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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Introducing: Pyramid
Thread: Introducing: Pyramid This thread is 2 pages long: 1 2 · NEXT»
blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted September 23, 2008 04:32 AM bonus applied by alcibiades on 15 Oct 2008.
Edited by blizzardboy at 10:15, 15 Oct 2008.

Introducing: Pyramid



Town Scenery:
The camera sores over a great city built on top of a mountain surrounded by thick jungle. A massive pyramid stands at the center of the mountain, and three smaller pyramids are added around the mountain. Stone abodes, arranged in a grid-like pattern, make up the residents. It is midnight and the sky is clear and full of brightly shining stars. The three moons can be seen as well, and occasionally a shooting star jets across the sky.

Town Background Music:
http://www.youtube.com/watch?v=9bLWNOHbJJw


Introducing: Pyramid:

Beyond the thick canopy of trees in the hot and humid rain forest, bright and clear under the full moon and shining stars, several stone pyramids tower over the jungle. At the top square of the pyramid, a wayward outsider can just barely make out the form a cloaked figure in brilliant blue robes, arced in the shape of a great birds wings. The figure is immolated in a black flame, and she is shouting words in an unknown tongue. A great screech is heard from above, and swooping down from the sky like a living bolt of lighting, a massive bird, thrice the size of an elephant, lands on the pyramid. The top of the pyramid is lit up from the birds presence, and in that light, the bright magenta hair of the cloaked woman can be seen. Jaguar's groom at the base of the pyramid, uncaring of the scene above them...



PYRAMID
"The Self is Meaningless."

Alignment: Neutral
Worship: The prophets and the Vanari revere the entire dragon pantheon
Core philosophy: All mortals are forever and inescapably pawns to the higher powers. Live life in awe and impartiality
Associated Colors: Blue and Magenta
Symbols: The Comet, The Leaping Jaguar





The Pyramid faction is centered on the Vanari civilization, built in the thick jungles in the southern regions. Most of their cities are built on high terrain towering over the rain forests. These cities are built of the solid stone from the tropic mountains, and in the center of them are the famous pyramids, built as progressively smaller square platforms on top of one another. At the tops of these pyramids lie the ritual altars of the prophets or observatories used to peer into the distant stars. The Vanari have not only gained a powerful and unique knowledge in astrology that they use to their advantage, but they have gained the loyalty or tamed many of the creatures in their realm, among them being the Jaguar, the Roc, the Jungle Giant, and the Hippogriff.
It is unclear to the Vanari as to their own origins, as their earliest ancestors did not record history or even orate it very much. One orated history lesson that has been carefully preserved and passed on to the current generation is that the reason the Vanari know little of their ancestors is because their ancestors wished it to be that way. It is speculated, based on recently discovered old drawings that were probably forbidden at the time, that they were once a small hyper-religious cult to the Air Dragon that broke off from the rest of their human kin and wandered south into the hot rain forests to live away from others. These people propagated and adapted quickly until it eventually grew into the civilization that it is today. The Vanari have a deeply secret art in astrology that has been preserved over the generations, and by reading the stars and reflecting upon their meaning, the Vanari have a heightened ability with determining their own fate.
Even more mysterious to the Vanari is the shapeshifting power that has become instilled in their blood over the generations. It is believed by some that constantly reading the stars has bestowed them with this power, and others believe it was a divine gift from one, or several, of the dragons. Whatever the reason, the Vanari are no longer fully human. They have the ability to shapeshift into a hybrid of a jaguar, a tiger, or panther to grant them exceptional physical attributes.
The Vanari are an incredibly religious people who revere all of the deities ranging from the primordial dragon of Chaos, Urgash, to the primordial dragon of Order, Asha. This is seen as confusing and paradoxical to outsiders, but the famous prophet, Alastarius, wrote on this matter:

"It is not the ideology or the nature of the great Dragons that make them great, but it is their raw power; their totality over the mortal races. We mortals are as rodents before jaguars, and thus it is proper that we revere all of the Dragons. Indeed, even the most devout worshiper of Urgash, in their heart of hearts, must acknowledge the power of Asha, just as the most devout worshiper of Asha, in their heart of hearts, must acknowledge the power of Urgash. We, the Vanari, worship that power, and that power is shared by the entire pantheon."




CREATURES:

Tier 1: Slinger-> War Slinger / Slinger Elementalist
Slingers use large slings to hurl stones at their targets at great speeds.

War Slingers are a stronger built unit that use larger stones to hurl at their target's.
Crushing Impact:
Because of their powerful bludgeoning impact, a War Slinger has a chance to lower a unit's defense by 2 when they hit.

Slinger Elementalists are novice arcanists that use their magical powers to enchant their bullets with destructive energy.
Power Bullet:
A Slinger Elementalist may spend 0.75 of their turn to enchant their next attack with either fire or cold energy for double damage.

Tier 2: Jaguar-> Black Jaguar / Silk Jaguar
Jaguars are cunning, powerful felines native to the jungles surrounding the Vanari civilization.
Enduring:
When a jaguar moves and doesn’t attack, it only takes up as much action as the “wait” command.

Black Jaguars are thick black felines skilled at attacking their prey unawares.
Unexpected Pounce:
When a unit counterattacks a black jaguar, they deal 50% less damage.
Enduring:
When a black jaguar moves and doesn't attack, it only takes up as much action as the "wait" command.

Silk Jaguars are sheen, exceptionally swift jaguars (hence the name "silk").
Crouched Charge:
Silk Jaguar's may expend 0.5 of a turn to receive double speed and +50% damage on their next turn.
Enduring:
When a silk jaguar moves and doesn't attack, it only takes up as much action as the "wait" command.

Tier 3: Spearman-> Glaive Master/ Staff Master
Spearmen are the solid infantry of the Vanari, armed with a long iron spear.
Polearm:
Spearman may attack units from 2 squares away.

Glaive Masters are solid infantry armed and masterly trained with the glaive.
Polearm:
Glaive Master's may attack units from 2 sqaures away.

Staff Masters are solid infantry armed and masterly trained with the quarterstaff.
Flank Strike:
These agile warriors may simultaneously attack units that are angled directly in front of them and behind them.
Parry:
Staff Master's receive +4 defense from melee attacks for the their turn if they did not attack.

Tier 4: Sorceress -> Sorceress Conjurer / Sorceress Evoker
Sorceresses are terrifying foes that hurl spells of destruction at their targets.
Eldritch Strike
Sorceresses have an unlimited casting of the Eldritch Arrow spell.

Sorceress Conjurers have specialized in the art of conjuration, gaining extra magical powers.
Caster:
Soreceress Conjurer's can cast the Fire Trap spell from their mana pool.
Eldritch Strike:
Sorceress Conjurer's have an unlimited casting of the Eldritch Arrow spell.

Sorceress Evokers have specialized in the art of destructive magic, gaining extra magical powers.
Caster:
Sorceress Evoker's can cast the Fireball spell from their mana pool.
Eldritch Strike:
Sorceress Evoker's have an unlimited casting of the Eldritch Arrow spell.  

Tier 5: Roc -> Thunderbird / Storm Crow
Rocs are massive predatory hawk-like birds capable of devouring a fully grown horse in a single meal. They are native to the Vanari jungles.

Thunderbirds are a rare breed of Rocs that are buzzing with electrical energy.
Shocking Beak:
Immediately after a Thunderbird's attack a bolt of lightning will strike the target.

Storm Crows are a smaller cousin of the Thunderbirds, and though physically weaker, they possess greater amounts of electrical energy.
Rain of Lightning:
When flying, every enemy unit that is flown over in it's movement path is dealt a small amount of electrical damage.
Shocking Beak:
Immediately after a Storm Crow's attack a bolt of lightning will strike the target.

Tier 6: Jungle Giant -> Sun Giant / Reef Giant
Jungle Giants are a powerful humanoid race that stand 20 feet tall. These dark green skinned giants inhabit the jungles of the south and can deal tremendous damage with their stone mace's.

Sun Giants are more powerful cousins of the Jungle Giants that have dark green skin but bright orange hair. They wield large iron mace's.
Fire Resistance:
These blessed giants are 50% resistant to fire attacks.
Honored of the Sun:
Sun Giants receive a +2 bonus to luck for their next turn if none of them die until their next turn.

Reef Giants are an offshoot of the Jungle Giants that have taken up residence along the jungle coasts and in the water itself. They have olive green skin and wield sharp iron trident's. Reef Giants are faster moving than their Jungle Giant and Sun Giant kin.
Honored of the Tides:
Reef Giants receive a +2 bonus to morale for their next turn if none of them die until their next turn.

Tier 7: Hippogriff Chosen -> Hippogriff Brave / Hippogriff Vanguard
Among the greatest in the ranks of the Vanari Pyramids are the mighty Hippogriff Chosen. These winged creatures are a cross between a horse and a giant eagle; fast, aggressive, and impossibly hard to tame. The honored riders themselves are the absolute elite of the Vanari warriors, where even the slightest weakness will exclude you from the opportunity. Both hippogriff and rider are provided with powerfully enchanted armor, and the riders wield magical swords and bow and arrows that can slice through the finest steel.
Ranged Preperation:
Hippogriff Chosen start combat with their bows in hand.
Weapon Change:
Hippogriff Chosen may spend 0.25 of a turn to switch between either their bow or sword.
Mounted Archer:
A Hippogriff Chosen may fire their bow and move in the same turn. The ranged shot occurs prior to movement for the purpose of determining ranged penalty.
Unlimited Retalation:
Hippogriff Chosen have no limit on the number of times they will retaliate to a melee attack. This ability is only active while the Hippogriff Chosen's sword is drawn.

Hippogriff Braves are wilder and more daring than then Hippogriff Chosen, and wield much larger swords in melee.
Ranged Preperation:
Hippogriff Braves start combat with their bows in hand.
Weapon Change:
A Hippogriff Brave may spend 0.25 of a turn to switch between either their bow or sword.
Mounted Archer:
A Hippogriff Brave may fire their bow and move in the same turn. The ranged shot occurs prior to movement for the purpose of determining ranged penalty.
Unlimited Retalation:
Hippogriff Brave's have no limit on the number of times they will retaliate to a melee attack. This ability is only active while the Hippogriff Brave's sword is drawn.
Mighty Blade:
When attacking with their sword, a Hippogriff Brave will ignore 4 value worth of defense.

Hippogriff Vanguards have shown exceptional mastery with controlling their mounts in combat, and are often the first to charge into battle.
Melee Preparation:
Hippogriff Vanguard's start combat with their swords in hand.
Weapon Change:
A Hippogriff Vanguard may spend 0.25 of a turn to switch between either their bow or sword.
Mounted Archer:
A Hippogriff Vanguard may fire their bow and move in the same turn. The ranged shot occurs prior to movement for the purpose of determining ranged penalty.
Unlimited Retalation:
Hippogriff Vanguards have no limit on the number of times they will retaliate to a melee attack. This ability is only active while the Hippogriff Vanguard's sword is drawn.
Tireless Fury:
A Hippogriff Vanguard moves forward 10% on the ATB for every time they retaliate.

Special Unit Type: Shapeshifters
Slingers, Spearman, Sorceresses, and Hippogriff Chosen are of the “Shapeshifter” unit type. Years of developing an affinity with the moon and with the native beasts of the realm has created a supernatural bond with the felines of the forest, making them partially like them. They may spend 0.5 of a turn to shapeshift into one one of the following forms:

Were-Jaguar: +15% initiative
Were-Tiger: +5 attack
Were-Panther: +5 defense



CREATURE PORTRAITS:

Slinger (Normal Slinger}:


Jaguar (Normal Jaguar):


Spearman (Staff Master):


Sorceress (Normal Sorceress):


Roc (Storm Crow):


Jungle Giant (Sun Giant):


Hippogriff Chosen (Normal Hippogriff Chosen):






BUILDINGS & TOWN LAYOUT

Common Buildings

Village Hall: The Village Hall allows you to purchase town structures and earns your kingdom 500 gold per day
Cost: 0gold

Town Hall: The Town Hall allows you to purchase town structures and earns your kingdom 1000 gold per day.
Cost: 2000gold
Requires: Town Level 3, Village Hall.

City Hall: The City Hall allows you to purchase town structures and earns your kingdom 2000 gold per day.
Cost: 5000gold
Requires: Town Level 9, Town Hall.

Capitol: The Capitol earns your kingdom 4000 gold per day.
Cost: 5000gold
Requires: Town Level 15, City Hall.

Fort: The Fort provides your town with defensive walls.
Cost: 5000gold, 10wood
Requires: Town Level 6

Citadel: The Citadel increases base creature growth by 50%, adds a keep and moat-like terrain obstacles to a town's defenses.
Cost: 5000gold, 10stone
Requires: Town Level 9, Fort

Castle: The Castle adds two arrow towers, fortifies your town's defenses, and doubles base creature growth.
Cost: 5000gold, 10wood, 10stone
Requires: Town Level 12, Citadel

Mage Guild Level 1: Allows a visiting hero to learn the spells kept within. Keeps 3 spells of the first circle.
Cost: 2000gold, 5wood, 5stone

Mage Guild Level 2: Allows a visiting hero to learn the spells kept within. Adds 3 spells of the second circle.
Cost: 1000gold, 5wood, 5stone, 1crystal, 1gem, 1sulfur, 1mercury
Requires: Mage Guild Level 1

Mage Guild Level 3: Allows a visiting hero to learn the spells kept within. Adds 2 spells of the third circle.
Cost: 1000gold, 5wood, 5stone, 2crystal, 2gem, 2sulfur, 2mercury
Requires: Mage Guild Level 2

Mage Guild Level 4: Allows a visiting hero to learn the spells kept within. Adds 2 spells of the fourth circle.
Cost: 1000gold, 5wood, 5stone, 3crystal, 3gem, 3sulfur, 3mercury
Requires: Mage Guild Level 3

Mage Guild Level 5: Allows a visiting hero to learn the spells kept within. Adds 1 spell of the fifth circle.
Cost: 1000gold, 5wood, 5stone, 5crystal, 5gem, 5sulfur, 5mercury
Requires: Mage Guild Level 4

Tavern: The Tavern allows to recruit heroes. Increases morale of troops defending the city by +1.
Cost: 500gold, 5wood

Blacksmith: The Blacksmith provides your armies with war machines.
Cost: 1000gold, 5wood

Marketplace: With the Marketplace you can buy and sell resources (exchange rates increase with each Marketplace you own).
Cost: 500gold, 5wood

Resource Silo: The Resource Silo provides your kingdom with an additional +1gem per day.
Cost: 5000gold, 5stone
Requires: Marketplace

Shipyard: The Shipyard allows you to purchase ships.
Cost: 2000gold, 20wood
Requires: Town Level 12

Special Buildings

Observatory: The Observatory allows the hero to enable the 1st-3rd Circles of Destiny.
Cost: 1000gold, 5stone
Requires: Town Level 3

Fortune Teller’s: The Fortune Teller’s allows you to see what the next week will be. Also, Prophet heroes may “reroll” for skill selections when leveling up once per week. Does not stack with multiple Fortune Teller’s.
Cost: 1000gold, 5wood, 1crystal, 1gem, 1sulfur, 1mercury
Requires: Observatory

Moon Prism: The Moon Prism enhances the benefits of shapeshifting. This ability stacks with other Moon Prisms.

Were-Jaguar: Additional +5% initiative
Were-Tiger: Additional +1 attack
Were-Panther: Additional +1 defense

Cost: 1500gold
Requires: Town Level 6

Llama Pens: The Llama Pens provides your town with good fortune and fertility. Randomly increases creature growth of one creature dwelling from tier 1 to 6 at the beginning of each week. If the Llama Pens increases the growth of a dwelling not yet constructed, you receive no extra creature growth for that week.

Tier 1: +10 creature growth
Tier 2: +7 creature growth
Tier 3: +5 creature growth
Tier 4: +3 creature growth
Tier 5: +2 creature growth
Tier 6: +1 creature growth

Cost: 3000gold, 5wood
Requires: Town Level 9

Portal of Many Windows: The Portal of Many Windows offers heroes every basic skill to learn. Each hero may only learn one skill from the Portal of Many Windows. The cost to learn a skill is 2500gold.
Cost: 2500gold, 10stone
Requires: Level 9

Comet of the Vanari: The Comet of the Vanari increases creature growth in all dwellings by +50%, gives your kingdom an additional 5000gold per day, and increases the experience gain of all Prophets by +10%.
Requires: Tear of Asha

Creature Dwellings

Throwing Range: The Throwing Range allows you to recruit Slingers.
Cost: 400gold, 5wood

Shooters Range: The Shooters Range allows you to recruit War Slingers and Slinger Elementalists.
Cost: 1200gold, 5wood
Requires: Throwing Range

Jaguar Cages: The Jaguar Cages allow you to recruit Jaguars.
Cost: 1000gold, 5stone
Requires: Town Level 3

Jaguar Conservatory: The Jaguar Conservatory allows you to recruit Black Jaguars and Silk Jaguars.
Cost: 2500gold, 5stone, 5wood
Requires: Jaguar Cages

Athlete Pit: The Athlete Pit allows you to recruit Spearmen.
Cost: 2000gold, 5stone
Requires: Town Level 3

Athlete Court: The Athlete Court allows you to recruit Glaive Masters and Staff Masters.
Cost: 3000gold, 5stone
Requires: Athlete Pit

Mystic Quarters: The Mystic Quarters allows you to recruit Sorceresses.
Cost: 1500gold, 5wood, 5stone, 5gem
Requires: Town Level 6

Mystic Sanctum: The Mystic Sanctum allows you to recruit Sorceress Evokers and Sorceress Conjurers.
Cost: 3500gold, 5wood, 5stone, 5gem, 5crystal

Predator’s Peak: The Predator’s Peak allows you to recruit Rocs.
Cost: 2500gold, 5wood, 10stone, 2gem, 2crystal, 2sulfur, 2mercury
Requires: Fort, Town Level 9

Tempest Peak: The Tempest Peak allows you to recruit Thunderbirds and Storm Crows.
Cost: 8000gold, 5wood, 5stone, 3gem, 3crystal, 3sulfur, 3mercury.
Requires: Predator’s Peak

Giant Grove: The Giant Grove allows you to recruit Jungle Giants.
Cost: 6000gold, 15wood, 10sulfur
Requires: Town Level 12

Giant Nursery: The Giant Nursery allows you to recruit Sun Giants and Reef Giants.
Cost: 9000gold, 15wood, 10sulfur
Requires: Giant Grove

Stadium of the Chosen: The Stadium of the Chosen allows you to recruit Hippogriff Chosen.
Cost: 9000gold, 5wood, 15stone, 15gem
Requires: Town Level 15

Brethren of the Chosen: The Brethren of the Chosen allows you to recruit Hippogriff Braves and Hippogriff Vanguards.
Cost: 14000gold, 5wood, 10stone, 15gem
Requires: Stadium of the Chosen



LAYOUT





PYRAMID HERO: PROPHET

Prophets are masters of learning their future from the stars and thus manipulating their own destinies. Because of this, they have heightened power and versatility with their skills and statistics as they increase in levels.

Appearance: A Prophet rides a large horse-sized hawk and is strapped in with a special saddle. They have long flowing blue robes and a magenta cloak that floats in the air as though it were weightless. A hood covers their head and shrouds their face, revealing only the glow of two magenta eyes. They wield a large, silver colored glaive.

Casting animation: A Prophet twirls their glaive at their side like a gyro, creating a blackish flame around the blade of the glaive. The Prophet then points the glaive at the battlefield, and the spell is released. The black flame then subsides.

Attack animation: The Prophet launches into the air on the hawk mount and dives down at their target, striking them with their glaive.

Statistic percentages: 25% spell power / 35% knowledge / 25% attack / 15% defense

Skill Percentages For Leveling:
8% Enlightenment
4% War Machines
12% Light Magic
2% Dark Magic
12% Summoning Magic
2% Destructive Magic
14% Sorcery
10% Attack
8% Defense
2% Luck
8% Leadership
8% Logistics
10% Astrology

Racial Skill: Astrology
Prophets are masters at learning their futures from the stars and thus manipulating their own destinies. Because of this, prophets have a heightened potency and versatility with their skill selections and statistics.

Basic Astrology:
You have access to the 1st Circle of Destiny. Additionally, you learn an additional skill from 4 presented choices (determined randomly off of the Prophet’s skill percentages just like when leveling up). If all of your basic skill slots are filled, you will then be offered advanced and subsequently expert skills, and if they are filled, you will be offered any perks available. This does not count as an additional level up.

Advanced Astrology:
You have access to the 2nd Circle of Destiny. Additionally, you learn an additional skill from 4 presented choices (determined randomly off of the Prophet’s skill percentages just like when leveling up). If all of your basic skill slots are filled, you will then be offered advanced and subsequently expert skills, and if they are filled, you will be offered any perks available. This does not count as an additional level up.

Expert Astrology:
You have access to the 3rd Circle of Destiny. Additionally, you learn an additional skill from 4 presented choices (determined randomly off of the Prophet’s skill percentages just like when leveling up). If all of your basic skill slots are filled, you will then be offered advanced and subsequently expert skills, and if they are filled, you will be offered any perks available. This does not count as an additional level up.

Ultimate Astrology:
You may learn the 2nd Circle of Destiny a second time, choosing a different skill. Additionally, you learn an additional skill from 4 presented choices (determined randomly off of the Prophet’s skill percentages just like when leveling up). If all of your basic skill slots are filled, you will then be offered advanced and subsequently expert skills, and if they are filled, you will be offered any perks available. This does not count as an additional level up.

Perks:

Relentless Vigor:
Targeted friendly unit gains the unlimited retaliation ability. May only affect one stack at any given time.

Chosen:
Enabling the Circles of Destiny is now free of cost for this hero.

Time Perception:
You know the range of casualties you will take from a unit’s retaliation prior to attacking it. Does not factor in luck.

Ultimate: Foresight:
All of your melee units retaliate prior to being attacked. Ranged units gain the ranged retaliation ability.


Observatory Information
The Observatory is the building in the Pyramid town where the Circles of Destiny are accessed to the give the Prophet special abilities. Each Prophet hero may learn from the Observatory.

1st Circle of Destiny:
Juxtapose
A Prophet’s percentages for statistic increases each level are initially set at 25% spell power / 35% knowledge / 25% attack / 15% defense. Upon undergoing juxtapose, the Prophet may shift 10% from one statistic to another. (For example, a Prophet may take 10% away from defense and put 10% into spell power). Once a Prophet has chosen which statistics to juxtapose, it is permanent and cannot be changed.

Basic Temporal Juxtapose
Temporal Juxtapose is a combat ability. The Prophet chooses between two of their statistics, and decreases one of them 2 and increases the other one by 2. A statistic cannot go below 0. If a hero decreases a statistic down to 0, it will only transfer the amount taken away to the other statistic (so if a Prophet has an attack of 1 and brings it down to 0 with Temporal Juxtapose, the skill which they choose to increase will only increase by 1 rather than 2). This ability takes 0.5 ATB of the Hero. The Temporal Juxtapose lasts until the end of combat, and you may use it once per combat.

2 crystal, 2 gem, 2 sulfur, and 2 mercury are needed to enable these abilities.

2nd Circle of Destiny:
Epiphany
A Prophet may choose one base skill that they have learned. They are now capable of leveling up to ultimate in that chosen skill. A Prophet cannot choose the Astrology skill for this ability. Once a Prophet has chosen which skill they can level up to ultimate in, it is permanent and cannot be changed. A Prophet with Ultimate Astrology may enable this ability a 2nd time (paying the resource cost again as well) and choose an additional skill.

Ultimate Skill Abilities:
Ultimate Attack: Increases damage dealt by your creatures in melee combat by 20%
Ultimate Dark Magic: Gives 125% power to Dark Magic.
Ultimate Defense: Decreases damage dealt to your creatures in melee combat by 40%
Ultimate Destructive Magic: Gives 125% power to Destructive Magic.
Ultimate Enlightenment: Hero receives +1 to one of his primary stats for every level including the levels already got and a +20% bonus to the experience gained.
Ultimate Leadership: Increases the morale of all creatures in hero’s army by 4.
Ultimate Light Magic: Gives 125% power to Light Magic.
Ultimate Logistics: Increases hero’s movement speed over land by 40%.
Ultimate Luck: Increases luck of all creatures in hero’s army by 4.
Ultimate Sorcery: Speeds up heroes casting in combat. Interval between two consecutive spells casts is reduced by 40%.
Ultimate Summoning Magic: Gives 125% power to Summoning Magic.
Ultimate War Machines: Makes war machines more effective overall. Increases attack, defense, and damage of ballista. Increases catapults damage and gives it a 60% chance to hit. The First Aid tent receives increased healing power. Ammo Cart gains an ability to increase attack of ranged units in hero’s army by +4.

Advanced Temporal Juxtapose
Temporal Juxtapose is a combat ability. The Prophet chooses between two of their statistics, and decreases one of them by 4 and increases the other one by 4. A statistic cannot go below 0. If a hero decreases a statistic down to 0, it will only transfer the amount taken away to the other statistic (so if a Prophet has an attack of 3 and brings it down to 0 with Temporal Juxtapose, the skill which they choose to increase will only increase by 3 rather than 4). This ability takes 0.4 ATB of the Hero. The Temporal Juxtapose lasts until the end of combat, and you may use it twice per combat. If you use it a second time, the first Temporal Juxtapose is canceled.

3 crystal, 3 gems, 3 sulfur, and 3 mercury are needed to enable these abilities.

3rd Circle of Destiny:
Prodigy
A Prophet may choose any one base skill that they have learned. They are now able to learn a total of 4 perks from that skill. A Prophet cannot choose the Astrology skill for this ability. You do not need to have ultimate level in the skill you choose to learn 4 perks. Once you have attained expert level in the chosen skill, you will be able to learn the 4th perk. Once a Prophet has chosen which skill they can gain a 4th perk in, it is permanent and cannot be changed.

Expert Temporal Juxtapose
Temporal Juxtapose is a combat ability. The Prophet chooses between two of their statistics, and decreases one of them by 4 + 1 for every 6 levels of the hero, and increases the other one by 4 + 1 for every 6 levels of the hero. A statistic cannot go below 0. If a hero decreases a statistic down to 0, it will only transfer the amount taken away to the other statistic (so if a level 25 Prophet has an attack of 6 and brings it down to 0 with Temporal Juxtapose, the skill which they choose to increase will only increase by 6 rather than 8). This ability takes 0.3 ATB of the Hero. The Temporal Juxtapose lasts until the end of combat, and you may use it three times per combat. If you use it another time, the effects of the previous Temporal Juxtapose are canceled.

4 crystal, 4 gems, 4 sulfur, and 4 mercury are needed to enable these abilities.




PROPHET HEROES

Zacctavia:
Zacctavia was thought to be a gifted sorceress and underwent the training to master her skills, but as it turns out, she was a dud and spent several years of training for nothing. One day she discovered she had a unique power from the other sorceresses; a heightened potency with regenerative magic. She now serves as a useful leader for the Vanari and is renowned for keeping her troops alive and well with her exceptional powers.
Ability: Aura of Regeneration
Zacctavia has a chance to affect friendly units with the Regeneration spell at the start of combat. [Chances are 10% + 2% per Hero Level for each friendly unit].
Starting Skills: Basic Light Magic, Chosen
Spell Book: Regeneration

Tigumo:
Tigumo was born in poverty; birthed by a prostitute who abandoned him at infancy. He was fostered and raised by the city guard, where he vented his anger and frustration into his training with the pole arm. Today he is an example for others with his incredible discipline and skill. To Tigumo, the ultimate truth lies in honest, melee combat, for that is the only solace he has ever known.
Ability: Polearm Trainer
Spearman, Glaive Masters, and Staff Masters receive a +1 bonus to their attack and defense for every two levels of the hero, starting at first level.
Starting Skills: Basic Defense, Evasion
War Machines: First Aid Tent

Az’ubulo:
Az’ubulo’s parents were loners that lived deep in the jungles as hunters and gathers. A passing troupe of jungle giants accidentally trampled his parents, and since that day the jungle giants have taken it upon themselves to raise Az’ubulo. He became an incredible sprinter as he learned to keep up with the massive giants in the wild. He has mastered pathfinding and geography, and among the Vanari, Uz’ubulo is second to none at getting to where he needs to go. He is known as “The Wild Vine” among his people.
Ability: The Wild Vine
Hero receives a +1% bonus to speed for every 3 levels of the hero, starting at first level. Additionally, the hero receives a +1 bonus to his scouting radius for every 5 levels of the hero, starting at first level.
Starting Skills: Basic Logistics, Basic Pathfinding
Spell Book: Haste

Sata:
Sata, Lady of the Storm, has devoted her life to the creatures that have fascinated her since childhood- giant birds of prey. She has perfected befriending these creatures, and has even learned special rituals that can be used to enhance certain bird’s electrical powers.
Ability: Lady of the Storm
Rocs, Thunderbirds, and Storm Crows receive +1 defense for every two levels of the hero, starting at first level. Additionally, Thunderbirds and Storm Crows deal extra damage with the lightning bolt attack (damage is +2% per level of the hero).
Starting Skills: Basic Destructive Magic, Basic Luck
Spell Book: Lightning Bolt

Kolithamos:
“Never give up” is a motto that has always stuck with Kolithamos, and he has carried it with him to the battlefield. By his reasoning, the forces in the universe that endure are the ones that never stop trying, after all, the flowing of water will eventually eat through solid stone. Enemies of Kolithamos find themselves battling against an army with an inexhaustible and furious reserve of energy.
Ability: Vigorous One
The “Relentless Vigor” perk may now be used on a max of two units on the battlefield. The relation damage of units affected by Relentless Vigor is increased by 1% per level of the hero.
Starting Skills: Relentless Vigor, Basic Leadership

Rathiya:
Rathiya was the daughter of an immensely wealthy merchant among the Vanari. Her parents were often away from their personal palace, and she spent most of her time in the palace with the servants. Rathiya’s best friend was a young jaguar, and she dedicated much time in secret to taming and working with these creatures. Now as a young, independent woman, her skills with these creatures has made her a valuable asset in warfare in making these creatures as effective as possible.
Ability: Jaguar Amazon
Jaguars, Black Jaguars, and Sheen Black Jaguars receive +1 to their defense and attack for every two levels of the hero, starting at first level.
Starting Skills: Attack, Battle Frenzy

Gudamo:
Gudamo was once a common slinger elementalist that worked with magical enchantments to enhance ammunition, but he was expelled from the slinger brigades for badly burning several people with one of his dangerous experiments. After years of working and experimenting in his secret workshop, he has perfected several unique models of ammunition to assist the troops, and the Vanari have grudgingly accepted him back in as a high ranking leader despite his awkward nature and tendency to babble.
Ability: Ammunition Expert
Slingers, Slinger Elementalists, and War Slingers receive +1 to their attack and defense for every three levels of the hero, starting at first level. The Ammo Cart provides an additional +1 to ranged units attack for every 8 levels of the hero, starting at first level.
Starting Skills: Basic War Machines, Catapult
War Machines: Ammo Cart, Ballista

Xasica:
Xasica was known since a young age to have a potent gift in foresight. Her ability to act in the heat of battle is almost eerily efficient. Many consider her to be incredibly quick, but Xasica and those close to her know that because of her great foresight, she will begin preparing her next move before the enemy even makes their's.
Ability: Great Prophetess
The hero receives a +5% bonus to her initiative, and an additional +1% per two levels of the hero, starting at first level.
Spell book: Arcane Crystal


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MattII
MattII


Legendary Hero
posted September 23, 2008 08:32 AM

Pretty good, but for a few units, replace Hoplite (Greek) with Ocelotl (Aztec), and Sphinx (Egyptian) with Coatl (doesn't technically exist, but several Aztec gods have names ending with it). Also, replace Mountain Lion in Lycanthropes with Tiger.

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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted September 23, 2008 11:39 AM
Edited by Moonlith at 11:41, 23 Sep 2008.

Why the name change into even less known names? I admit I rather like the lineup and overall idea you describe, and it's rare for me to say that

Anthro felines in jungles temples

I only dislike the star elemental really, too creative I feel, although it does seem to fit with all that you describe.

For the slinger, revise their ability a little. So far there is no benefit whatsoever to use their ability; why use that ability to deal the same damage in 2 turns as what you would deal when attacking twice? There's the risk of taking casualties and thus not dealing as much damage as you would have when attacked seperately, and so far there are no creatures in the game as far as I know that have a vulnerability to an elemental and take more damage from it, so it's pretty much useless. The only benefit I would see is that it saves one shot, but when have you gotten problems with a lack of shot? To compensate I would assume the slinger has a low amount of shots, which more or less makes the ability a necessity instead of a nice bonus - bad idea.

This is what I used for my lizardmen archers: - Mark Target (Activated ability. Wasting only 75% of its accumulated initiative, this creature will attack the marked target upon its next turn dealing twice as much damage)

Perhaps that's an idea?

The sorceress seems a bit weird, having 5 spells with the same purpose, and 3 spells that basicly make one another obsolete (ice bolt, lightning bolt, and eldritch arrow are all single target spells).
A bit of variation wouldn't hurt. Perhaps add Teleport?

Otherwise, nice abilities on your creatures
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MattII
MattII


Legendary Hero
posted September 23, 2008 11:50 AM
Edited by MattII at 12:00, 23 Sep 2008.

Quote:
Why the name change into even less known names?


Because sticking a Sphinx in a jungle faction is a step away from sticking the Angel in the Dungeon, and a Hoplite is pure Greek, one of those units that wouldn't work with anything except a Greek styled faction, do otherwise and you might as well stick a Samurai in the Haven.

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razor5
razor5


Famous Hero
Freezing...
posted September 23, 2008 02:06 PM

Now I read the last faction suggestion threads and I saw all are with the idea to introduce new "world" factions (asian,egyptian)
Yes,ok we need to have more factions from our world,except the Medieval Haven.
But for me I don't see this things in H6,really ...
Look how H6 factions will look (if we continue with idea of factions from our world)

European (Haven) , Asian , Egyptian , Viking , Aztec , Junglemen , African ...
(where are the Inferno,Dungeon,Necro ???!!!)

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted September 23, 2008 05:57 PM
Edited by blizzardboy at 18:03, 23 Sep 2008.

Quote:
Pretty good, but for a few units, replace Hoplite (Greek) with Ocelotl (Aztec), and Sphinx (Egyptian) with Coatl (doesn't technically exist, but several Aztec gods have names ending with it). Also, replace Mountain Lion in Lycanthropes with Tiger.


Tiger would work better than Mountain Lion, I'll switch that.

I'm not sure about changing the Hoplite name to the Ocelotl. Ocelotl is kind of... weird sounding. This is only roughly based off of ancient South American culture, it's first and foremost a fantasy faction. I'd like the Hoplites to have strong metal armor and weapons. Ocelotl's probably had stone mace's and had hide armor.

I'm not sure about the Coatl. Something could probably fit in better than Sphinx, but I didn't want to use the Coatl because it's similar to a dragon, and Heroes has enough dragons. I was thinking of maybe Chimera or Gorgon, but those might be too "brutish" for this type of faction.

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted September 23, 2008 10:13 PM

OP updated.
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MattII
MattII


Legendary Hero
posted September 23, 2008 10:21 PM

Okay, maybe not Ocelotl, but something a bit more Meso (Ocelotl actually mean 'Jaguar Warrior'). I know and agree with the thing about dragons, but the Sphinx is characteristically a desert animal, it's simply doesn't fit anywhere else.

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GenieLord
GenieLord


Honorable
Legendary Hero
posted September 29, 2008 01:19 PM
Edited by GenieLord at 13:20, 29 Sep 2008.

This is a very freshening point of view for the Pyramid concept. I was surprised in the good way. I thought that it would be another Egyptian-themed pyramid.

Second, the line up is actually excellent. What about finding some pictures to describe the creatures?

For example, this can be the Sorcerer:


Something like this for the Slinger (with a different weapon obviously):


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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted September 29, 2008 09:03 PM
Edited by alcibiades at 21:07, 29 Sep 2008.

I can't make any sense of the line-up, it's like reading through a creature list in the finding harmony town competition. Jaguar, Hoplite, Shadow and Phoenix in one town? That's mixing four completely different themes as I see it, but maybe there's some red line I've missed? And what has these creatures to do with Lycanthropes? Putting Phoenix with Lycanthropes seems about as likely to me as putting it among the undead (but then, it does rise from its own ashes, so in a way it would be fitting with the undead, lol).

The racial perks and special buildings are pretty good, though - but what is the Mystic Energy that the racial gain you?
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MattII
MattII


Legendary Hero
posted September 29, 2008 10:17 PM
Edited by MattII at 22:22, 29 Sep 2008.

Agreed on this point Alc, some of the creatures don't fit, and others are just badly named (lycanthrope for example, refers directly to a werewolf you might replace it with Gatosthrope, which is essential Greek for Cat-man). If you were really keen on avoiding a serpent/reptile/dragon level 7 creature here, you could always go for Thunderbird (level 4 is too low anyway). Additionally, Jaguar Scout suggests a lack of imagination, switch the thing to Leopard -> Jaguar (straight stronger)/Panther (magic resistance/invisibility or something like that). There are other issues, but I won't go into detail.

Additionally GenieLord, I would not consider a cat/lizard mixed group particularly viable, I suspect lizards would be more likely to go for dragons/reptiles as additional creatures, let's keep cats for human civilisation eh?

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted September 30, 2008 03:48 AM
Edited by blizzardboy at 06:25, 30 Sep 2008.

Quote:
Agreed on this point Alc, some of the creatures don't fit, and others are just badly named (lycanthrope for example, refers directly to a werewolf you might replace it with Gatosthrope, which is essential Greek for Cat-man). If you were really keen on avoiding a serpent/reptile/dragon level 7 creature here, you could always go for Thunderbird (level 4 is too low anyway). Additionally, Jaguar Scout suggests a lack of imagination, switch the thing to Leopard -> Jaguar (straight stronger)/Panther (magic resistance/invisibility or something like that). There are other issues, but I won't go into detail.

Additionally GenieLord, I would not consider a cat/lizard mixed group particularly viable, I suspect lizards would be more likely to go for dragons/reptiles as additional creatures, let's keep cats for human civilisation eh?


In the Dungeons and Dragons setting, "lyncanthrope" was just a broad term that applied to all the different were-animals. Though I checked up on the meaning and it does look like it originally applies just to wolves (lykos). Gatosthrope is a really obscure word though and I'd prefer to keep things semi-commonly known by the average fantasy gamer. I'll switch it to shapeshifter. That probably works better anyway because these shapeshifters aren't meant to be "cursed" or anything like in the traditional werewolf stories. This is a neutral faction so that would be too evil-oriented anyway. With this faction being a shapeshifter is just a supernatural trait.
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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted September 30, 2008 06:27 AM

Quote:
I can't make any sense of the line-up, it's like reading through a creature list in the finding harmony town competition. Jaguar, Hoplite, Shadow and Phoenix in one town? That's mixing four completely different themes as I see it, but maybe there's some red line I've missed? And what has these creatures to do with Lycanthropes? Putting Phoenix with Lycanthropes seems about as likely to me as putting it among the undead (but then, it does rise from its own ashes, so in a way it would be fitting with the undead, lol).

The racial perks and special buildings are pretty good, though - but what is the Mystic Energy that the racial gain you?


Shadow's in this case were just a seperate type of elemental. Though it's probably too innovative for it's own good since shadow's have always been undead spirits. I've switched the monster's around. I like the new results, hopefully others do as well.

And I have no clue about what Mystic Energy does yet, lol.
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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted October 01, 2008 07:36 PM

have another look at the motto

Quote:
“Everything is meaningless”


great, a faction of suicidals.

but in all seriousness, it looks good, but is severly schizophrenic when it comes to themes...

Just as a thought, why don't you try to do something original, and have the pyramid faction actually worshiping aliens, who do cool stuff... like blow stuff up!
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted October 02, 2008 07:19 AM

Starts to make much more sense now. Would still like to know what this Mystic Energy does.

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted October 03, 2008 08:28 PM
Edited by Gnoll_Mage at 20:29, 03 Oct 2008.

I was a little bit surprised to see the comments about lack of coherence, but I think the version in the first post has been modified, yes?  Anyway, I like the latest version, it's got a nice, quite unique, feel to it and I can already see it in my head.  And it seems to make sense within the current universe setting too.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted October 14, 2008 03:47 PM

Nice to see the Racial Skill developed. I think the idea of upping one of your skills - and learning an additional perk - is really interesting. Particularly the idea of having 4 perks in some skills will be really usefull! Maybe I didn't read it completely through, but there was something I didn't quite understand - was this a one-time benefit which you choose upon gaining the level - i.e., you can only choose one skill for this to apply during the whole game?

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted October 14, 2008 11:29 PM
Edited by blizzardboy at 23:36, 14 Oct 2008.

Quote:
Nice to see the Racial Skill developed. I think the idea of upping one of your skills - and learning an additional perk - is really interesting. Particularly the idea of having 4 perks in some skills will be really usefull! Maybe I didn't read it completely through, but there was something I didn't quite understand - was this a one-time benefit which you choose upon gaining the level - i.e., you can only choose one skill for this to apply during the whole game?


Yea, you gain this power at the Observatory in the Pyramid town, assuming you have the Astrology skill you need (Basic Astrology to be able to learn the first circle, Advanced Astrology to be able to learn the second circle, and Expert Astrology to be able to learn the third circle). All of the choices you make are permanent and you can't change them later. So with the 1st Circle, you choose the two statistics you want to juxtapose and then it's permanent. At 2nd Circle you choose which skill you want to able to get ultimate in from the skills your hero has, and then it's permanent. At 3rd Circle you choose which skill you want to be able to get a 4th perk in, and then it's permanent. If you have Ultimate Astrology you can learn the 2nd Circle a second time and choose an additional skill to be able to get ultimate in.

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted October 14, 2008 11:35 PM

Looks nice, but would you please put everything in one post...? It's pretty confusing you know...
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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted October 15, 2008 10:19 AM

Quote:
Looks nice, but would you please put everything in one post...? It's pretty confusing you know...


Done. I cleaned up all the old posts and compiled them all back into the original post.

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