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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Racial Ability Contest
Thread: Racial Ability Contest This thread is 4 pages long: 1 2 3 4 · «PREV / NEXT»
jiriki9
jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 03, 2009 03:25 PM

Town: Shrine
Faction Aka: The Winter Packs;
Main Race: Wylfings, humanoid Beastmen covered with grey, brown, black or white fur, with the heads of wolfs, long wolf claws and a wolf-tail. (So: half human half wolf)

City Background:

The origin of the Wylfings lies in darkness, not even their sages seem to know about it, but there is a myth that Sylath helped a bit here, since many humans turned their back on him and started worshipping Elrath. The Wylfings worship Sylath and they are strangely talented in magic, especially for a beastmen-race. They know well the way of the animals and have a strong bond to anture, but they also tend to study and archive knowledge - which makes a strange combination.

Lineup with Winter Abilities:

The winter abilities are in(), ordered from left to rigth from grade 1 to 4!

1 Whelp -> Fenrir Whelp OR Bondwhelp (Pack hunter, Cleave, Howl, Strike and Return)
2 Hunter -> Night Hunter OR Light Hunter (No melee Penalty, Maneuver, Precise Shot, Howl)
3 Gatekeeper -> Spellaxe OR Gate’s Captain (Defensive Stance, Fierce Retaliation, Hexing Attack, Howl)
4 Troll -> Bridge Guard OR Wintertroll (Weakening Strike, Regeneration, No Enemy Retaliation, Double Strike)
5 Frost Mage -> Blizard OR Ice Warlock (Channeling, Magic Attack, Dampen magic, Howl)
6 Fenrir-Wolf -> Firnlord OR Glacier King (Enraged, Scavenger, Fear Attack, Howl)
7 Northern Giant -> Taiga Elder OR Snow Sleeper (Purge, Commandign Presence, Regeneration, Resurrect Allies)


Hero Class: Wintermage

Racial Skill: Call of Winter
Strenghtens both the magic and the troops of the Wintermage, granting them winter abilities.

Basic Call of Winter: The hero slightly decreases the temperature on the battlefield, strengthening cold-based spells (Ice Bolt, Circle of winter, Deep Freeze,...) and freeing the grade 1 winter abilities.

Advanced Call of Winter: The hero decreases the temperature on the battlefield and lets it snow, strengthening cold-based  and some other spells (Haste, Deflect Missile, ICe Bolt, Circle of winter, Deep Freeze,...), decreasing and freeing the grade 2 winter abilities.

Expert Call of Winter: The hero strongly decreases the temperature on the battlefield and lets it snow rapidly, strengthening cold-based and some other spells (Haste, Deflect Missile, ICe Bolt, Circle of winter, Deep Freeze,...), decreasing and freeing the grade 3 winter abilities.

Ultiamte Call of Winter: The hero covers the battlefield with a migthy blizzard, extremely strengthening the cold-based and air-base spells, freeing the grade 3 winter abilities and granting all of your Shrine-units +25% Initiative and +5% Attack and Defense.


Perks:

Call of the homelands - On Arctic terrain, all Shrine-units gain +25% initiative and +2 speed.

Winter Scholar - When visiting a mage guild of a certain level, the hero automatically gains 2 additional Cold- and/or air-based spells of this level, if the specific school is available on this level. Cold-/air-based spells are: Haste, Deflect Missile, Ice Bolt, Circle of Winter, Deep Freeze, Summon Air Elemental; Also their would be some new spells which are Cold-/Air-based: Wind Ward (Light Magic Lvl.3), Summon Ice Elemental(Summoning Magic Lvl 4), Frostwall(Destructive eMagic Lvl 3), Ice Pool(Summoning Magic Lvl 3), Breeze of Air(Summoning Magic Lvl 2), Tornado (Destructive Magic Lvl 5);

Frostheart - All friendly creatures with air as element gain +2 speed. All enemy creatures with water, earth of fire as element are dealt a little amount of damage per round.

Master of Winter - The hero is granted the special spells „Snowfall“ and for all his creatures, the grade 4 Winter Abilities are freed.


New spells:

Wind Ward (Light Magic Lvl.3): Creates a wall of wind on the battlefield (1*3 squares). Every enemy creature needs twice the normal movement points to pass a square of this wall and any enemy ranged unit who shoots through the wind ward deals only half the damage with this attack.

Summon Ice Elemental(Summoning Magic Lvl 4): summons a stack of Ice Elementals (Neutral, Tier 4 upgrade; abilites: Elemental, Freezing Ranged Attack, Immune to Cold, Shooter).

Frostwall(Destructive eMagic Lvl 3): As firewall, but Codl element.

Ice Pool(Summoning Magic Lvl 3): Summons a pool of 3*3 squares of Ice onto the battlefield. Any creature moving over the pool immediately slides to the other sides of the pool and then looses all their movement points for this batle round.

Breeze of Air(Summoning Magic Lvl 2): This spell moves the target creature (friendly or enemy) a few squares (depending on the hero mastery) into any wished direction.

Tornado (Destructive Magic Lvl 5): All Creatures on the battlefield are dealt a massive amount of Air-elemental damage and they are carried into the skies and then randomly replaced on the battlefield. (This spell can create a good amount of chaos. All flying creatures additionall completely loose their next turn.

Snowfall (Adventure Magic, Special Spell): When used, the whole area around the hero is turned into Arctic terrain for one week, then it will return to the original terrain.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted January 04, 2009 02:19 AM

Posted my older Racial, sorry for the Delay.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted January 04, 2009 02:32 PM

What's the deadline for the second round?
____________

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isabel
isabel


Known Hero
Dragonblessed
posted January 04, 2009 02:50 PM

Deadline is not mentioned?

And look at this - the first Undefeatable Hero I have ever seen !

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted January 04, 2009 04:30 PM

It depends on when Geny judges the first one, I guess.  For now let's say Friday (9th of January).

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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted January 04, 2009 09:13 PM

The judging is finished (sorry, Xerox, if you didn't do everything, but I've waited until the end). Most of the entries were very good, some because of their originality and some because of their well thought out application in the game. Since there's no solid system of judging and all the entries were very close it sometimes boiled down to "feeling", so excuse me if you don't agree with my decision.

I'll only post the positions, because that's what matters, but should someone wish for a slightly more detailed feedback, let me know (but don't expect too much).

Here we go:

1. Xerox
2. Asheera
3. Fauch
4. MattII
5. Blizzard
6. Sith
7. Isabel

Good luck in the next round (where you'll have a normal judge).
____________
DON'T BE A NOOB, JOIN A.D.V.E.N.T.U.R.E.

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xerox
xerox


Promising
Undefeatable Hero
posted January 04, 2009 10:16 PM

Well, I won anyway even if I totally forgot about "spell diagrams". I start work on Chronomancy now

____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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MattII
MattII


Legendary Hero
posted January 05, 2009 12:32 AM

Well I wouldn't consider 4th place too bad for the mere hour or so I put in, so maybe next time I'll put a bit more effort in.

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted January 05, 2009 02:59 AM
Edited by blizzardboy at 09:29, 05 Jan 2009.

Town: Glacier
Domination is our Destination

Aka: The Illithids
Associated colors: Gray and dark yellow
Core Philosophy: Life is a challenge
Worship: Shalassa, the Dragon of Water
Kingdom: Urkussa, the Forgotten Kingdom
Capital: Urkussa Drausu, “Icicles Below the Waves”

It was rumored by explorers and nomads that in the far and distant lands to the north, within the great glaciers of ice and even within the icy sea, there dwelled an enigmatic race that used the very fabrics of time as their plaything. Whale hunters would be sailing one day and then find crew members missing, with nothing but a strange memory, as though in a dream, that recalled horrid, squidlike creatures abducting them. No longer is it rumored, for the uncounted millennium of patient waiting has ended, and the ambitions of the Illithids have now fallen upon us.

-Azi, wizard of the Silver Cities and general in the campaign against the Illithids



Hero: Chronomancer
The Chronomancer specializes in time magic, which can only be harnessed by the power of the Illithid's unique mind, making them a foe of limitless versatility and unpredictability.

Attack: 10%
Defense: 20%
Spellpower: 20%
Knowledge: 50%

Basic Flux: 1-2 tier Glacier creatures may activate the Flux command to take 2 turns in a row. This ability may be used once per hero turn for a total number of times in combat equal to 1/10th of the hero’s knowledge.

Advanced Flux: 1-4 tier Glacier creatures may activate the Flux command to take 2 turns in a row. This ability may be used twice per hero turn for a total number of times in combat equal to 1/10th of the hero’s knowledge.

Expert Flux: 1-6 tier Glacier creatures may activate the Flux command to take 2 turns in a row. This ability may be used three times per hero turn for a total number of times in combat equal to 1/10th the hero’s knowledge.

Ultimate Flux: 1-7 tier Glacier creatures may activate the Flux command to take 2 turns in a row. This ability may be used four times per hero turn for a total number of times in combat equal to 1/10th the hero's knowledge.

*A creature may not use the Flux command two consecutive turns in a row.

Perks:

Recall:
This ability may be activated for free by the hero or any Glacier creature in the hero's army once per turn of the hero. When this ability is activated, the battlefield and ATB slider is reset just prior to the last turn that was taken. (So a morale, luck, resistance, or special ability would or wouldn't necessarily trigger again).

Lash of Dilution:
The Chronomancer can make a special attack on a unit that uses 0.50 ATB that, in addition to the normal damage, decreases that units initiative by 50% for 2 turns. This ability can only be used every other turn of the hero.

Time Moat:
There is a 25% chance that an enemy creature will lose -2 speed and -4 attack for their turn. This ability drains 5 mana from the hero.

Ultimate: Transcedence
In a once in a lifetime feat of will, the hero transports their mind out of time and place, and contemplates the mysteries of the universe. A 6th skill slot is opened up for the hero, and they instantly gain 7 levels.


Racial related buildings:

Magic Battery: Glacier creatures may use the "Flux" command in combat a total of 3 more times.

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xerox
xerox


Promising
Undefeatable Hero
posted January 06, 2009 05:43 PM
Edited by xerox at 17:56, 06 Jan 2009.

Hero: Chronomancer

Town: Conflux


The Chronomancers are belived to be the mystical Time Elementals in an humanoid shape. The Confluxses on Ashan are places were elements meet and merge.
On the battlefield, the Chronomancer can warp time to his biding and move creatures back to the past, or into the future.


Time Warp
This hero can warp his creatures back in time, or move them into the future. Creatures also gain extra speed.

Basic Time Warp: The hero can move creatures in his army up to 2 step further on the ATB bar, or warp enemies up to 2 step back on the ATB bar. In addition, decreases heroes time between casting by 5%.

Advanced Time Warp:  The hero can move creatures in his army up to 4 steps further on the ATB bar, or warp enemies up to 4 steps back on the ATB bar. In addition, decreases the heroes time between casting by 10%.

Expert Time Warp:  The hero can move creatures in his army up to 6 steps further on the ATB bar, or warp enemies up to 6 steps back on the ATB bar. In addition, decreases the heroes time between casting by 15%.

Ultimate Time Warp: The hero can move creatures in his army up to 8 steps further on the ATB bar, or warp enemies up to 8 steps back on the ATB bar. In addition, decreases the heroes time between casting by 20%.

Sub-Perks

Time Stop: Resets all enemy creatures ATB position in 3x2 area.

Sands of Time: Creates an 4x4 area where enemies that stand on it gets -25% iniative and speed for the next 2 turns. However, if an creature in heroes army steps on it they get + 25% iniative and speed for the next 2 turns.

Phase: The hero can phase a friendly creature so that it exists within many planes of existence, creating three copies of it. The copies only deal 10% of normal damage, but will appear to enemies as dealing full damage.
The caster can see what the enemy sees, so if the enemy target appears dead to the enemy and it really isnt, then the caster can also see that.
The copies have 25% the real creatures health, but again the enemy cannot see this.

Transcendence: Once per battle, the Chronomancer can transfer all speed and iniative from enemies to his own troops for up to three turns. During this time they deal 30% less damage though.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted January 09, 2009 08:25 PM

<This post will be reserved for judging, but I'll leave it until tomorrow when I'll get a better chance to read the entries in detail, if that's okay.  Thanks - Ceph>

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted January 13, 2009 08:28 PM

Is this dead or forgotten?
____________

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted January 13, 2009 09:58 PM

Oh God, I'm sorry.  I finished the judging on Monday night and totally forgot to post it the next morning.

Okay, I'd better post the results now:


SITH OF ZIOST
Extremely unique!  I like the use of Light-elemental abilities without the usual holiness, and that you didn't choose a Chronomancer (j/k)  It's so creative that it even looks a bit unreasonable to implement in the game  Higher Sight seems a bit redundant, like Eagle Eye with a lower chance of triggering, and Focal Force is possibly more a hindrance than a help to some armies  Too many obstacles is just unfriendly to large creatures.  Plus Call Spirit itself seems a bit rigid, since the effects of each spirit apparently don't change in different circumstances.

Only minor criticisms though, I still think this is a very good racial

Creativity: 9/10
Realism: 8/10
Total: 17/20


ASHEERA
This is great, a non-predictible racial for Chronomancers (for the player, not the Chronomancers themselves )  I'm a bit worried about the progression from Expert to Ultimate Premonition, since while the first is down-to-earth enough, the second totally eliminates any concept of luck or randomness in battles!  As for perks, Twist History and Time Shift are innovative, but pretty imba (potentially)!  It doesn't matter much, though, since Twist History is an interesting idea and that matters most.  Time Stop is a fine ultimate.

Very nice overall, keep it up

Creativity: 8/10
Realism: 8/10
Total: 16/20


BLIZZARDBOY
Whoa, you did not have to blend all three criteria together, just choose one  Impressive work, managing to do so; even if the idea of snow-dwelling Chronomancers is a bit odd to me, I guess you must have misunderstood.  Recall and Lash are good perks - what's going on with Time Moat, though, is it activated or passive?  Flux is quite ambitious while being good and simple, thumbs up  Transcendence would be great for me if not for the instant 7 levels, something like a set experience bonus would be less tilted (heroes would want to try and wait until getting near level 33 before learning it)

Creativity: 8/10
Realism: 8/10
Total: 16/20


JIRIKI9
A clever ability, maybe a bit basic, but the inclusion of something winter-based would be welcome in HV  Unless those creatures begin with no abilities in the first place, though, applying all these new powers to them seems very unfair on the other factions  New spells as well is slight overkill, too much of a good thing for one faction.  I like the spell ideas, though, they're pretty creative and deserve a few points.  Frostheart is an intriguing idea, but: which perk is the ultimate?

I like your creativity, just don't go overboard on the "possibilities" the racial opens

Creativity: 8/10
Realism: 6/10
Total: 14/20


XEROX
I quite like your idea even if a little obvious, though I think the Time Warp ability is fairly overpowered, especially against armies with one stack (time-warp, attack enemy, time-warp again, rinse and repeat).  Since there are no details on limits like a mana cost or once / twice per battle or whatever, it looks really powerful.  Sands of Time is a game-breaker too, but it's balanced out by Time Stop I guess.  Still, balance isn't a major thing here so I don't mind.

Phase is a pretty interesting perk, like Phantom Forces V2.0  This racial is reasonably creative, but I have to take a few points for imbalance.

Creativity: 7/10
Realism: 6/10
Total - 13/20


ISABEL
A very reasonable ability, yet not as creative as I'm sure you could make it.  Master of Time is simple and realistic, yet Master of Space seems painful, since with 40 being the max level there's almost no chance it'd be of much use.  I like Mark of the Chronomancer, though  Transcendant seems quite powerful though, even for an Ultimate - even the Runemage's ultimate with constant good luck seems less game-breaking than this one.  With powerful but low-initiative creatures in the ranks, this ability would totally imbalance any fight!

Though it's not so unique, this isn't a bad ability, just needs a little more innovation I think.

Creativity: 6/10
Realism: 6/10
Total - 12/20


This round:
1st - Sith of Ziost
2nd - Asheera and BlizzardBoy
3rd - Jiriki9
4th - Xerox
5th - Isabel


Congrats Blizzardboy!  Sorry again to everybody for being so late!  Round 3 is as follows, and you have until January 18th to post entries - time is not on my side


Hero: Create an ultimate ability for a Shaman.

--or--

Town: Create an ultimate ability for a hero based in a desert-based undead town, much like the ones we discussed here.  Themes don't need to be based purely around death like in the Necropolis, you can include rebirth too (like involving Phoenixes somehow, for instance)

--or--

Perk: Create an ultimate ability with perks named "Midas Touch" AND "Glory to Sylanna"


Good luck, and thanks for staying with me

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xerox
xerox


Promising
Undefeatable Hero
posted January 14, 2009 04:53 PM

Shaman

Enchantments of Nature, work in progress¨

Changes effect,s, über adventure magic
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted January 15, 2009 12:20 AM

The Obelisk Racial Perk: Afterlife

Raising the tides of the sands to peek into the secrets beyond...

Hero Class - The Pharoah

Racial Synopsis - Also known as the Secret Keepers, the Pharoanic Order is an elitist society of ancient mystics who delve into the secrets of the afterlife. Not the petty, egocentric worshippings of Asha and all things in balance, but the darker secrets that lie beyond mere spirit - they call it the "second convergence". Where the spirit bonds to higher forms of life, or is damned to the accursed minions of their archenemy the Jackal Golem. Dwelling in the sands that stretch on the run between the known Ashan and the far east, the Obelisk (collectively known) are all dead or undead, meaning they are immortal or spiritual. Their intent is to rid the world of the delusions of death, and have them embrace the secret of the Afterlife.

More to come....

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted January 15, 2009 12:34 AM
Edited by Asheera at 14:31, 16 Jan 2009.

Town - Scourge

Hero - Plague Lord

Stat progression:
Attack     - 35%
Defense    - 25%
Spellpower - 25%
Knowledge  - 15%



Short Town Description
The plague lords are creatures who have been brought back to life not by the dark powers of necromancy, but by powerful and magical diseases. Most of the dead bodies don't revive in the same shape under the effect of these diseases, resulting in a lot of abominations and monstrosities. Among the Plague Lords ranks it is included the Ghoul, Beholder, Slime, Monstrous Spider, Spore, Abomination, and the Plague Priest.


Skills

Basic Contagion Every time an enemy creature gets attacked by a creature under hero's command, or an enemy creature strikes in close-combat against a plague lord's creature, it gets inflicted with a powerful disease for two turns. The disease lowers initiative and damage by 3%, attack and defense by 1. The disease effects are not cumulative but the effect refreshes its duration if applied on an already diseased creature. Does not affect Undead, Elemental or Mechanical units.

Advanced Contagion Every time an enemy creature gets attacked by a creature under hero's command, or an enemy creature strikes in close-combat against a plague lord's creature, it gets inflicted with a powerful disease for two turns. The disease lowers initiative and damage by 6%, attack and defense by 2. The disease effects are not cumulative but the effect refreshes its duration if applied on an already diseased creature. Does not affect Undead, Elemental or Mechanical units.

Expert Contagion Every time an enemy creature gets attacked by a creature under hero's command, or an enemy creature strikes in close-combat against a plague lord's creature, it gets inflicted with a powerful disease for two turns. The disease lowers initiative and damage by 9%, attack and defense by 3. The disease effects are not cumulative but the effect refreshes its duration if applied on an already diseased creature. Does not affect Undead, Elemental or Mechanical units.

Ultimate Contagion Every time an enemy creature gets attacked by a creature under hero's command, or an enemy creature strikes in close-combat against a plague lord's creature, it gets inflicted with a powerful disease for two turns. The disease lowers initiative and damage by 12%, attack and defense by 4. The disease effects are not cumulative but the effect refreshes its duration if applied on an already diseased creature. Does not affect Undead, Elemental or Mechanical units.


Abilities

Infection All damaging spells deal 33% more damage to diseased creatures. Also adds +4 to effective spellpower of (Mass) Decay.

Venom When an enemy stack dies, it is replaced by a group of friendly Slimes. The number of slimes is calculated so that they will have 10% of the original stack's power in total. They are not considered summoned creatures, so they must be killed to win the combat, and they remain in hero's army if the Plague Lord wins the combat with any of these slimes left.

(Slimes are this faction's tier 1 creatures)

Resistance Bane The disease gains a new penalty-effect to reduce enemy's Magic Resistance and Magic Protection by half.

Deadly Pestilence (Ultimate) All disease effects double in effect, and all enemy creatures start the combat already diseased for one turn (unless refreshed in the usual way)

(this means all penalties from the racial skill + the two abilities that improve the disease effect are doubled. Example: With Ultimate Contagion and Resistance Bane, the disease reduces target initiative by 24%, attack and defense by 8, and magic resistance & protection to only 25% of its actual value)
____________

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted January 15, 2009 02:10 AM
Edited by blizzardboy at 22:31, 16 Jan 2009.

Town: Pyre
Vigil beyond Death, Valor beyond Flesh

Alignment: Good
Aka: The Sacred Dead
Core Philosophy: In all things, stand your ground.
Worship: Elrath, Dragon of Light
Kingdom: Envire Vala Dune “Empire of the White Sands”
Capital: None

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

-       Makarat, Herald of the Sacred Dead


Hero: Guardian
The Guardian is the soul of one who fought against evil during life, and has been elected the special privilege to battle evil beyond death.

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

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

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

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

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

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

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

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

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



Perks:

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

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

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

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

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Fauch
Fauch


Responsible
Undefeatable Hero
posted January 15, 2009 03:11 AM
Edited by Fauch at 17:00, 16 Jan 2009.

almost everyone chose the desert town

guess what, I chose the same town than everyone else.

Vital energy drain :

Basic :
For your army : Resurrection and healing effects (from all sources) are increased by 5%. The loss of HPs for using raise dead/resurrection is decreased by 2.5%.
For the enemy army : Resurrection and healing effects (from all sources) are decreased by 5%. The loss of HPs for using raise dead/resurrection is increased by 2.5%.

Advanced :
For your army : Resurrection and healing effects (from all sources)  are increased by 10%. The loss of HPs for using raise dead/resurrection is decreased by 5%.
For the enemy army : Resurrection and healing effects (from all sources) are decreased by 10%. The loss of HPs for using raise dead/resurrection is increased by 5%.

Expert :
For your army : Resurrection and healing effects (from all sources) are increased by 15%. The loss of HPs for using raise dead/resurrection is decreased by 7.5%.
For the enemy army : Resurrection and healing effects (from all sources) are decreased by 15%. The loss of HPs for using raise dead/resurrection is increased by 7.5%.

Ultimate :
For your army : Resurrection and healing effects (from all sources) are increased by 20%. The loss of HPs for using raise dead/resurrection is decreased by 10%.
For the enemy army : Resurrection and healing effects (from all sources) are decreased by 20%. The loss of HPs for using raise dead/resurrection is increased by 10%.

Perks :

Sands warriors :
The hero learns the spell "raise sands warriors". This spell allows him to target any stack which could be targetted by raise dead or resurrection (including enemy stacks) and raise all the fallen units as skeletons (warriors, archers or mages, depending from what kind of creatures you raise them. The number of skeletons is equal to the number of fallen units)
fallen units can't be resurrected until their skeleton has been destroyed.

For example, an enemy stack suffered 50 casualties. You raise 50 skeletons archers from it. Your enemy can't raise those 50 units anymore. Then, he kills 10 of your skeletons. He can now resurrect those 10 creatures again (not as skeletons, but by casting raise dead / resurrection on his own stack)

Skeletons risen this way disappear at the end of the battle.

Puppet master :
The hero can now cast mind spells on undead creatures.

Mark of the lich king :
The hero can spend 1.0 of his atb to put a mark on an alive creature.
10% of the damage dealt to this creature will be added to the next healing / resurrection spell cast by the hero. (of course it is reset when the hero cast the spell)
moreover, this creature will lose 10% more HPs when being resurrected. The mark can only be cast on one creature at the same time.

for example, if your creatures deal 1000 + 500 + 800 = 2300 damage to a marked stack, your next healing / resurrection spell will give + 230 HPs

Ultimate ability :

Dire fate : (hum, I'm not completely sure it means what I want)
When performing a melee attack, the hero will put a curse on the target. Every time a cursed creature acts, a countdown will start. It begins at 30s, stops when the cursed creature ends his turn, and never resets. The countdowns are independant for every cursed creatures and they can't be dispelled or reset. When the countdown reaches 0, the whole stack dies.

For example, if a cursed creature takes 14s to act during his 1st turn, he will then have 16s left to act again before dying.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted January 16, 2009 02:31 PM

Ok finally finished my entry
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Blizzardboy
Blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted January 16, 2009 05:49 PM
Edited by Blizzardboy at 17:50, 16 Jan 2009.

@ Asheera: to the Plague Lord. I particuarly like the perks. Not being able to affect Undead is really harsh though since that completely cancels out a factions entire racial skill against necro; that would be a huge disadvantage. Would this faction be replacing the current necropolis (so that two plague lords fighting each other would just cancel out)?

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