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Heroes Community > Age of Heroes Coliseum > Thread: ICTC 4 - The Sanctum of the Dragon Knights
Thread: ICTC 4 - The Sanctum of the Dragon Knights
Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted January 29, 2009 01:41 PM bonus applied by kookastar on 03 May 2009.
Edited by Lexxan at 23:01, 25 Mar 2009.

ICTC 4 - The Sanctum of the Dragon Knights

Hey, today is the day that I'm going to compete in ICTC

I've created this faction already in the Finding Harmony Competition, but it wasn't really finished there. Also, this Sanctum will feature a few Minor Changes, in order to be a bit refreshing. Enjoy reading





The Sanctum



Also Known as: The Dragon Knights, the Blind Brothers
Race: Common Human, Aasimar Human
Faction Symbols: The Intertwined Dragons, the Winged Cross
Motto: "Hide, See and Strike"
Associated colors: Imperial Purple, Gold, Silver
Worship: Elrath (Dragon Knights) and Asha (Blind Brothers)
Alightement: Lawfull Good
Core Philosophy: "Live with the Sword, Die on the Shield"
Country/Kingdom: None, scatered over Ashan, All cites are part of the Dragon Knighthood.
Capital city: Qurtamne-Kilindor, the Flying Keep
Faction Aligntement: Lawfull Good
Allies: Haven, Stronghold, Academy
Neutral: Necropolis, Sylvan, Fortress, Dungeon, Temple (Naga), Grove (Half-Elves)
Enemies: Inferno
Primairy Magic Schools: Light and Summoning


Music:
As an extra, I've taken some music from BAldur's Gate and imported it as Town Music (fits well imo) - Consis should've known.
Town Music
Siege Music
Battle Music




The Sanctum In Short

Hero: Sentinel

Special Skill: Prayer

Line up:

1) Stele => Graveward/Stoneward  (Gargoylesque creatures)

2) Saggitarius => Radiant Saggitarius/Shadow Saggitarius (Powerfull archer)

3) Aasimar => Archon/Crusader (Valiant fighter)

4) Broken Monk => Blind Brother/Silent Sister (fragile, yet powerfull caster)

5) Roc => Thunderbird/Suzaku (fast flyer)

6) Chariot =>  Lightcross/Scythewheel (Fast Ranged War Machine)

7)  Celestial Dragon => Eclypse Dragon/Solar Dragon (Dragon... 'Nuff said.)

8) Dranaga (Powerfull Walker) (can be recuited after the Tear of Asha is build.)





History of the Dragon Knights - found on a scroll hidden near the a Portal to Sheogh

..........................................................................................................................................
At the beginning of the present Era, a Human scholar called Sar-Elam, discorvered and bound himself to the Concience of Asha, the Primordial Dragon of Order. Enlightened by his psychic meeting with the Dragon, he quickly rose to power in the small Brotherhood of Enlightement, a botherhood of scholars and sage, who soon became known as Wizards. Sar-Elam wisdom and insight was unmated throughout Ashan, not even by the Aegaean Sorcerers, and people believed that Asha acted through him. This reputation gave him the Title "Sevnth Dragon". Sar-Elam founded the city of Al-Safir, in the middle of the Southern Desert, a city that would become a Bulwark of Knowledge and Power, a city that would be known and respected by everyone in Asha, a city which splendor and beauty is still unmatched to this day.
Sar-Elam was a wise and benevolent ruler, loved by the people, respected by Magi, and feared by his enemies. For fourty years, the Southern Academy lived in Peace... or not?

At the same time, the world was being torn apart around them. Angels were fighting the Faceless, Elves were Figting Dwarves, Humans were fighting The Draconic Aegaeans. Behind all this Mayhem lied the Cursed Kingdom of Sheogh, where the Demons dwelled, the Spawn of Urgash, the Evil God of Chaos. Demons are come, just like Humans in all shapes and sizes, but whether they are Imps, Succubi or Devils, all of them have a great hatred to all that is and reperesents Good, and have a (literally) burning passion to destroy it. Sar-Elam interviened and Sacreficed himself to end the bloodshed. He and a handfull of his closest followers closed the Gates of Sheogh, Banning Urgash and his Demon kin to the core of Ashan once more. Casting the Seal completely drained the Soul of Sar-Elam and, eventhough his body was never found, it is believed that he died during the Sealing process.

However there was a flaw: every time a lunar eclipse would happen above the city of Al-Safir, Sar-Elam's Magic would be temporarely broken, allowing the Demons to be unleashed. This could not be prevented, as during these Lunar Eclypses, Asha couldn't controll the Seal anymore (since she dwells on the Moon).
Amongst the followers of the Seventh Dragon, there was strife about how the Portal should be protected and fought over, in case of such a Lunar Eclypse. Sar-Antor and His followers thought that they should learn to understand the ways of the Gods, as they did not fully trust the Seal's Power. They sacreficed their eyes to the Seventh Dragon, and were granted Highly Enlightened Wisdom and Intelligence in return. Sar-Badon was sceptical about Sar-Elam's Seal, seeing it as a liability to universal Balance, like Sar-Antor did. He believed that only brute force could protect Asha versus the Demon hordes. However, the Majority of the Magi follow Sar-Shazzam, a very wise and powerfull mage, who believed that Knowledge should be gotten above anything else, to resist as much of the Demon's power as possible. He knew that the Eclypses couldn't be delayed, but that wasn't the only thing he knew; Sar-Shazzar was a Diviner as well, and soon after the Seal was cast, he made the infamous Prophecy of the Dark Messiah, and realized that resisting the Demons would be futile anyway.
The three parties continued arguing and, Sixty-Two years after the Revelation of the Seventh Dragon, Sar-Elam's followers split up. This event is known these days as the Great Shism. Sar-Elam founded the Silver Cites, a group of Wizarding cities, all build to represent Al-Safir, and almost equal centres of Knowledge and Enlightement. Sar-Antor and Sar-Badon left Al-Safir and founded each an order of their own: respectively the Blind Brothers and the Dragon Knights. The Dragon Knights became a Martial Order that Guards the Demon Portals spread across Asha. They dwell Fortresses, called Sancti, that are invisible to the naked eye. The Blind Brother on the other hand, spread themselves across Asha, and became a group of Wandering Seers, who protected and prophesied unknown adventures from Anceint omens and Impending doom. Some of Brothers joined the Dragon Knights  and became, although not being able to see, a fighting Division in the Dragon Knight Order. It is about this Dragon Knighthood I'll write about.

Sar-Badon, our noble Founder died in 104 YSD at the fruitfull age of 124, barely 42 years after he founded the Order. It is said that he commanded the new Grandmaster, Sar-Kamar, to hid our Strongholds and Abodes from the sight of the inhabitants of Ashan. Whether this were true or not, Sar-Kamar reformed the order, making us a hidden order, a secret society, a myth... Our existance only proven by our fighting against the Demons during the First and Second Eclypse. Though we were hidden, and our existance was contested, we knew everything what had happened in Asha, due to our vast spying network. We luckily had some help from our closest allies, the serpentine Aegaean (Naga) race, who left Ashan around this same time, in their floating cities.

Then, 200 Years after the last Eclypse, disaster strook us instead of Ashan. During a third, but small Eclypse, a Band of powerfull Demon Lords escaped the Planar Prison. By this time they knew of our Order and where we dwelled. They hunted our Fortresses down... and slaughtered us almost every single one of us. Sar-Sarib, the Grandmaster was teleported to the Planar Prison himself, likely to undergo eternal torture and humiliation by the Sovereign and his minions. Only the Grandmaster's Son, Tibor managed to escape, with only a handfull of followers, some Blind Brothers and the Relics of Eight.

After our Defeat in 717 YSD, Sar-Tibor commanded that we should build one great fortress, one large and flying Keep and Several Sanctuaries in the Neighbourhood of the Portals. The Name of this Keep was called Quritamne (or Kelindor as it was called by the Blind Brothers). We wouldn't interfere in the Eclypses anymore, should the Demons discover our presents and defeat us again. Tibor made every Initiate Swear not to reveal the presence of Quritamne or her outposts to anyone, unless the predictions of Sar-Shazzam had been fullfilled. The Order wouldn't interfere in the matter of the Ashan population before the Dark Messiah has freed the Demons from Sheogh. Every intiate swore that oath and everyone who has blood of one of those initiates running through his/her veins cannot reveal the secret. I now, since the Dark Messiah has been born several years ago. Our great spying Network told us about the Dark Messiah, where he was born, whom he was born to, and everything else. The time has come to reveal ourselves. The time for action has come.

Sar-Bahat, Seventh GrandMaster of the Dragon Knighthood, 990 YSD
..........................................................................................................................................



Society

The Dragon Council.

The Grandmaster is the the Ruler of the Knighthood, but he has a Dragon Council which can makes the Sacred Oath. Every Oath made by the Council must be signed by the current Grandmaster. If the Grandmaster or a Council member do a proposal, the Councillers must vote annonymously whether to makethis proposal a law or not. The Grandmaster has a veto, if he disagrees with the voting and wants to abort the proposed Resolution. The Councillors are elected by the Grandmaster himself, but every citizen can give up his name as a sign of interest in becoming a cousellor. Permanent members of the Dragon Cousil are: the Grandmaster, the Grandmaster's successor, the Grandmaster's wife, his brothers, his parents (if still alive), the Mayors of the Dragonic Strongholds, the Archseer of Asha (a Blind Brother), the Highpriest of Elrath, the Vizier (if the Grandmaster doesn't have an heir or the heir(s) is/are underage; the Vizier is infact a viceroi here) and the Council Chairman (who is chosen for life). These will help the Grandmaster elect and lead the Dragon Council. Their main fuction is the one of Advisor. These permanent members are known as the Inner Circle.

Allthough the Oath of Representation states that anyone can become a councillor, some people are simply rejected: Foreigners (People who aren't followers of Sar-Badon or Sar-Antor, as well as non-humans), Soldiers, Underage men and women, Spies, Mercenairies, Criminals, and known Oath breakers. The procedure of electing the Councillors is rather complex, but it envolves a grand series of tests, including an intelligence test and a test of goodwill. Since these tests are controlled by the Silent Sisters (the Female branch of the Blind Brothers), who are able to detect any form of mischief and con, the participants simply cannot cheat. In the Haven society this system would automatically lead to corruption and cheating; in the Sactum however, Councillors are good by default. Also note that eventhough the Inner Circle has a hand in electing the Councillors, their vote in the Dragon Council itself is a big as of the Councillors they elected.

The Social Pyramid

At the top of the Sanctum Society stands the Grandmaster, who in theory rules all, followed by the Inner Circle (who are given large wages and important privileges), followed by the Dragon Council itself (who are give large wages and a modest amount of privileges), followed by the Clergy and the Army Officers (which all-in-all is the same), then the Army itself, followed by the High Burghers (Merchants, Salesmen, Government officials, Tax collectors, artists) and finally, the low Burghers (builders, farmers, craftsmen, servants, blacksmiths, etc...)

Architecture and art
Sar-Tibor converted himself to Elrath just after he founded Quritamne, and build a large shrine to Elrath in his home. In peacetime they cover their cities with Eldritch cupolae, making them invisible to mortal sight. Our Architecture  has influences from both the Silver Cities and the Human Empires. Main buildings are large, square or rectangularly shaped, and ornamtend with heavy statues of Elrath and our Six former Grandmasters; Sar Badon, Sar-Kamar, Sar-Sardon, Sar-Sarib, Sar-Tibor and Sar-Enak. I'll be granted the same honour after my demise. However, the Square Edges are smoothened and round, instead of the usual Human Tile Roofs, the Dragon Knights use domes and cupolae. Their Building materials are diffenrent from the generic Humans as well as they prefer Granite and Sandstone to Marble and Limestone.


Religion
The Dragon Knight worship Elrath as their supreme deity. (The Cross of Elrath is one our main symbols as well.) Churches and Cathedrals can be found in our cites, like those in the Holy Unicorn Empire. Almost everyone in our cites worships Elrath, causeing him to bless a portion of these followers and turing them into Aasimar. The Blind Brothers remained faithfull to their deity, Asha. The Worshippers of Asha, like the Blind Brothers don't build churches and sacrefice animals to please their god. Instead, they build monastairies, where they can meditate and learn in peace. The Religion is practiced like all other Humans practice religion; they come and pray only when nessecairy. However, Every Dragon Knight prays daily to Elrath, as an act of true clemency. There are no priests in the Sancti. The Army itself is the Priest; Army Officers are allowed to lead religious ceremonies and animal sacrefices, rather than those who actually want to study for it (like the Haven's priests). The Dragon Knight find it ridiculous; Only true and honest worship, from the heart, rather than from the head, is accepted by the Dragon Gods.

The Relics of Eight
In the Grandmaster's Palace, there is a secret room; few know of it, and even fewer have ever seen it. It's called the Holiest of Holies, and it where the Relics of Eight are guarded by the Aasimar, the High Humans.These artifact represent on of the Blessed Dragons each: The Never-breaking Vial of Tears (Asha), The Temptestaggeddon (Shalyssa), Promethian Fire (Ever-buring Fire, from Arkath), The Cloak of Eldritch (Malassa), a Ray of Pure light (from Elrath), a Seed of an evergrowing Sapling (from Shalyssa) and Sar-Shazzar's Wand of Purification. These Relics are extremely important: Whoever controlls them can invoke the Power of the Dragon Gods whenever he wants. The Aasimar, next to Unicorns and Angels, the purest beings on Ashan, cannot be tainted by greed, and will no abuse the power of these Relics. However, should these Relics fall into the hands, the concequences would be Dire indeed...

The Army and Pendant
When I (lexxan) speak of "Dragon Knights", I speak of the army. The Civilians are usually the same Humans found in any other city, like Talonguard and Ashwood. No, the true Dragon Knights are the Defender of the Home, rather than the home itself. Only the strongest and toughest are allowed to defend the honour of Sar-Tibor and his kin. In essence, this makes the Dragon Knights' army is small, but very powerfull compared to other armies. After the training had been successfull, the recuit is given the Title "Dragon Knight' and given the symbol that identfies him as a true member of the Dragon Knighthood; The Pendant of Balance, which looks like a -like medalion. However, the Pendant serves as a Channel to the Dragon Gods. Each Pendant has the Dragon Knights' native Symbol on it; the Intertwined Dragons; Each Pendant represents two Dragons and each Dragon has it's own colour, depending on which Dragons it's represents.
Yellow is Elrath, Blue is Shalyssa, Red is Arkath, Green is Sylanna, White is Sylath and black is Malassa. Usually the Three Other Dragons, Urgash, Asha and Sar-Elam aren't invoked through the Pendants, but if sometimes occurs. Sar-Elam is represented by Purple, Asha by Teal and Urgash by brown. The Pendant's purpose is, apart from identifying the bearer as a Dragon Knight, to ward of minor tragedies from the bearer. If your pendant is white with red, you'll be warded by Sylath and Arkath.





CREATURES:

1) Stele
Description:As Magic-Infused Statuettes, Steles are tiny, stone Gargoyles, who were are put on the most important building in the Sanctum, to ward of potent Demon Magic (hence the Imp Form). There Stone Wards can shift from life-form to Stone-form enabling them to both Fly and Regenrate.
Appearance: Exactly like the Image below


Attack: 2 {0}
Defence: 1 {4}
Damage: 1-2 {1-1}
Hit Points: 6
Speed: 6 {4}
Initiative:9 {8}
Growth: 19
Cost (approximate): low
Specials: Elemental, Stonemorph Shifting, flyer, Aura of Minor Magic Resistance, {Regeneration}, {Magic Proof 25%}
Level: 1
Kind: Stone Imp Warden - Elemental

Stonemorph Shifting: The Creature can  shift between it's Fleshmorph and Stonemorph. When it's Stonemorphed, the numbers and words between {} are it's statts and abilities. Creatures can't shoot or fly when in Stoneform.
Note for Modders: Other abilities that are disabled in Stonemorph form: Bash, Cleave, Double attack, First strike, Bravery, Lucky, Large Shield and Shield Allies.

Aura of Minor Magic Resistance: Creatures standing next to the Creaturs have 10% chance of resisting hostile spells.

Tactics: Pertifimps are offencively oriented, so use them offencively in the beginning of the battle. Try to get them in the enemy's ranks, and then stonemorph them, so they can act as tanks. Regeneration also ressurect some Pertifimps, making them quite durable. You can also use them to shield your own units from harm, even impending Fireballs and Lightning bolt. They are numberous and cheap, which is common for creature who aren't a real physical threat for opponents.


1a) Tombward
Description: Like the weaker Pertifimps, the Tombwards were created to ward of evil (and Demonic) spirits and beasts. Unlike the Steles, who were places around walls and on Parapets, Tombwards can be found near Graveyards and Crypts, guaring the rotting corpses of the Grandmaster's noble Ancestors. Due to their task of protecting the dead Dragon Knights from desacration and overall raising, the Stele have a Stronger resistance to Magic  in order to ward of wicked magiks. In addition, these Gargoyle Wardens are so hard to notice, that enemies are suprised by them, and are unable to retaliate them.
Appearance::

Attack: 2 {1}
Defence: 2 (+1) {4}
Damage: 2-2 (+1-0) {1-2}
Hit Points: 8 (+2)
Speed: 7 (+1) {4}
Initiative: 10 (+1) {8}
Growth: 19
Cost (approximate): Somewhat below Average
Specials: Elemental, Stonemorph Shifting, flyer, {Regeneration}, {Magic Proof 50%}, Bash, Aura of Moderate Magic resistance
Kind: Stone Imp Warden - Elemental

Aura of Moderate Magic resistance: Allies standing adjescent to this creaute have 20% chance to resist enemy spells.

Tactics: Steles are faster and thougher than the Alternative Upgrade (Steles), use the Speed/Bash combo to disrupt enemy retaliations. Note that Bash only works in Fleshmorph, NOT in Stonemorph. Main use is the same though: Fodder/Tank.

1b) Stoneward
Description: Stonewards are the Warding Pertifimps who were put on Important buildings, like Castles and Town Halls. These buildings need to be extremely durable as they are likely to be attacked in a siege. Hence the tough Stonewards, who are know for their great survivability. They were embedded by special gems, making them more durable to physical attacks and even stopping defence decreasing spells.
Appearance:


Attack: 2 {1}
Defence: 4 (+2) {6}
Damage: 1-2 {1-2}
Hit Points: 8 (+2)
Speed: 6 {4}
Initiative: 10 (+1) {8}
Growth:  19
Cost (approximate):
Specials:Elemental, Stonemorph Shifting, flyer, {Regeneration}, {Magic Proof 25%}, Armoured., Aura of Minor resistance.
Kind: Stone Imp Warden - Elemental

Tactics: Even More Tanky, and Immune to Vulnerability and Armour Crush. The Best as Fodder, rather sucky as an attack force. Again, place them in your enemy's lines and Stonemorph.

--------------------------------

2) Saggitarius
Description: Saggitarii are the expertly trained Archers of the Knighthood. They specialised themselves in using the Longbow. This gives them an advantage over long ranges, as their arrows get farther. Like most Humanoids in the Knighthood, the Saggitarii are blessed by Elrath, making them dangerous foes.
Appearance: Clothing style is the same, but the colours are different. More dark yellowish, sandy-coloured  clothing.


Attack: 3
Defence: 3
Damage: 2-4
Hit Points: 10
Speed: 4
Initiative: 10
Growth: 11
Cost (approximate): low
Specials: Shooter, Dragonblessed, Long Range
Kind: Dragon Knight Archer - Humanoid

Dragonblessed: Creature is affected by the Prayer Racial Skill.
Long Range: The Creature's Range is 3/4, thus it's damage over long range is 50% higher than usual (50% + 50% of 50% = 75%)

Tactics: Slightly Weaker statistically, but more durable than
the Holy Griffin Archer, The Saggitarius can, due to his 3/4 range, do more damage than a group of Archers. Note the their growth is slighly lower than the Archer's to balance this slight advantage. They are a quite fast shooter too, at 10 initiative.

2a) Radiant Saggitarius
Description: Radiant Saggitarii are the Marksmen, the best Saggitarii of the Knighthood. Not because of their skill, but because of their shooting speed. Indeed, these Archers can shoot multiple arrows in a period of time where normal Saggitarii would fire only one or two. Their Silvery robes reflect the Sunlight, grating them the name "Radiant". They don't wear the silver robes on esthetical purposes though; these robes reflect the sunlight in such a way that it blurrs the vision of enemy shooters, who miss when shooting at them.
Appearance: Same clothing design, Holy Cross is replaced by Elrath's Cross, Clothes are shiny silvery in colour and refect the sunlight.


Attack: 3
Defence: 5(+2)
Damage: 2-6 (+0-2)
Hit Points: 14 (+4)
Speed: 4
Initiative: 10
Growth: 11
Cost (approximate):
Specials: Shooter, Dragonblessed, Long Range, Radiance, Scatter Shot
Kind: Dragon Knight Archer - Humanoid
Radiance: This creature suffers 35% less damage from Ranged attacks.

Tactics: The Radiant Saggitarii are tough, very tough. Hostile Ranged Damage is reduced by more than 1/3, their Defence and Hit Points have been greatly increased, and scatter shot quickly destroys opposing Turtle Stacks. Expect that your opponent will either charge you or cast powerfull magiks on your Radiants. Keep this in mind, and keep them out of trouble (magical immunity is a Great Help as well). Their Damage Range is Huge, so watch out for Weakness casters. An excellent unit to use against Stronghold and Haven.


2b) Shadow Saggitarius

Description: Radiant Saggitarii may be called the best, actually the best ones are these guys: the Shadow Saggitarii. These Saggitarii specialised themselves by lurking in the Shadows and hide in the bushes, lurking, waiting and firing at Demon Lords with great power. Disaster is the effect.
Appearance: Colour of their robes depend on the terrain they're one (green for Grassland, yellow for Desert, brown for Taiga, Purple for Underground, Black for dirt, Blue for Sea, White for Snow, orange for Dwarven Underground, Red for Lavaplains)


Attack: 4 (+1)
Defence: 2 (-1)
Damage: 3-5 (+1-1)
Hit Points: 10
Speed: 6 (+2)
Initiative: 9 (-1)
Growth: 11
Cost (approximate):
Specials: Shooter, Dragonblessed, Long Range, Shadowmelt, Presice Shot
Shadowmelt: Creature can turn invisible. This form of Invisibiliy is the most lethal of all. It can only be dispelled by creatures with the Detect Invisibility Ability, or by creatures standing next to them, or when four turns have passed. During this time, the creature is affected by Advanced Righteous Might.

Kind: Dragon Knight Archer - Humanoid

Tactics: The complete opposite of the Radiant Saggitarius. Turn them invisible and move away from the square as enemies will try to reach it. Try to get close enough to enemy shooter/casters and attack them with Precise Shot. Very lethal units, probably the best Lvl 2. They aren't that strong when not shadowmelted, so kill them quickly before they can shadowmelt. You'll be in trouble it you can't.

--------------------------------


3) Aasimar
Description: Aasimar are the descendands of Sar-Tibor and his friends, the Dragon Knight that were blessed by the Dragon itself. They became Aasimar, or High-Humans. Aasimar are slightly taller than Humans, their hair is fairer, their skin more tanned. As the Footsoldiers of the Knighthood, the Aasimar are Warriors that fight with righteous Zeal. Their mighty Blades wreak havoc on the battlefield, while their Amour limits their maveuverability. Strong and Slow. Once they charge they almost always preform an additional strike.
Appearance: Like below, but without the Shield and with a two-handed sword.


Attack: 5
Defence: 8
Damage: 3-4
Hit Points: 20
Speed: 4
Initiative: 9
Growth: 8
Cost (approximate): High
Specials: Dragonblessed, Cleave, Armoured
Kind: Aasimar - Humanoid

Tactics: They are slow, but very lethal if they can reach their oponents. Cleave and high damage can  be an overkill, but their attack isn't spectacular and their are expensive for their level. They aren't good to charge the enemy with, use you Rocs, Dragons or Steles for that.


3a) Archon
Description: Archoi are the Elite Watchers of the Knighthood, the Keepers of the Holy Relics in Quritamne. They are known to get into a fiery Rage when their comrades fall and their attack sometimes are so irresistable that enemies fail to retalialate
to their blessing by Elrath. Elrath's Magic also works better when cast on them.
Appearance: With Silver Armour and a Orange Cape, otherwise Identical.


Attack: 5
Defence: 10 (+2)
Damage: 4-5 (+1-1)
Hit Points: 29 (+9)
Speed: 4
Initiative: 10 (+1)
Growth: 8
Cost (approximate): Expensive
Specials: Dragonblessed, Cleave, Armoured, Enraged, Bash, Immune to Confusion.
Kind: Aasimar - Humanoid

Tactics: This Upgrade makes this creature a little bit more offencive, but it still remains a tank. Still very strong for it's level.


3b) Crusader
: The Knighthood's Crusader are their elite-demonslayers, they mercilessly slaughter hordes of Infernal beasts, without a doubt due to their blessing by Elrath. Driven by righteous Zeal, the are figuratively the Nightmare's Nightmare. Elrath's Magic also works better when cast on them.
Description:
Appearance:


Attack: 7 (+2)
Defence: 8
Damage: 3-6 (+0-2)
Hit Points: 25 (+5)
Speed: 5
Initiative: 9
Growth: 8
Cost (approximate):
Specials: Dragonblessed, Double attack, Armoured, , Child of Light, Demon Hunter (loses Cleave)
Kind: Aasimar - Humanoid
Demon Hunter: The Creature does +50% damage versus Demonic units. Demonical Units have a -1 Luck Penalty when facing this creature on the battefield (this penalty vanishes once the Aasimar are killed)

Tactics: Increasements in Maximal Damage and Attack, and double attack make the Crusaders a real offencive unit, especially versus Demons. Child of Light increases their overall efficiency, like it does with the Pristine Unicorns and the Celestial Dragon. Keep in mind that they're still a bit slow though.




--------------------------------

4) Broken Monk
Description: The Monks of the Broken Ones are the initiates in the Blind Brotherhood. These initiates already passed the Right of Blindness, making them temporarily blind (the Blinding effect are dispelled if the leave the Brotherhood (they still can), otherwise, they're Permanent). The Initiates can be both Male and Female, and are learned how to use Magic correctly. Broken Monks aren't magically powerfull on their own, but if they can bind themselves to a Spellcaster  (both enemy and ally) they create a bridge between their Arcane Power and the one of the Targets and destribute the power Equally. Since the Broken Monks usually are the weakest caster of the two, they parasiticly drain Mana and Spells from their target, making them a lot more powerfull.

Appearance: Like that, but blindfolded and without lantern (They are Blind, so they don't need Lanterns


Attack: 8
Defence: 8
Damage: 5-9
Hit Points: 24
Speed: 3
Initiative: 9
Mana: 10
Growth: 5
Cost (approximate): Moderate
Specials: Immune to Blind, Caster, Arcane Bridge
Kind: Blind Brother - Humanoid
Arcane Bridge: The Creature binds itself to a spellcaster (can be both an ally or an enemy) creating an invisible Arcane Bridge between the creatures. The Creature gains 25% of the targets Mana instantly, and every time the target casts a spell, that spell appears in the Creature's Spellbook. In addition, there is a chance of 15% that that Spell will be blocked in the Target's spellbook. When Under the effect of this Ability, the Mastery of All the Creature's Basic spells (the ones it had before the Bridge) is increased by one. The Bridge collapses once one of the two Stacks dies, or when the Bridgebuilder chooses another target (so: when all of the target's mana is depeted) Only Spellcasters and Heroes can be targeted by the creature
Spellbook: Basic Fire Trap, Basic Arcane Chrystal

Tactics: Broken Monks are slightly below-average creatures on their own, but can become a real pain in the @$$ when Using Arcane Bridge. They are extremely Dangerous versus Academy and Dungeon, so these faction should beware. Their attack/defence is fine, their damage is average (but Damage Range is High) They aren't maneuverable though with only 3 Speed (Extremely low) and 9 initiative. (thse are low, as they are uneasy about their Blindness, and don't know how to move well ) A Quick Uprgrade is a prudent choice.


4a) Blind Brother

Description: There is a difference between the Blind Brothers of Ashan, the Order of Seers, and their Brothers who serve the Dragon Knights. These have renounced the Second Sight and, though Seers, don't use this Skill anymore. Their Blindness is Permanent this time, there's no way back now. They are very erratic persons, they depend on the Gods to grant them Magical Power. This makes them erractic foes, but at times downright lethal. Attack them with caution  
Appearance: like below, but with a Walking Stick.


Attack: 10 (+2)
Defence: 8
Damage: 5-9
Hit Points: 22 (-2)
Speed: 3
Initiative: 11 (+2)
Mana: 20
Growth: 4
Cost (approximate): High
Specials: Immune to Blind, Caster, Arcane Bridge, Random Spellbook
Kind: Blind Brother - Humanoid
Spellbook: Random
Random Spellbook: At the Start of Combat Ramdomly gains three spells, that can be of any level and of any Mastery (chances see below)
Chances for getting spells: Lvl 1: No: 50% Bas: 40% Adv: 35% Exp: 20%
                           Lvl 2: No: 45% Bas: 35% Adv: 25% Exp: 20%
                           Lvl 3: No: 35% Bas: 30% Adv: 20% Exp: 15%
                           Lvl 4: No: 25% Bas: 20% Adv: 15% Exp: 10%
                           Lvl 5: No: 15% Bas: 10% Adv: 5% Exp: 1%

Tactics: With a Small increasement in Defence and (thank God!) Initiative, the Blind Brother is a statistically weak Lvl 4 Upgrade. Ramdom Spellbook is a Quite Imbalanced ability, and downright dangerous if combined with Arcane Bridge. Despite the low statts, this creature is extremely Dangerous, though the Chances are low, Expert Puppet Master can pop-up in their Spellbooks, but Basic Earthquake can as well. A liabilty, but usually one that is rewarding. Keep those fingers crossed.


4b) Silent Sister
Description: The Female members of the Blind Brothers, the Silent Sisters don't fancy the Spellcasting life their Male Counterparts live. They themselves prefer a life in serenity and peace, while they train themselves in Martial Arts. Unlike the Brothers, they are a liability and with their Martial tricks they can sometimes preform an additional strike, in addition to their Spellcasting powers.
Appearance:


Attack: 12 (+4)
Defence: 8
Damage: 7-11 (+2-2)
Hit Points: 28 (+4)
Speed: 5 (+2)
Initiative: 10 (+1)
Mana: 10
Growth: 4
Cost (approximate): High
Specials: Immune to Blind, Caster, Arcane Bridge, Swift Attack, Assault
Kind: Blind Brother - Humanoid
Spellbook: Basic Fire Trap, Basic Arcane Chrystal, Basic Slow

Tactics: With a nice, overall Statt Increasement, the Blind Sister is a good Offencive unit, in addition to their Mastery of Arcane Chrystal and Fire Trap. Swift Attack and Assault both a small abiliteis, but handy nontheless (especially when you realise that they can cast Slow



--------------------------------

5) Roc
Description: Rocs are the Largest birds in Ashan. They dwell near the Eastern Mountains, where the majority of Dragon Knight Strongholds can be found. These Giant Eagles are noble and brave creatures, who can pick up smaller targets, just to drop them from great heights. Elrath protects these Birds as well, as they joined his cause.
Appearance: Like this. Unlike the H2 Roc, this Roc is more an Eagle than a Hawk.


Attack: 15
Defence: 10
Damage: 8-12
Hit Points: 65
Speed: 7
Initiative: 15
Growth: 3
Cost (approximate): Expensive
Specials: Large, Flyer, Dragonblessed, Snatch 'n' Drop
Kind: Roc - Beast
Snatch 'n' Drop: This creature can Snatch up Enemy Creatures (within their movement reach) up in the air untill their next turn. Then they Drop the Creatures, forcing them to take Damage. Snatched enemies are forced to skip their turns between the two turns of the Creature. If Dropped, their ATB value is reset to 0 in addtiton to the physical Damage they took. Incorporeal, Insubstanal or Large Creatures or Cretures effected by the Rune of Etherealness can't be Snatched, while Flying units can't be dropped (they simply fly back to their square. If a creature took place on the square of a Snatched creature, this stack will suffer half the usual Drop damage.
Note: Drop damage is (#Roc/#Creatures) X (10 X #Roc)

Tactics: High Attack and Initiative underline the offencive use of this unit, and Snatch 'n' Drop is good to dispose of smaller units. Speed is great too, but Defence and Damage could've been better. Still an above average creature for it's level.


5a) Thunderbird
Description: Thunderbirds are a Roc sub-species, a species that is electrically charged. Those unfortunate to be attacked by them, are literally thunderstruck, at the Thunderbirds Beak and Talons are made of Iron, conduct the Elecric Currents in the Sky quite well. In other words: enemies are toasted.
Appearance: Like below.


Attack: 18 (+3)
Defence: 12
Damage:  6-12 (-2-0)
Hit Points:  70 (+5)
Speed: 8 (+1)
Initiative: 16 (+1)
Growth: 3
Cost (approximate): Expensive
Specials: Large, Flyer, Dragonblessed, Snatch 'n' Drop, Storm Strike, Immune to Lightning
Kind: Roc - Beast

Tactics: High increasement in Offencive Power, something that this bird needed. Their Downgrade in Damage is because of the Storm Strike. As for the rest, their use remains the same.


5b) Suzaku
Description: Suzakus are Creatures of Fire, the Rocs that dwell near Volcanoes. Overtime, these Firebirds became creatures of Fire themselves, and thus can't be harmed by this element. In addtion they can waze their wings so violently that a Waze of Flames can errupt from it. To top it all, everyone who dare to strike them, will feel their external hotness, to their own demise
Note: If you are unshure what the link is between thses and the Dragon Knights, these Birds live near the Dragon Knight Strongholds and were tamed by them (see Roc post).
Appearance: Exactly like below, but a little bit fiery.


Attack: 15
Defence: 15 (+3)
Damage: 15-20 (+7-8)
Hit Points: 77 (+12)
Speed: 7
Initiative: 14 (-1)
Growth: 3
Cost (approximate): Expensive
Specials: Large, Flyer, Dragonblessed, Snatch 'n' Drop, Flame Wave, Fire Shield, Immune to Fire
Kind: Roc - Beast

Tactics: A Much needed increase in Defenc and Hit pints, which blends in well with their Fire Shield Ability. Initiative Dropped Slightly, but their Damage has increased greatly, (which was nessecairy, as they don't have Storm Strike, but the Weak Flame Wave. This unit is excellent for both Shielding your shooters from harm as blocking the enemy ones.

--------------------------------
6) Chariot
Description: Chariots are the Knighthood's main shock troopers. They are fast, agile, and can annihilate enemy stacks with one strike from afar. Mounted by the Elistest of all Horsemasters, They can become a terrible foe indeed.
Appearance:Like the image below, except that the armoured figure wears medievalesque clothing/armour and carries a bow.


Attack: 22
Defence: 24
Damage: 15-25
Hit Points: 105
Speed: 6
Initiative: 11
Growth: 2
Cost (approximate): somewhat high
Specials: Large, Dragonblessed, Ranged, Wheeling attack, Maneuver.
Kind: Chariot - Humanoid


Tactics:The Chariot is a fast ranged troop, that is able to do tons of damage, no matter what. However, it's a bit fragile and needs Light buffing to be very effective. It will maneuver unless it has nowhere to go. Attack and Defence are moderate, but damage isn't that great. Nevertheless, an additional shooter is always handy. Note that Wheeling Attack works with Maneuver, meaning that it will attack while running away.

6a) Lightcross
Description: The Lightcross is barely what people call a Chariot. It's more of an armoured carriage. However, It is said the Elrath's own essence is captured in it's roofcross, and as the Lightcross shoots beams of concentrated Light, it is believed that these beams are the true wrath of Elrath. True or not, this make the cart somewhat Light-dependant, making it more difficult to handle when there's no light present at all.Appearance: It looks like the Age of Empire War Wagon ,with a cross mounted upon it; Purple Drapes with the Elrathian Cross on it hang from the roof, as the Cross is mounted on the roof as well. It's being turned manually from inside the Wagon (looks automated, but it isn't).The Chariot's wheels are reinforced with Steel strips and boults. It's outer armour is covered with spikes.
 


Attack: 24 (+2)
Defence: 28 (+4)
Damage: 25-30 (+10-5)
Hit Points: 125 (+20)
Speed: 7 (+1)
Initiative: 11
Growth: 2
Cost (approximate): Somewhat high.
Specials: Large, Dragonblessed, shooter, No melee penalty, Light-Dependant, War Machine,
Kind: Chariot - Humanoid
War Machine: The attack and Damage of this creature is increased accoring to the hero's Mastery of the War Machines skill.
Light Dependant: This unit suffers a 25% penalty to damage during eclypses and whilest being underground.

Tactics:The Lightcross is a powerfull, but somewhat unreliable Shooter. Eventhough it's a War Machine, it still counts as a Living Creature, making it frenzy-able and puppet-able. it's main weakness is the light-dependancy. Do not pair it with Eclypse Dragons. Do not take it underground. Do not siege an enemy Dungeon with it. Don't. Don't. DON'T. Overall, it's damage and attack is great for a shooter, and the Lightcross will prove to be a big asset to your army, despite it's main weakness. Luckily you have that No Melee Penalty!

6b) Scythewheel
Description: Scythewheels are Armoured Chariots, that eventhough a bit weak, are greatly feared by the demons, since the War Idol can severely hurt them, by-passing them.
Appearance: a Gold-plated and Gem-ornamented Chariot, drawn by two horses. The Charioteer and the Archer wear medieval armor in the Knighthood's primal colours.


Attack: 25 (+2)
Defence: 25 (+1)
Damage: 20-35 (+5-10)
Hit Points: 110 (+5)
Speed: 6
Initiative: 11
Growth: 2
Cost (approximate):Somewhat Expensive
Specials: Large, Dragonblessed,  Scythewheels, shooter, maneuver.
Kind: Chariot - Humanoid


Scythewheels: this specials is equal to wheeling attack, but delivers 45% of the normal damage. Doesn't damage allies. May miss incorporeal creatures. Also works with maneuver.




Tactics: The Scythewheel is statistically weaker that the Lightcross, but somewhat more reliable. Apart from it's large damage range, the Scythewheel has no weaknesses. if it's blessed, it will do enormous damage (35!) for any level 6. It's certainly stronger than the Lightcross, but a lot less durable... chose wisely.




--------------------------------
7) Celestial Dragon
Description: Celestial Dragons are the offspring of Elrath, the Dragon of Light. Since the Conversion of Sar-Tibor, Elrath recognised the Dragon Knights are the true fighters of Light and send it's kin to assist the Dragon Knights in watching the abysses of Sheogh. This Dragon don't breathe fire, but Light Magic seems to work better on them, than it does on anyone else.
Appearance: without the orb and a lighter form of blue. Otherwies identical to the image


Attack: 27
Defence: 27
Damage: 25-40
Hit Points: 220
Speed: 8
Initiative: 14
Growth: 1
Cost (approximate): High + Chrystal
Specials: Large, flyer, Dragonblessed, Child of Light
Kind: Elrathkin  - Dragon

Tactics: A somewhat weak lvl7, the Celestials Dragon's power lies in it's Speed. It's by far one of the fastest Lvl 7 (even beating the Green Dragon) and Child of Light is a Usefull trick when you're out of mana for Mass Spells. 220 Hitpoints are very high too.


7a) Solar Dragon
Description: The Solar Dragons are the controllers of the Sun. They deicde where it will shine, how hard it will shine and how ling it will shine. In addition, the Solar Dragon's can create a barrier of Solar Fire around them. This divine power is lethal to all Unholy creeps in Ashan.
Appearance: like below


Attack: 32 (+5)
Defence: 30 (+3)
Damage: 30-50 (+5-10)
Hit Points: 220
Speed: 8
Initiative: 14
Growth: 1
Cost (approximate): High + Chrystal
Specials: Large, flyer, Dragonblessed, Child of Light, Sunfire, Radiance
Kind: Elrathkin  - Dragon

Sunfire: the Creature lets our a burst on Sunlight, damaging all adjescent Squares with Eldritch Damage. Allies are Immune to this, hile the Sunfire does double damage to Undead and Demons.


Tactics: The Solar Dragon is an extremely good and though Lvl7, only it's damage is quite low. Charge the enemy and when surrounded use the Sunfure ability.


7b) Eclypse Dragon
Description: Elcypse Dragons are the Mysterious Celestial Dragon that only emerge during Eclypses. Some say that they are Solar Dragons, while others believe they are White Dragons. Point is, these Dragons are as ellusive as the Dragon Knights themselves. An Elven eye-witness account states that these Dragon ecreate Eclypses by flying in front of the sun or moon. These stories aren(t proven, but the myths exist nontheless.
Appearance: like below



Attack 30 (+3)
Defence: 30 (+3)
Damage: 25-55 (+0-15)
Hit Points: 220
Speed: 9 (+1)
Initiative: 15 (+1)
Growth: 1
Cost (approximate): High + Crystal
Specials: Large, flyer, Dragonblessed, Child of Light, Eclypse
Kind: Elrathkin  - Dragon
Eclypse: The Creature Creates an Eclypse for three turns. All Creatures from the Sanctum faction gain a +3 advantage to Attack, Defence, Minimal Damage nad Maximal Damage. The efficeincy of Dark Magic and Ranged attacks are Halved during this period. The Creature cannot act during that time.

Tactics: The Eclypse Dragon is the Fastest Level 7, use that advantage. Eclypse will give enemy shooter and Dark Magic users (especially Inferno) a great disadvantage. Use the Eclyptic Dragons Speed to maximise it's effectiveness, as Attack and Defenc are average and overall damage is low. Watch out for Weakness and Slow!

--------------------------------


8u) Dranaga:

Description: Only those worthy of Elrath's true protection, can become like Elrath. The Dranagae, half-men, half-dragon are descendants on the Godly Dragons themselves. None of the Primordial races can match their expertise and power, not even the Might Black Dragons. It is believed that these Celestial Beings are summoned through a portal from the Godly World, but, as they are a rare sight, no one is really sure. It is known that their connection with Elrath is true, since every form of Light has a devastatingly beneficial effecton them.

Attack: 45  
Defence: 40
Damage: 70-80
Hit Points: 325
Speed: 6
Initiative: 12
Growth: One appears every two weeks, one per week with Castle AND Tear of Asha.
Cost (approximate): High + 3 Crystal.
Specials: Large, Teleport, Dragonblessed, Child of Light, Demon Hunter, Purge, No enemy retaliation, Immune to Frenzy, Bravery, Blade of Slaughter.
Kind: Dragon Human - Celestial being

Appearance: It's face obsucred by a helmet, the Dragana looks exactly like a Sentinel, but with goldish scales instead of skin, and pristine wings sprouting from it's back. It's muscular arms wield a sword almost as large as the Dranagae themselves are.


Tactics: This unit is purely offencive; it's excellent for Hit and Run tactics. Teleport, strike and teleport back. Excellent unit, even for a level 8. Really worth the (high) price.





The Racial


Racial: Prayer: The Sentiness prays to elrath at the start of combat to get a blessing (Blessings are: Divine Strength, Regeneration, Endurance, Haste, Righteous Might or Deflect Missile)

Bas: 30% chance that 1-2 random stacks get a Blessing cast on them at no Mastery. the Spells last for three turns. This only affects Dragonblessed creatures.
Adv: 50% chance that 1-2-3 random stacks get a Blessing cast on them at Basic Mastery. the Spells last for five turns. This only affects Dragonblessed creatures.
Exp: 75% chance that 2-3-4 random stacks get a Blessing cast on them at advanced Mastery. the Spell lasts for seven turns. This only affects Dragonblessed creatures.
Ult: 100% chance that 1 random stack gets a Blessing cast on it at Expert Mastery + An additional 50% chance that 1-2-3 stacks get a Blessing cast on them at Advanced Mastery. the Spells last for the duration of the combat. This only affects Dragonblessed creatures.

Perks:


Light Channel: The Hero has +5 Spellpower when casting Light Spells


Higher Spheres: Prayer can now cause that Magical Imunity, Arcane Armour or Vampirism can be cast through Prayer as well.


Broadening of Light: Every non-demonical Creature in the Hero's army gains Dragonblessed in combat.


Ultimate Perk:  Champion of Light: The Hero gets all Blessings in his spellbook. The Hero can summon Lvl 7 Creatures to the battlefield once per combat. (the summonable creatures are: Solar Dragon, Archangel, Emerald Dragon, Storm Titan, Phoenix (rare 2%)). The amout of summoned creatures is Hero Level/3, fractipn rounded down. The Summoned units are permanently affect by: Righteous Might, Divine Strength and Regeneration. (Requires Refined Mana, Divine Guidance and Mentoring)




Heroes:

Hero Class: Sentinel: Att: 1 Def: 1 SpP:1  Kno:2
Primairy Skills before lvl 10: Att: 30% Def: 20% SpP: 20% Kno: 30%
Primairy Skills after lvl 10: Att: 25% Def: 25% SpP: 25% Kno: 25%


Merik
Bio: Not many Broken Monks forsake their duty to Asha, in order to become a Dragon Knight. Yet Merik made that decision. He trained exceptionally well, finishing full training after merely one month, Granting him the Pendant of Sar-Shazzar and Shalyssa. His connection to the Broken Monks and their more powerfull master never fades though... and no one is able to lead them more than he can.
Specialty: Pendant of Enlightement:: The Hero gains a +15% bonus to his mana cap. In addition, All types of Broken Monks get a +1 bonus to Attack and Defence for every level of the Hero, starting at level one.
Skills: Basic Prayer
       Basic Enlightement - Intelligence

Merik starts with the Fire Trap spell.


Ajantis:
Bio: Ajantis' training was paved with Courage and Honour. Being strong, brave and untiring Ajantis' reputation quickly grew amongst the Dragon Knights, even reaching the Inner Circle. Being a Pilar in the Fight against Evil, Ajantis was granted the Pendant of Elrath and Arkath. He is able to lead the High Humans like no one is, being an Aasimar himself. His courage is uncontested.
Specialty: Pendant of Purity: Creatures in the Hero's army gain +1 Morale. In addition, Aasimar and their upgrades gain +1 to attack and Defence per Hero Level, starting at level 1.
Skills: Basic Prayer
       Basic Leadership - Diplomacy

Ajantis starts with the Divine Strength spell


Clemantheia
Bio: Despite her physical weakness, Clemetheia was give the Rank of Dragon Knightess after she'd proven to be an extremely talented Spellcaster. Indeed Clementheia's Magical Potential, as well as her benevolent nature, made her an excellent addition to the Dragon Knights Forces, and she even made it to the Inner Circle. The secret of her powers remains shrouded in mystery, yet it is believe that she had been blessed by Arkath... though evidence for this hasn't been shown yet. She is also the proud owner of the Pendant of Arkath and Malassa.
Specialty: Pendant of Power: Troops in the Heroes army have 5% chance to resist enemy destructive Magic. In addition, the Hero's spellpower increases by 1 for every four levels she gains, starting at level 1.
Skills: Basic Prayer
       Basic Sorcery
       Basic Destructive Magic

Clemantheia starts with the Eldritch Arrow spell


Zolika:
Bio: Being the renowned owner of the Pendant of Arkath and Sylanna, Zolika has become a Dragon Knight because of her Endurance. Endurance can be taken literally, as her master of the Abjuration spell has proven to be unmatched in the whole Knighthood. her practical invulnerability had proven to be a gaint asset in the past... and the present.
Specialty: Pendant of Protection Damage against this Hero's troops in decreased by 5%. In addition, the Defence bonus given by the Endurance spell is increase by 1 for every four levels of the Hero, starting at Level 1.
Skills: Basic Prayer - Higher Spheres
       Basic Light Magic

Zolika start with the Endurance spell


Ruzonik:
Bio: Ruzonik is an old veteran, of whom some jest that he even met Sar-Tibor (who lived 200 years ago) in real life. Despite his old age, the owner of the Pendant of Sylath and Sylanna is renowned for his expert Defencive abilities. There is not siege inwhich he hasn't been on the winning side - his skill to fight back when pushed in a corner is renowned indeed.
Specialty: Pendant of Vigilance: The Hero is able to controll the Arrow Towers when defending a siege. In battle with another Hero (not neutrals), the Hero's army get's a bonus to defence. That Bonus is level/3, fractions rounded down. In addtion, if the Hero is attacked, he gains a +50% bonus to his starting ATB value. The Swift Mind perk only works when the Hero attacks.
Skills: Basic Prayer
       Basic Defence - Vitality

Ruzonik Starts with a FIrst Aid Tent.


Aldagonda:
Bio: Aldegonda isn't known for being competent, strong or even averagely powerfull. Despite all of this, she managed to become a Dragon Knightess, earning her the Pendant of Sylath and Malassa. It is believe that her carreer had been guided by Luck and luck alone, but whether true or not, it is known that Aldagonda always chooses the exact right time to strike... and strike hard.
Specialty: Pendant of Chance: The Hero gets a +1 Bonus to luck. Good Luck strikes 5% +1% per hero level (starting on level 1) more often and increases damage by 60% instead of the normal 50%.
Skills: Basic Prayer
       Basic Luck - Soldier's luck

Aldagonda starts with a Ballista


Gwynneth:
Bio: Hardly anyone is believed to be purer and more Good-natured than Gwynneth. Originally planning to join the Saggitarii, Gwynneth quit the training at the advice of her Trainer, who saw her more suited for a True Dragon Knight. Gwynneth competed, and her surpreme Archery skill mainly made her a Dragon Knightess, earing her the Well-deserved Pendant of Elrath and Asha.
Specialty: Pendant of Radiance: The Hero's ranged troops (including Ballistae) have a +5% chance of doing double damage (independent from luck). In addition, the Hero's Saggitarii and their upgrades gain +1 to attack and defence for each Hero level, starting at level 1.
Skills: Basic Prayer - Broadening of Light
       Basic Attack
       

Gwynneth starts with the Arcane Crystal Spell and an Ammocart.



Kenward:
Bio: Kenward's strength is overwhelming - No one as strong as Kenward was trained as a Dragon Knight before.Iit is said that his strength even matches, if not surpasses, the Dranaga's. True of not true, Kenward is respected by his allies and feared by his foes... in case they met. Kenward got the Pendant of Arkath and Urgash after graduating, and became a master Charioteer, even being able to handle one Chariot on his own.  
Specialty: Pendant of Strength: The Hero's troops gain +3 to Attack at the start of Each combat.  In addition, Chariots gain +2 to attack for every level of the Hero, starting at level 1
Skills: Basic Prayer
       Basic Attack
       Basic Logistics

Kenward starts with the Haste Spell
____________
Coincidence? I think not!!!!

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted January 29, 2009 01:44 PM
Edited by Lexxan at 19:35, 25 Mar 2009.

Part two

[-PART TWO OF THE FACTION-]

Campaign

Name: Ghosts of the Past
Short Description: Aurelion Ikonol, a young Dragon Knight, survived the onslaught of Stonewood, the Dragon Knight's Stronghols untill that time. Now he has to find and destroy the Demon who destroyed Stonewood and stop him from getting his Hands on the Relics of Eight!
Situation: Two centuries before TotE, in 717 YSD... They year of the Third Eclypse, located troughout the Roughlands of Ranaar.

Prologue:
I, Aurelion Ikonol, am to be one of the, if not the most pious and kind-hearted of all Dragon Knight Apprentices. I do not think I deserve that much credit. I'm not a natural born fighter, and I'm not valiant either, but maybe, maybe they see something I cannot see...

Today, I finally surpassed the rough training I've been following for the past five years. Finally, I'm accepted into the Prestigious Dragon Knighthood, as my ancestors did long before me... Tonight I'm going to get an honour only a few deserve...

[cinematic]
In a prestigious and pristine ceremony, the Dragon Knight apprentices Step forward. All of them are given a Pendant of Balance with different colours.. We can hear Aurelion's voice when he gets his - (Close-up on a Yellow-Red Pendant): "Arkath and Elrath... Could've been worse

Festivities till late in the night. Fireworks and suddenly a horn is blown somewher out of sight. Camera turn around and shows a Horde of Demons attacking the Partyers. Aurelion draws his two handed sword, but is assaulted by a Horned Grunt - screen turns black


[/cinematic]

"Today was the Day Stonewood, the pinacle of the Dragon Knighthood was destroyed... I was knocked unconcious during the fighting, only to awaken in the ruins that once were known as the proud Bastion of Stonewood... The Demons, and whoever lead them to this pandemonium will pay for this deed most foul..."

Mission 1: Rallying the Dragon's Army.
Introduction: With Stonewood in ruins, and with the fate of all other Dragon Knight uncertain, Aurelion must investigate the reason behind the slaughter and the fate of his comrades.
Bonus: 10 Aasimar - 15 Saggitarii - 1 Chariot
Objectives: -Find Tibor and his allies before Garsh does.
           - Aurelion must Survive              
Storyline: Aurelion tiredly walks to a nearby spring to refresh himself, when he suddenly hears someone nearing him.  Aurelion quickly hides behind the Bushes as he sees two demons approach the spring - the Demon Lord Hashech and his henchman Garsh. It is revealed that Tibor, the Grandmaster's sole heir, fled Stonewood with the Relics of Eight. Garsh needs to find Tibor and report his location to Hashech, so the Demon Lord can attack Tibor and claim the Relics. Aurelion must find Tibor before Garsh does. The map has no towns, but contains some places where Aurelion can Hire reinforcements. Aurelion is limited to Level 8

Mission 2: The Ray of Pure Light
Introduction: When Aurelion met Tibor it has appeared that Elrath's Relic, the Ray of Pure Light is missing. Aurelion and Tibor must find it before time runs out, as Elrath's patience and forgiveness is limited. Bonus: Endless Sack of Gold - a Scroll of Magical Immunity - Tibor starts with Expert Attack
Objectives: - Find the Ray of Pure Light and bring it to Quritamne
           - Aurelion and Tibor must Survive
           - Optional: Ally yourself with the Blind Brothers
Storyline:The Blind Brothers will prove to be a key ally in this mission. Eventhough you can complete the scenario wihout them, it's advisable to do so (you need to find and give them the Boots of Levitation) as you will be able to recruit Blindbrother in Quritamne afterwards. The map is exactly the same as The Haven Mission "The Trap" in H5. The Sanctum of Quritamne is located in the Far North-West corner. A Haven town called Brightwood is controlled by the Demon Garsh in the centre of the map. Once you've found the Ray of Light bring it to Quritamne and win. Aurelion and Tibor are limited to level 10


Mission 3: Eliminate the Scout
Introduction: Garsh has located the whereabouts of the Relics and of Quritamne. Aurelion has to stop him before he can notify Hashech of his finding.
Bonus: 5 Chariots - 2 Celestial Dragons - Dragon Tooth Necklace.
Objectives: - Defeat Garsh
           - Aurelion and Tibor must Survive    
Storyline: Garsh has fortified himself in the Inferno town of Ur-Khazad. Ur-Khazad is heavily fortified maing rush tactics obselete. On his way to the Inferno, Aurelion and Tibor will meet Elrath, which will result in a blessing by them into Aasimar and allowing them to create Solar Dragons Or Eclypse Dragons. There's also a Tear of Asha present, and this will enable the summoning of the Heavenly Dranagae, which will be a huge asset to have. Aurelion and Tibor are limited to level 20

Mission 4: The Boulder Trap
Introduction: Unfortunately, just before Aurelion and Tibor found the wicked Garsh, he managed to send a message to Lord Hashech. Now the Lord has prepared and army and wishes to Assault Quritamne. Can Tibor save the City from Impending doom, nwo Aurelion has mysteriously vanished?
Bonus: 50 Radiant Saggitarii - 30 Archoi - 15 Blind Brothers
Objectives: - Accumulate 150 Ore before 2 Months or Defeat Hashech's army
          - Sar-Tibor must Survive
Storyline: There are two ways to win this scenario: Either you get yourself 150 Ore before Hashech arrives (creating a hugh trap that will crush Hashech's forces) or simply build-out your town untill he arrives and defeat him.

Mission 5: Timeshifting
Introduction: At the beginning of Mission four, Aurelion has Vanished. Now we will see what really happened to him. Is he alive or dead?
Bonus: - Choose Tombwards Radiant Saggitarii, Archoi, Blind Brothers, Lightcrosses and Solar Dragons as your forces OR choose Stonewards, Shadow Saggitarri, Crusaders, Silent Sisters, Scythewheels and Eclypse Dragons as your forces.
Objectives: - Follow Elrath's Directions
          - Slay The Demon Lord Hashech
Storyline: The Night before Mission 4, Elrath appeared to Aurelion once more, ordering him to leave Quritamne and follow a series of Portals throughout the map. Each one-way portal is guarded by a Demon Lord, but after each Portal there are reinforcements to strengthen Aurelion's Army, the types of units depend on your bonus choice. Each Portal also transports Aurelion to the future, ine week per portal to be precise. At the Eighth and FInal Portal, Aurelion finds Hashech, who just retreated from his assault of Quritamne. Deafet him to win.

Epilogue

[CINEMATIC]
Aurelion and Hashech fight one-versus-one. Aurelion wins and slays Hashech. Elrath appear once again and guides Aurelion to the Final portal.
[/CINEMATIC]

Aurelion: Where will it take me, Revered One
Elrath: (heavenly voice) You will see, Aurelion Ikonol. It will bring you to the time where's you'll be most needed.
Aurelion: but where-
Elrath: You know. It is time.


Aurelion hesitates. Elrath know exactly what troubles him and says: "Sar-Tibor will make an excellent Grandmaster. The Relics will be save for more two centuries. It is behind this portal your real destiny lies. It is behind this portal the Knighthood and all that is good needs you. It is behind that Portal that the relics are in grave danger.
Aurelion seems to understand, and nods. and steps towards the portal, as he vanishes, Elrath: silently says: "Good Journey to you, Aurelion, Saviour of Relics."






Campaign Heroes.


Aurelion
Bio: Having Survived the destruction of Stonewood, only hourse after his graduation as a Dragon Knight, Aurelion Ikonol was in serious trouble. A demon is planning t rout the Survivors, murder them in cold blood and, ever worse, take the Relics of Eight! Aurelion must stop this wicked monsted before it can achieve it's twisted goals.
Specialty: Pendant of Purity: Creatures in the Hero's army gain +1 Morale. In addition, Aasimar and their upgrades gain +1 to attack and Defence per Hero Level, starting at level 1.
Skills: Advanced Prayer
       Basic Logistics

Aurelion starts with the Haste Spell


Tibor
Bio: As the son of the Grandmaster - the Ill-fated Sar-Sarib, Tibor quickly became the centre of the Dragon Knighthood after Stonewood's destruction. Young and slightly naive, he has to protect his people from Lord Hashech and his Evil plan. Resistance will be difficult, but he won't give up without a fight.
Speciality: Pendant of Vigilance: The Hero is able to controll the Arrow Towers when defending a siege. In battle with another Hero (not neutrals), the Hero's army get's a bonus to defence. That Bonus is level/3, fractions rounded up. In addtion, if the Hero is attacked, he gains a +50% bonus to his starting ATB value. The Swift Mind perk only works when the Hero attacks.
Skills: Basic Prayer
       Basic Defence
       Basic Summoning Magic

Tibor starts with the Blade Barrier Spell and a First Aid tent

Towns (first name = true name, second mane = Blind Brother name)

Aldaré-Kalander: + 3 to Stele growth
Alexandretta-Xelindir: + 1 to Aasimar growth
Arbora-Saveras: Walls have +50% more Hit Points. Caste costs 1000 gold less
Aurora-Pyraesir: +1 to Luck and Morale of Defending troops, 1- to luck and morale of attacking troops
Eleria-Regalir: Ballista at 1500 gold
Luxinvicta-Olandar: +250 gold a day
Segestica-Semgebar: +2 to Saggitarius growth
Vigilantia-Waker: All heroes can be bought at 1500 gold (no matter how many you actually have)

Stonewood (Campaign town): +1 to Wood and Ore per day. Gold income from the town is increased by 10%
Quritamné-Kilindor (Campagin Town). Walls have +50% more hit Points. Castle costs 1000 gold less


Buildings

Civilian:


Town Hall: An upgrade of the Village Hall.
The Town Hall allows you to purchase town structures and earns your kingdom 1000 gold per day. Costs 2500 gold.


City Hall: An upgrade of the Town Hall.
The Town Hall allows you to purchase town structures and earns your kingdom 2000 gold per day. Costs 5000 gold.


Capitol: An upgrade of the City Hall.
The Town Hall allows you to purchase town structures and earns your kingdom 4000 gold per day. Each player can only have one Capitol. Costs 10.000 gold.


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


Marketplace: With the Marketplace you can exchange resources and sell artifacts (exchange rates decrease with each Marketplace you own). Costs 500 gold and 5 wood


Rescource Silo: An upgrade of the Marketplace.
The Resource Silo provides you with an additional +1 crystal each day. Costs 5000 gold and 5 ore


Blacksmith: The Blacksmith provides your armies with First Aid Tents. Other war machines can be bought on triple price. Costs 1000 gold and 5 wood.


Shipyard:The Shipyard allows you to purchase ships. Costs 2000 gold and 20 wood.


Fort: The Fort provides your town with defensive walls. Costs 5000 gold, 5 wood and 5 Ore.


Citadel: An upgrade of the Fort.
The Citadel increases base creature growth by 50%, adds a keep and moat-like terrain obstacles to a town's defenses. Costs 5000 gold, 5 wood and 5 ore. Center Tower Creature: Broken Monk casting Divine Vengeance.


Castle: An upgrade of the Citadel.
The Castle adds two arrow towers, fortifies your town's defenses, and doubles base creature growth. Costs 5000 gold, 10 wood and 10 Ore.

Center Tower: Blind Brother casting Divine Vengeance anim. Side Towers: Broken Monk Casting Divine Vengeance anim.

Magical


Mage Guild Level One:Allows a visiting hero to learn the spells kept within. Keeps 3 spells of the first circle. costs 2000 gold, five wood and five ore.


Mage Guild Level Two:Allows a visiting hero to learn the spells kept within. Keeps 3 spells of the second circle. Costs 1000 gold, 5 wood, 5 ore and 1 of each rare resource


Mage Guild Level Three:Allows a visiting hero to learn the spells kept within. Keeps 3 spells of the third circle. Costs 1000 gold, 5 wood, 5 ore and 2 of each rare resource



Mage Guild Level Four:Allows a visiting hero to learn the spells kept within. Keeps 2 spells of the fourth circle. Costs 1000 gold, 5 wood, 5 ore and 3 of each rare resource



Mage Guild Level Five:Allows a visiting hero to learn the spells kept within. Keeps 2 spells of the fifth circle. Costs 1000 gold, 5 wood, 5 ore and 5 of each rare resource



Spy Guild: Increases the overall effectivity of the Thieve's guild. Cost of paying for Rumors/information in the Tavern is halved. All heroes get a +1 boost to Line of Sight. CCosts 2000 gold and 10 wood.


Brotherhood of the Sword: Gives any defending army a +2 Morale Boost. costs 1500 gold and 5 ore.


Artifacts Merchant: Allows the visiting hero to buy artifacts. Costs 5000 gold and 5 wood.


Mercenairy Camp: Allows to recruit any random unit. the type of unit changes each week. Costs 3500 Gold, 10 wood, 5 Ore and 5 Mercury.


The Holiest of Holies: The Sanctum's Tear of Asha structure; It increases the Kingdom's income by 5000 and the Town's creature growth by 50%. Fortifies the Castle's walls by another 25% Increases Morale and Attack of all allied Heroes by 3. Enables the Portal of Glory. Requires a Tear of Asha.

Militairy


Stonemason's Guild: The Stonemasons's Guild allows you to recruit 19 Steles a week. Costs 500 gold and 5 ore.
Artisan's Guild: An upgrade of the Stonemasons's Guild. The Artisan's Guild allows you to recruit 19 Tombwards a week. Costs 1200 gold and 6 ore
Scultor's Guild: An upgrade of the Stonemasons's Guild. The Scultor's's Guild allows you to recruit 19 Stonewards a week. Costs 1200 gold and 6 ore.



Archery Range: The Archery Range allows you to recruit 11 Saggitarii a week. Costs 1500 gold and 10 wood. Recruires Blacksmith.
Sunscorching Range: An upgrade of the Archery Range. The Sunscorching Ranger allows you to recruit 11 Radiant Saggitarii a week. Costs costs 1500 gold, 5 wood and 5 sulphur.
Starshooting Range: An upgrade of the Archery Range. The Starshooting Guild allows you to recruit 11 Shadow Saggitarii a week. Costs 1500 gold, 5 wood and 5 gems.




Academy: The Academy allows you to recruit 8 Aasimar a week. Costs 2000 gold, 10 wood and 10 Ore. Requires Town Hall. Prequisite for City Hall.
Gymnasium: An upgrade of the Academy. The Gymnasium allows you to recruit 8 Archoi a week. Costs 3000 gold, 10 Ore and 5 Mercury
Sacrademy: An upgrade of the Academy. The Sacrademy allows you to recruit 8 Crusaders. Costs 3000 gold, 10 ore and 5 gems.


Abbey of the Broken: The Abbey of the Broken allows you to recruit 4 Broken Monks a week. Costs 1500 gold, 10 Ore, 5 wood and 5 crystal. requires Mage Guild lvl 1
Abbey of the Blind: An upgrade of the  Abbey of the Broken. The Abbey of the Blind allows you to recruit 4 Blind Brothers a week. Costs 3000 gold, 15 Ore, 5 wood and 5 crystal
Abbey of the Silent: An upgrade of the Abbey of the Broken. The Abbey of the Silent allows you to recruit Silent Sisters a week. Costs 3000 gold, 15 Ore, 5 wood and 5 crystal



Cliff Nest: The Cliff Nest allows you to recruit 3 Rocs a week. Costs 4000 gold, 15 wood and 5 Crystal
Thunder Nest: An upgrade of the Cliff Nest. The Thunder Nest allows you to recruit 3 Thunderbirds a week. Costs 5000 gold, 10 ore, 5 wood and 5 Mercury
Flame Nest: An upgrade of the Cliff Nest. The Flame Nest allows you to recruit 3 Suzakus a week. Costs Costs 5000 gold, 10 ore, 5 wood and 5 Mercury



Hippodrome: The Stonemasons's Guild allows you to recruit 2 Chariots a week. Costs 7000 gold, 20 wood and 5 crystal. Requires Academy OR Archery Range (either of those)
Elyseum: An upgrade of the Hippodrome. The Elyseum allows you to recruit 2 Lightcrosses a week. Costs 10.000 gold, 15 wood and 5 gems. Requires Abbey of the Broken.
Colloseum: An upgrade of the Hippodrome. The Colloseum allows you to recruit 2 Scythewheels a week. Costs 10.000 gold, 15 Ore and 5 Sulphur. requires Cliff Nest.


Heaven's Light: The Heaven's Light allows you to recruit 1 Celestial Dragon a week. Costs 10.000 gold, 15 Crystal and 10 gems

Solar Bliss: An upgrade of Heaven's Light. The Solar Bliss allows you to recruit 1 Solar Dragon a week. Costs 15.000 gold, 10 crystal and 5 sulphur

Apocalypse: An upgrade of Heaven's Light. The Apocalypse allows you to recruit 1 Eclypse Dragon a week. Costs 15.000 gold, 10 crystal and 5 Mercury.

note: The Dragon building will actually feature the Sun itself. The Celestal Dragon's "building" will feature a cloudless sky  with a Golden sun(click on the sky itself to recruit the dragon.), while the Solar Dragon and Eclypse dragon will feature a pink sky during sunrise and an eclypse respectively.


The Portal of Glory: The Portal of Glory allows you to recruit 1 Dranaga for every two weeks. Costs 5000 Gold and 10 of every other rescource. Requires the Sanctum's Tear of Asha building, the Holiest of Holies.





Skill System:


Attack: (15%)


Tactics: Increases the area in which the hero can rearrange creatures before combat
Requires (req): Basic Attack
Prequisite for (preq): Preparation


Battle Frenzy: Battle Frenzy
Req: Basic Attack
Preq: Power of Speed, Retribution


Archery: Increases damage dealt by hero's creatures in ranged combat by 20%.
Req: Basic Attack
Preq: Flaming arrows


Retribution: Troops under hero's control deal increased amount of damage according to their moral state.
Req: Adv Attack, Battle Frenzy
Preq: none



Power of Speed:  Hero acquires Mass Haste spell on advanced level
Req: Adv Attack, Battle Frenzy
Preq: none


Flaming Arrows: Ballista under hero's command negates enemy defense and deals additional elemental fire damage. Destroyed ballista will be restored in hero's army after combat
Req: Adv Attack, Archery
Preq: none
____________________________________________________________________

Defence: (8%)



Vitality: Increases hit points of all your creatures by 2 (Particularly effective for large armies)
Req: Basic Defence
Preq: Stand Your Ground



Protection: Decreases damage dealt to your creatures by magic attacks by 15%
Req: Basic Defence
Preq: Resistance


Evasion: Decreases damage dealt to your creatures by ranged attacks by 20%.
Req: Basic Defence
Preq: Arrow Shield


Stand your Ground: Troops under hero's control get +60% bonus to their defense carrying out the Defend command.
Req: Vitality
Preq: Preparation, Last Stand


Last Stand: All troops under hero's control are blessed with amazing vitality. If enemy creatures attack the hero's troops and kill them all, the last of the troops will survive the attack with 1 hit point
Req: Stand Your Ground
Preq: none


Preparation: All the creatures, while discharging the Defend command, will retaliate any enemy, which assaults them, first, even if the enemy has No retaliation ability. Moreover, if the defending creature has Unlimited Retaliation ability, it will attack the enemy twice: Before and after it's assault.
Req: Stand your Ground, Tactics
Preq: None


Resistance:  Hero gains +2 defense permanently
Req: Protection
Preq: none


Arrow Shield (new): The Hero Gain the Deflect Missile Spell at Advance Mastery. The Spellpower of this spell is increased by 5 and costs 3 mana less.
Req: Evasion
Preq: none



Luck: (4%)


Soldier's Luck: Guarantees that useful combat abilities of creatures in hero's army (like Squires' Bash, for example) will trigger more often.
Req:  Basic Luck
Preq: Warlock's Luck, Dead Man's Luck


Resourcefullness:  In the course of adventures the hero tends to find more gold and resources and be more lucky overall.
Req: Basic Luck
Preq: Tear of Asha Vision


Magic Resistance: Increases magic resistance of all creatures in hero's army by 15%. Creatures are more likely to avoid enemy magic.
Req: Basic Luck
Preq: none


Warlock's Luck: Luck rolls will now be applied to destructive spells cast by the hero, thus allowing a chance for double damage from spells
Req: Soldier's Luck
Preq: None


Dead Man's Luck: The hero has gained an ability to affect the Luck of enemy creatures. The Luck of all enemy troops is decreased by 1.
Req: Soldier's Luck
Preq: none


Tear of Asha Vision: The hero now 'feels' the location of the Tear of Asha in his or her very heart. Digging for a Tear of Asha somewhere around its actual location is much more likely to be a success.
Req: Rescourcefullness
Preq: none


Leadership: (10%)


Recuitement: Increases weekly growth of 1st, 2nd and 3rd level creatures by +3, +2 and +1 respectively. Hero must be stationed within the friendly town on the last day of the week for effect to take place.
Preq: Basic Leadership
Req: Aura of Swiftness


Estates: Hero contributes 250 gold pieces per day to your cause.
Preq: Basic Leadership
Req: War Taxes


Diplomacy: Allows hero to effectively negotiate with hostile creatures. Increases chances and reduces costs of creatures that wish to join your army
Preq: Basic Leadership
Req: Empathy


Aura of Swiftness: Combat movement speed of all units in hero army is increased by +1.
Preq: Recruitement
Req: Artificial Glory


Artifical Glory: War Machines and Golems are now affected by positive morale effects (negative morale does not apply).
Preq: Aura of Swiftness
Req: none


War Taxes: Every Humanoid in your army pays 0.5 Gold a day.
Preq: Estates
Req: None


Empathy: Each time when the Morale effect is triggered with any of the creatures in the hero's army, the hero moves 10 percent forward along the ATB bar. (If the creature has a negative Morale effect, the hero is moved backwards).
Preq: Diplomacy
Req: Divine Guidance


Divine Guidance: The Hero receives the special combat ability to encourage his troops on a battlefield, making their turns come faster.
Preq: Empathy
Req: none



Logistics: (2%)


Scouting: Hero receives +4 to his range of view and gets an ability to see precise number of creatures in neutral troops, in enemy armies, towns and garrisons within his range of view.
req: Basic Logistics
preq: Silent Stalker


Pathfinding: Reduces penalty for moving through rough terrain by 50%.
req: Basic Logistics
preq: Snatch


Navigation: Increases hero's movement speed at sea by 50%.
req:  Basic Logistics
preq: none



Silent Stalker:The enemy will see only the strongest creature in hero's army with no number at all. Also this ability allows to see courage of neutral monsters and enlarges hero's field of view by 12 tiles.
req: Scouting
preq: Swift Mind


Snatch: The hero spends no movement points to pick up resources, access buildings and other similar actions
req: Pathfinding
preq: Familiar Ground, Death March


Swift Mind: Hero receives +25% bonus to Initiative at start of combat
req: Silent Stalker
preq: none


Familiar Ground: All creatures in hero (Knight or Ranger) army receive +1 for movement speed if the battle is taking place on grassy terrain
req:  Snatch
preq: none


Death March: All hero's troops gain +4 speed during the siege of an enemy castle
req: Snatch
preq: none



Enlightement: (10%)


Arcane Intuïtion: Allows hero to learn an unknown spell used by an enemy hero or creature in combat (hero must be able to learn the spell with regards to his level in this school of magic).
Req: Basic Enlightement
Preq: Mentoring, Arcane Exaltation


Intelligence: Increases normal maximum mana by 50%.
Req:  Basic Enlightement
Preq: Wizard's Reward, Graduate, Mentroing, Arcane Exaltation



Scholar: llows the Hero to teach various spells to other heroes, effectively trading spells between spell books.
Req:  Basic Enlightement
Preq: Mentoring, Arcane Exaltation, Arcane Rejuvenation (Sorcery)


Graduate: Being so keen to learn, the hero is granted +2 Knowledge and an additional bonus of +1000 experience
Req:  Intelligence
Preq: none


Wizards Reward: Hero gains +2 to Spellpower permanently, plus an extra 1000 gold as a one-time bonus
Req:  Intelligence
Preq: none


Mentoring: When this hero meets another friendly hero, the latter gains as much experience as he or she needs to have his or her experience become equal to 25 percent of that of the mentor's (this is only effective if that hero has less experience originally).
Req:  Intelligence, Scholar
Preq: Champion of Light


Arcane Exaltation: Delving deep into the secrets of spellcraft, hero gains +2 Spellpower permanently.
Req: Intelligence, Scholar
Preq: none




War Machines: (8%)



Ballista: Allows manual control of the Ballista. Ballista gains one extra shot. Restores the Ballista after the battle if it was destroyed
Preq: Basic War Machines
Req: Triple Ballista




Catapult: Allows manual control of the Catapult. Catapult gains one extra shot. Restores ammo cart after the battle if it was destroyed
Preq: Basic War Machines
Req: Tremors



First Aid: Allows manual control of the First Aid Tent. Restores the First Aid Tent after the battle if it was destroyed
Preq:  Basic War Machines
Req: Plague Tent



Tripple Ballista: Ballista gains another extra shot (up to 3 consecutive shots total if hero is proficient with ballistas).
Preq: Ballista
Req: Brimstone Rain



Tremors: Hero acquires Earthquake spell and the ability to cast it with shaking effect, damaging and stunning all creatures behind fortress wall
Preq: Catapult
Req: Remote Controll


Brimstone Rain: Catapult gains another extra shot (up to 3 consecutive shots in turn if hero is proficient with catapults).
Preq: Tripple Ballista
Req: none



Remote Controll: At the beginning of the combat one of the enemy War Machines comes under your control.
Preq: Tremors
Req: none



Plague Tent: The hero's First Aid Tent receives an ability to damage enemy creatures
Preq: First Aid
Req: none





Light Magic: (15%)




Master of Abjuration: Grants mass effects to Deflect Missile and Endurance spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells
Preq: Basic Light Magic
Req: Surpress Light, Fire Resistance, Guardian Angel



Master of Blessings: Grants mass effects to Divine Strength and area effect to Cleansing spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells.
Preq: Basic Light Magic
Req: Guardian Angel



Master of Wrath: Grants mass effects to Righteous Might and Haste spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells. Adds +4 to effective spellpower of Holy Word spel
Preq: Basic Light Magic
Req:  Storm Wind, Refined Mana



Eternal Light: Hero's light spells are twice harder to dispel. Opposite spells (like Slow versus Haste) applied by an enemy to Hero's creatures have 50% chance to fail.
Preq: Basic Light Magi
Req: Refined Mana



Surpress Light: Enemy hero is forced to spend twice more mana to cast Light Magic spells in combat
Preq: Master of Abjuration
Req: none


Fire Resistance: Creatures under Hero's control receive only 50% damage from all fire-based spells attacks and are immune to armor damaging effects of Master of Fire ability.
Preq: Master of Abjuration
Req: none


Guardian Angel: When all the knight's troops fall dead in combat, an Angel, summoned on a field of battle, resurrects the most powerful group of dead creatures and disappears
Preq: Master of Blessings, Master of Abjuration
Req: none


Stormwind: The Ranger calls upon the forces of nature to affect enemy flying creatures. Initiative and Speed of all enemy flyers is decreased by 1.
Preq: Master of Wrath
Req: none



Refined Mana: Casters in hero army will spend only half the required mana cost to cast spells
Preq: Eternal Light, Master of Wrath
Req: Champion of Light



Dark Magic: (2%)


Master of Curses: Grants mass effects to Weakness and Suffering spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells.
Preq: Basic Dark Magic
Req: Fallen Knight


Master of Pain: Grants area effects to Decay and Vulnerability spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells. Adds +4 to effective spellpower of Unholy Word spell.
Preq: Basic Light Magic
Req: Corrupted Soil


Master of Mind: Grants mass effects to Slow and Confusion spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells.
Preq: Basic Dark Magic
Req: Shrug Darkness, Seal of Darkness, Dark Renewal


Fallen Knight: Dedicated to learning all the secrets of Dark Magic, the Knight becomes a pariah among his or her own kind. Troops under knight's control suffer -1 penalty to morale, but all Dark Magic spells cast by the Knight are now more powerful (effective Spellpower is +5 for casting those spells).
Preq: Master of Curses
Req: none


Corrupted Soil: The hero calls upon forces of nature to affect enemy melee-attacking creatures. Any time an enemy creature moves it will receive some damage. Inflicted damage equals hero's level.
Preq: Master of Pain
Req: none


Dark Renewal: Should it happen that any magic spell is resisted by target, the hero gains back all the mana spent to cast that spell.
Preq: Master of Mind
Req: none


Seal of Darkness: Enemy hero is forced to spend twice more mana to cast Dark Magic spells in combat
Preq: Master of Mind
Req: none


Shrug Darkness: Enemy Dark Magic spells will be cast with only 50% of effective Spellpower
Preq: Master of Mind
Req: none


Twilight:Increases Spellpower: +3 for all spells of dark and light magic schools.
Preq: Basic Light Magic, Basic Dark Magic
Req: none


Destructive Magic: (2%)




Master of Fire: Grants armor-damaging effect to Fireball, Firewall and Armageddon spells. Creatures affected by these spells suffer additional -50% defense penalty.
Preq: Basic Destructive Magic
Req: Mana Burst, Secrets of Destruction



Master of Ice: Grants freezing effect to Ice Bolt, Deep Freeze and Circle of Winter spells.
Preq: Basic Destructive Magic
Req: Cold Death



Master of Storms: Grants stunning effect to Lightning Bolt and Chain Lightning (first target only) spells.
Preq: Basic Destructive Magic
Req: Sap Magic



Secrets of Destruction: Hero gains +2 Knowledge permanently and randomly acquires one damaging spell of 1st to 3rd circle that is not yet in hero's spellbook.
Preq: Master of Fire
Req: Ignite



Mana Burst: The hero calls upon the forces of nature to affect enemy casters. Any time an enemy creature casts a spell it will receive damage 10 times the hero's level.
Preq: Master of Fire
Req: none


Cold Death: Makes Necromancer's spells Ice Bolt, Deep Freeze and Circle of Winter more powerful. Those spells will kill at least one creature, if that creature has no Immunity to Cold.
Preq: Master of Ice
Req: Extinguish Fire


Extinguish Fire: Makes creatures immune to fire feel 50% of the Fire damage, they usually would've ignored. Magic Proof effect is halved when struck by a fire spell of this Hero. Only works for enemies.
Preq: Cold Death
Req: None



Sap Magic: Damage dealt by enemy spells is reduced by 20%.
Preq: Master of Storms
Req: none


Ignite: Fire spells casted by the hero in combat will ignite enemies, inflicting 100% of current spell damage to the target during next 3 rounds.
Preq: Secrets of Destruction
Req: none



Summoning Magic: (8%)



Master of Conjuration: Makes Conjure Phoenix and Summon Elementals spells more powerful (effective Spellpower is increased by 4 for casting those spells).
preq: Basic Summoning Magic
Req: Fire Warriors, Exorcism, Elemental Balance


Master of Earthblood: Makes Fire Trap and Earthquake spells more powerful (effective Spellpower is increased by 4 for casting those spells).
preq: Basic Summoning Magic
Req: Fog Veil


Master of Life: Makes Fist of Wrath and Raise Dead spells more powerful (effective Spellpower increases by 4 for casting those spells)
preq: Basic Summoning Magic
Req: Banishment


Fire Warriors: Hero is granted the knowledge of Summon Elementals spell. Regardless of circumstances this spell will summon Fire Elementals from now on. The number of Elementals summoned is 40% greater than normal.
preq: Master of Conjuration
Req: none


Exorcism: All Destructive Damage spells against summoned and gated targets deal double the normal damage
Preq: Master of Conjuration
Req: none


Elemental Balance: Superb knowledge of summoning magic allows the hero to counterbalance the combat situation when battling against skilled summoners. Each time the enemy uses the Summon Elementals spell, a small group of elementals of opposite aligment is automatically summoned to fight for the hero's cause.
preq: Master of Conjuration
Req: none


Fog Veil: The Hero calls upon the forces of nature to affect enemy ranged-attacking creatures. Initiative of all enemy shooters is decreased by 10% and their damage is decreased by 10%
preq: Master of Earthblood
Req: none


Banishment: Special combat ability. Unsummons part of the summoned or gated stack.
preq: Master of Life
Req: none




Sorcery: (6%)



Magic Insight: Allows a hero to learn magic spells of the third circle regardless of actual skills in the respective schools of magic.
Preq: Basic Sorcery
Req:  Arcane Brilliance



Arcane Training: Reduces casting costs of all spells by 20%.
Preq: Basic Sorcery
Req:  Arcane Excellence



Mana Regenrataion: Doubles mana regeneration
Preq: Basic Sorcery
Req:  Erratic Mana




Arcane Brilliance: Adds +2 to hero's Spellpower permanently. Hero also receives a new spell in his or her spell book
Preq: Magic Insight
Req:  Distract



Arcane Excellence: Showing excellent progress in the field of sorcery, the hero is granted +2 Spellpower permanently and +100 temporary mana.
Preq: Arcane Training
Req: Counterspell



Erratic Mana: Mana cost of spells cast by the hero is randomly reduced by up to 50% (actual reduction is determined while casting is in progress).
Preq: Mana Regereration
Req: Arcane Rejuvination  



Distract: Enemy hero will receive 20% 15% penalty to Initiative after casting any spell in combat.
Preq: Arcane Brilliance
Req: none  



Counterspell: Special combat ability. Negates all effects of the next spell cast by the enemy, but drains twice the mana cost of that spell.
Preq: Arcane Excellence
Req: none  



Arcane Rejuvenation: Doubles every form of Mana Regeneration (Cumulative with the Mana Regeneration perk and all Mana Regenerating Artefacts + Maahir's/Nur's Mystic Specialty).
Preq: Erratic Mana
Req: none  


FINISHED!
____________
Coincidence? I think not!!!!

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War-overlord
War-overlord


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Presidente of Isla del Tropico
posted January 29, 2009 04:30 PM

Sounds good so far Lexxan, looking forward to seeing more.

I do hope that there will be more explaination of why the Blind Bros. and the Dragon Knights are fighting together again. So far it seems a bit vague. I hope Petrifimp is a working name, cause it seems silly to pronounce. Otherwise there is nothing I have anything to comment about. Much luck.
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Lexxan
Lexxan


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Unimpressed by your logic
posted January 29, 2009 04:34 PM
Edited by Lexxan at 19:38, 29 Jan 2009.

Quote:
I do hope that there will be more explaination of why the Blind Bros. and the Dragon Knights are fighting together again. So far it seems a bit vague.


Okay, I'll try to fit in some kind of Explanation ,if you don't lie the current one

Quote:
I hope Petrifimp is a working name, cause it seems silly to pronounce.
It's simply a combination of Petrified and Imp... cause that how it looks like
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baklava
baklava


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Mostly harmless
posted January 29, 2009 09:01 PM

Petrifimp does sound kinda... awkward. And maybe it's a bit... far-fetched to upgrade those blind brethren into females if they were apparently males.

Other than that, after taking a quick look, it looks cool.
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Lexxan
Lexxan


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Unimpressed by your logic
posted January 29, 2009 09:08 PM

Quote:
Petrifimp does sound kinda... awkward



Well, i can always search for a better name, it's only a detail

Quote:
And maybe it's a bit... far-fetched to upgrade those blind brethren into females if they were apparently males.

Well no. broken monks are portrayed as males, but are infact unisex (can be both male and female). Male Monks become Blind Brothers and Female Nuns become Silent Sisters



I really appreciate the feedback, it allows me to improve the flaws it has
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War-overlord
War-overlord


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Presidente of Isla del Tropico
posted January 29, 2009 09:49 PM

How about naming it a Rock Imp, serves the same idea, it's a discriptive name. You basicly can replace the Rock with any species of mineral.

First of all, your work is sound and moving in very fast (Have you been working on this long ?). However, it seems to me your faction is rather overpowered. Now I must say that I have only a slight understanding of ballance, but even to me it seems to border the ridiculous, the power of your units that is. Now I know you have stated that they are verry expensive and they don't look they have high growth, which balances it a bit but that does not shake the nagging feeling that you are overpowering your units. Also the large amount of skills seems a bit overkill. Still Aesthetics, story and descriptions earn many Kudos in my book.
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Lexxan
Lexxan


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Unimpressed by your logic
posted January 29, 2009 09:56 PM

Quote:
How about naming it a Rock Imp, serves the same idea, it's a discriptive name. You basicly can replace the Rock with any species of mineral.
Got the Idea.... I'll replace it soon enough.

Quote:
First of all, your work is sound and moving in very fast (Have you been working on this long ?).

Well, I've already made the faction long before ICTC, yes. It's very similar to the faction then, but then it had like, zero background and atmosphere. It also lacked Heroes and Campaigns. So, apart from (Modified) History, Racial and the Line-up (all Identical except Tier 6 and Tier 8),  everything is new... but that's less than half

Quote:
However, it seems to me your faction is rather overpowered. Now I must say that I have only a slight understanding of ballance, but even to me it seems to border the ridiculous, the power of your units that is. Now I know you have stated that they are verry expensive and they don't look they have high growth, which balances it a bit but that does not shake the nagging feeling that you are overpowering your units. Also the large amount of skills seems a bit overkill.
Yeah, I can agree with that myself. When I create stuff, I tend to give define the in every detail - which outs itself in many abilities... and probably because I like IMBA a lot. Regardless, I agrre, and i'll see to haw I can fix it and Still can be close enough to what I actually want
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Lexxan
Lexxan


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posted January 30, 2009 03:27 PM

I've updated my faction a bit, and i think it's complete, except from the Heroes and the Campaign. I currently have the time to update it, so please, comment on it, so I can umprove it and work awaty it's flaws

Your help is always appreciated
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Golemcrafter
Golemcrafter


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Famous Hero
Unlimited Fantasy Master
posted January 30, 2009 09:35 PM

The creature line-up seems fine to me, except the Roc and its upgrades. In MY opinion, Dragonlords and Rocs (especially the multi-coloured Suzaku) don't fit together. Maybe a Roc Rider would be a good choice...

Since you've got -as far as I know- the longest entry so far, I'll spend more time for reading your's!

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Lexxan
Lexxan


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posted January 30, 2009 09:40 PM

Quote:
The creature line-up seems fine to me, except the Roc and its upgrades. In MY opinion, Dragonlords and Rocs (especially the multi-coloured Suzaku) don't fit together. Maybe a Roc Rider would be a good choice...


The rocs are an ancient relic from the time I've created the Faction for the Finding Harmony Competition... but apart from the Rocs and the Skill System everything is different from there

Anyway, It makes sence to me: Rocs inhabite the roughlands on Ranaar-Griffin Empire, just as the Dragon Knights => Dragon Knights ally themselves (or in this case tame) the rocs.

Roc Riders aren't a good idea imo. Rocs, or Giant Eagles are majestic and noble creatures, and imo, will not allow others to ride them... but it could work.

Feedback's appreciated GC


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baklava
baklava


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Mostly harmless
posted January 30, 2009 11:46 PM

Whoa dude, someone's been busy...
Good work Still didn't read all of it, but it seems great, especially for this short timespan you finished it in.
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is. When you ain't got no
money,
you got the blues."
Howlin Wolf

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Lexxan
Lexxan


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Unimpressed by your logic
posted March 19, 2009 11:35 PM

I've added towns and town descriptions, and I can now fullt say that this town is... FINISHED.

Time to vote, HC crowd ^^
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Mytical
Mytical


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Chaos seeking Harmony
posted May 02, 2009 11:30 AM

I would have loved if you had spent the time on this one instead of some of the unfinished work.  Not that it is not terrific as is.  (One of the higher scores I will admit).  Keep up the amazing work.
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friendofgunnar
friendofgunnar


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Legendary Hero
able to speed up time
posted May 02, 2009 10:46 PM

jiriki9

-The Sanctum of the Dragon Knights: a great, awesome faction with a lot of details and a kind of charme. Full 50 points for this.

Dark Crystal

The Sanctum of the Dragon Knights
Cohesiveness 10/10 – sounds very cohesive. As for faction itself and for Ashan style as well.
Storyline/History 7/10 – interesting history, but campaign is not very impressive.
Creativity 13/15 – it is creative, but not very original. Too much connection with Haven faction.
Battle facets 10/10 – good at this point. There is feedback on creatures, unique racial skill and main – there is skill system.
Discretionary 5/5 – outstanding faction

Total Score: 45

Mytical
Sanctum of Dragonknights - 45/50

Jiriki: 50 (25%) + DarkCrystal: 45 (25%) + Mytical: 45 (50%)
Final score= 46.25

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