traitors into gold for the good of his nation, never simply for the sake of his fading pride.  
MIDAS TOUCH: When Baronze claims victory in a battle, he receives an amount of gold proportional to the number of enemies slain.  The cap for this bonus gold is 200 per battle, plus 2% for each experience level Baronze gains.


 
Gildencuff Overlord.  Attack: 2.  Defence: 0.  Power: 2.  Knowledge: 1.
Darkened Earth.  Basic Dominion.  Basic Shatter Light.  Basic Summoning Magic.  

Gildencuff is a fierce and determined leader among the Geomancers of Balkhane, exceptionally well-versed in wielding earthen magics of every sort.  In addition to his lengthy training in matters of geomancy, he has also embraced the ability to dim the effects of enemy Light Magic, a power which has proved exceptionally useful time and time again.  Gildencuff himself crafted the twin axes he wields in battle, affectionately recognising them as "Stonecleaver" and "Sunrender".  
DARKENED EARTH: Gildencuff's armies are immune to the Stone Spikes spell, and take 25% less damage from other earth-based destructive spells.  In addition, enemy troops who possess Magic Immunity can be targeted by Gildencuff's level 1-3 Dark Magic spells.


 
Hexstran Overlord.  Attack: 2.  Defence: 0.  Power: 2.  Knowledge: 1.
Duke of Tyrants.  Basic Dominion.  Basic Offence.  Battle Frenzy.  

Cold, tyrannical and murderous on the field of battle, Hexstran clawed his way up from the bottom of Balkhane's underground slums to find himself leader of a venerable legion composed of Minotaurs, Troglodytes and his kindred.  His foes have regarded him as "a heartless, ruthless Duke of Tyrants who bears not even the smallest of qualms when it comes to treating his own troops like soil-scum."  Hexstran has never attempted to so much as deny these accusations.  
DUKE OF TYRANTS: All troops under Hexstran's command automatically receive +1 level on the Allegiance Scale.  As such, his troops can never reach the level of Treason.

 
Rorick Overlord.  Attack: 2.  Defence: 0.  Power: 2.  Knowledge: 1.
Ruination's Herald.  Basic Dominion.  Advanced War Machines.  

Rorick is a living object of worship among Balkhane's siege engineers, having devoted his two hundred years of life to the careful refinement of the fortificated walls which resolutely protect the Dungeon settlements from outside - and inside - invasion.  When Rorick leads enemy Siege Crews into battle, you can be certain that his teams will take down castle walls with unfettered precision and indominatable speed.  Even masters of this craft recognise Rorick as their source of inspiration.  
RUINATION'S HERALD: When Rorick commands a siege on an enemy town or castle, the castle walls automatically max out at 750 hit points and cannot be repaired during battle.





RACIAL SKILL: Dominion

Overlords must work to maintain the loyalty of their troops.  It's not easy being the head of an oppressed army which could turn on you and slaughter you in your sleep at any moment, so proper Dominion is often necessary.  Other leaders easily maintain their army's affection through speeches, spells and satisfaction - an Overlord, on the other hand, must never show weakness.  As such, there are... other means to maintain an army's allegiance.

An Overlord's troops function around an Allegiance System.  Every single unit in the game professes a measure of loyalty to a kingdom dominated by Overlords.  You kill Imps, for example, and Imps lose some of their loyalty towards you.  Killing Dungeon creatures does not affect this, as they are relatively loyal anyway.  


Ways of increasing loyalty:

+ Bribe the unit type.  Costs for increasing levels are shown below.
+ Enlist the unit type.  The more you enlist, the higher their overall loyalty becomes.
+ Destroy the unit type's enemies.  All units have sworn enemies, such as Devils for Angels and Paladins for Pit Fiends.


Ways of reducing loyalty:

+ Kill the unit type.  The more you kill in battle, the lower their overall loyalty becomes.  This means is *very* gradual.
+ Disband the unit type.  If you dismiss a unit type from your armies, their loyalty will decrease.
+ Enlist the unit type's enemies.


There are also some custom artifacts which affect levels of loyalty.


The seven levels of Loyalty are as follows:

-3:  Treason!
Units of this type will never join your armies.  You cannot recruit these creatures in external dwellings.  If any of these creatures are already in your army, you are charged an amount of gold per week proportional to their numbers.  If you engage in battle with these creatures while some are in your army, they will join the enemy side.  To raise this level to "Disdain" costs 400 gold * creature tier.

-2:  Disdain
Units of this type have a lower chance to join your armies.  Recruiting these creatures costs 25% more than usual.  If any of these creatures are already in your army, you are charged an amount of gold per week proportional to half their numbers.  If you engage in battle with these creatures while some are in your army, there is a small chance that up to 25% of them will join the enemy side.  To raise this level to "Unrest" costs 200 gold * creature tier.

-1:  Unrest
Recruiting these creatures costs 10% more than usual.  If any of these creatures are already in your army, you are charged an amount of gold per week proportional to 1/4 of their numbers.  If you engage in battle with these creatures while some are in your army, there is a small chance that they will refuse to engage in the battle.  To raise this level to "Indifference" costs 100 gold * creature tier.

0:  Indifference
Default level.  No benefits, no hindrances.  To raise this level to "Loyalty" costs 100 gold * creature tier.

+1:  Loyalty
Recruiting these creatures from external dwellings costs 5% less than usual.  These creatures are favourable to your army and have a higher chance of joining.  To raise this level to "Admiration" costs 200 gold * creature tier.

+2:  Admiration
Recruiting these creatures from external dwellings costs 10% less than usual.  These creatures are favourable to your army and have a higher chance of joining.  If you engage in battle with these creatures while some are in an enemy army, there is a small chance that the enemy creatures will refuse to engage in the battle depending on your stack's proportion to theirs.  To raise this level to "Devotion" costs 400 gold * creature tier.

+3:  Devotion
Recruiting these creatures from external dwellings costs 20% less than usual.  These creatures are favourable to your army and have a higher chance of joining.  If you engage in battle with these creatures while some are in an enemy army, there is a moderate chance that the enemy creatures will join your side depending on your stack's proportion to theirs.


BASIC DOMINANCE allows armies to reach Loyalty level.
ADVANCED DOMINANCE allows armies to reach Admiration level.
EXPERT DOMINANCE allows armies to reach Devotion level.

The ultimate Overlord ability, MASTERS OF DESTINY, changes the lowest possible Loyalty level for all allied Overlord armies to "Admiration".



A FEW EXAMPLES OF OVERLORD PERKS (note that I am no good with skill wheels):

DESTRUCTIVE MAGIC
Scorched Earth:  Enemy heroes are unable to pick up resources or flag mines while your hero is in their vicinity.

ENLIGHTENMENT
Principles of Tyranny:  The hero receives a bonus of +2 attack, and can cast the Puppet Master spell at -10% cost.

SHATTER LIGHT
Radiant Epilogue:  Enemy heroes are unable to cast the same Light Magic spell twice in a row during combat.

LOGISTICS
Restless Toil:  If the hero is present in a gold mine at the end of their turn, the mine will produce 1300 gold instead of 1000 gold upon that turn.

SORCERY
Geomantic Rites:  The hero gains the ability to cast earth-based spells at +10% effectiveness.



That's about it, thank you for reading


There is a good ammount of background in this, and I like the descriptions also.  The dominance ability sounds interesting,
if a bit confusing.  Both new and old creatures join the frey, and I liked the entry overall.  As usual you put a lot of work and effort into your idea.  Hehe I put myself in a tough spot, because this would change the top 3.  I would give this town a 8/10 also.
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted July 24, 2008 09:28 PM
Edited by Lexxan at 15:27, 25 Jul 2008.

OK I'll finish the Line-up and Racial tomorrow.
FINISHED!!
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Coincidence? I think not!!!!

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted July 26, 2008 12:16 AM

Since you judged my incomplete entry, I concede this round.

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted July 26, 2008 01:50 AM

That was preliminary judging, and is changeable (I think, communications were a bit down) and I sortof meant she should start looking at things without posting (its fun to leave people in the dark, ask Gandalf) and not start final judging until now.  GO!
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How exactly is luck a skill?

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mvassilev
mvassilev


Responsible
Undefeatable Hero
posted July 26, 2008 03:04 AM

Updated my entry.
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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted July 26, 2008 06:04 AM

Yes, and I specified that my judging was just initial first glance scores.  That they could be altered during final judging.
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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted July 26, 2008 06:12 AM
Edited by Mytical at 06:24, 26 Jul 2008.

Ok, posting old score, but had more time to sit down and rejudge each town.  Some scores changed, some didn't.  Posting old score first, and new score second.



Mvass - 7.5/10    8/10  After taking a longer look at your town, I had no choice but to revise my score higher.

Lexxan -   8/10  8.5/10 finished your creatures, and they were as interesting as I hoped.

carcity -  5/10 6/10  I scored this higher after reexamining.  Think you can do MUCH better however.

Eugen - Still not complete, can't judge.

Sith -   7/10 7/10 Sorry to say this is a competition.  Giving up is not the way.

Email -   9.5/10 No change in score.  Takes a LOT to get a 10 out of me.


Jiriki9 - Since I never judged yours earlier, you have no first score.  I really liked just about everything in your entry, not very polished but sometimes rough is good too.  Can't give you a top 3 this time, but I suspect that you have a 9.5 or even 10 lurking within you.  7/10

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted July 26, 2008 03:38 PM

My apologies for my brusqueness. I was in a rather bleak mindframe at the time. It was childish and stupid, and I express my sincerest regrets. But, what's done is done, and the next weeks round is coming up.

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