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Heroes Community > Age of Heroes Coliseum > Thread: ICTC 4: The Otherrealm
Thread: ICTC 4: The Otherrealm
DarkCrystal
DarkCrystal


Promising
Supreme Hero
Staright out of line
posted January 30, 2009 09:39 PM bonus applied by kookastar on 03 May 2009.
Edited by DarkCrystal at 13:43, 26 Mar 2009.

ICTC 4: The Otherrealm

Part 1

Prologue

Many ages before Gods created Ashan as a beautiful world where creatures can live in peace and harmony. But when Ashan was only at the start of it's history, the great threat came from darkest places of universe: The Ungtol. The legends say that Ungtol was a Original Dark Essence, for many ages he fought with gods of different worlds. He led the great Army of Darkness and rased worlds by worlds. And then he targeted Ashan. The war between Celestial Army and army of Darkness threw the shadow to the Ashan and changed it. But Gods manged to win. They killed Ungtol and iprisoned his army to the place known as Otherrealm. They buld a Temple on Ashan and put here a key to the Otherrealm, The Abyss Crystal. Then they came to Ashan but found it very chenged. It was no more place of peace. The wars were everywhere. Dissapointed, gods left some of them to protect this place and left this world.

The Temple


So say legends. But many ages after, Arnhem, the new greedy king of the Kingdom of East (United Free Cities of East) read that the creature, who activate the Abyss Crystal will possess a great power. He then actaualise this plan and that was a gratests mistake ever known. The Crystal opened portal to Otherrealm and the legions of horrible creaures came to Ashan and attacked it. There is only one way to prevent this invaison: to close portal by Abyss Crystal. But if Ashan won't manage to win, Army of Darkenss will become unstopable and crush all worlds. Is that end of universe?..



The city of Otherrealm

City look


Colors: Black, Deep Blue, Deep Purple
Race: Many different corrupted races.
Worship: Ungtol, the Ultimate God of Evil.
Alignment: Evil
Country: The Kingdoom of Darkness in Ashan and whole world in Otherrealm.
Capital city: Ashan - Zarong, Otherrealm - unknown
Allies: NO ONE!
Enemies: All Ashan races
Magic Schools: Dark and Abyss

Racial Skill: Spectral Fury

Symbol:



Music

Adventure map (Shadow Wastelands)
Town music
Battle music
Siege music


Kingdoom

When monsters from Otherrealm came to Ashan, they built a Kingdoom of Darkness. Capital city, Zarong, was built aruond the Temple, where was portal to Otherrealm and where Abyss Crystal used to be. But it was lost in big explosion, caused by portal opening. Kingdoom of Darkness corrupted this land and transformed into Shadow Wastelands.

Shadow Wastelands



Society

Population
The population of Army of Darkness is quite diverse. There are many corrupted races, like Termidos (Twillight Hunters), Karanas (Beasts), other races and even humans and demons. Also there are many new species, created by Archanen himself in his experiments. But most of population is Taulians.

Taulians were inhabitants of the Astral realm. It was very peaceful and honorful race. Taulians has an ability to reburth after death and become a new creature. This creatures were called Archons and were very respected in Taulian race. But one day the Ungtol came to this world to conquer it. In the great war Taulians didn't manage to win. Most of them were corrupted, others killed. Only few hundred survivors escaped to Ashan and became a servants of Asha. But they all were corrupted or killed in the wars againts Ungtol and Urghash.

Now there are many Taulians in Army of Darkness, but they are organically weak, so they can't take parts in battles. However Army of Darkness managed to use their reburth ability to create a new creatures, dark Priests, which can fight in battles.

Former Taulians


Corrupted Taulian


The Authority
All Army of Darkness serve Archanen, the Great Lord of Darkness. Archanen was right hand of former Lord, Ungtol. But after his death he became a Lord himself. He sweared that he will revenge Ungtol's death when they will escape the prison, Otherrealm.
After Archanen there is a Dark Council in Social Pyramid. The members of Dark Council are formed from Dark Priests. The Dark Council watch over Army of Darkness and help Archanen to solve the problems. After Dark Council there are Dark Gods, who are the most respected creatures in Army of Darkness. After them there are Dark Priests caste. All other creatures are on one level of Social Pyramid, exept mindless creatures from Otherrealm (spawns and bats).

Religion
All Army of Darkness, except mindless creatures worship Ungtol. They believe that his wraith is still alive and keep the Army of Darkness to the victory. They respect very much the Dark Gods, creatures, who are presumed posterity of Ungtol.


History of Army of Darkness
Many historicans tried to discribe the way of Army of Darkness and Ungtol, their supreme leader. Nobody correctly could do that, all stories had differnet moments, but then they managed to mix the common parts and get an approximate result.

When did the Army of Darkness started? Nobody could say that. There are much thoughts and rumors and all of them have a piece of truth. Many ages before, in the unknown universe were a God, Ungtol. He never liked other Gods and always argued with them. And one they rejected him. Enraged he transformed himself into God of Darkness and created a horrible creatures, which now known as Dark Gods, from the Shadow Stone. With his army he defeated other Gods and started to conquer and corrupt realm by realm. There were many different species of creatures, not many of them survived till this days. At one realm Ungtol corrupted another God, Archanen and made him his right hand. Both they conquered many realms and finally found an Astral realm, where Taulians race used to live. They defeated Taulians race and corrupted them. But some of them escaped to Ashan by the portal and by that they doomed this world. After many years Ungtol discovered the way of that portal and came to Ashan. He tried to conquer that realm to, but Dragon Gods managed to deafeat and kill him, and imprison his army to the paralel realm, Otherrealm. The propheńy says that they will be there one million years and then get freed...


Buildings

*New Features*:
1)Now both upgrades need self building to be hired. You can build both that buildings and than mess with upgrades.
2)There is a new building: Bastion, an upgrade of castle. It increase the damage of central tower (visually tower unit changes), increase defence of the walls and also makes a special things, which are different for each faction.
3)All factions now have Trade Guild.

Standart

Village Hall

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

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.
Cost: 2000 gold
Requires: Village Hall, Town level 3.

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

Capitol
An upgrade of the City Hall.
The Capitol earns your kingdom 4000 gold per day.
Cost: 10000 gold
Requires: City Hall, Town level 15.

Tavern
The Tavern allows to recruit heroes. Increases morale of troops defending the city by +1.
Cost: 500 gold, 5 wood.
Requiers: nothing

Marketplace
With the Marketplace you can buy and sell resources (exchange rates decrease with each Marketplace you own).
Cost: 500 gold, 5 wood.
Requiers: nothing

Resource Silo
An upgrade of the Marketplace.
The Resource Silo provides you with an additional +1 gem each day.
Cost: 5000 gold, 5 ore.
Requiers: Marketplace

Blacksmith
The Blacksmith provides your armies with First Aid Tent. Other war machines can be bought on triple price.
Cost: 1000 gold, 5 wood.
Requiers: nothing

Shipyard
The Shipyard allows you to purchase ships.
Cost: 2000 gold
Requiers: Town level 12, Town must be situated near the water.

Fort
The Fort provides your town with defensive walls.
Cost: 5000 gold, 5 wood, 5 ore.

Citadel
An upgrade of the Fort.
The Citadel increases base creature growth by 50%, adds a keep and moat-like terrain obstacles (Shadow Crystal spikes) to a town's defenses and central tower (unit: Dark Priest)
Cost: 5000 gold, 10 wood, 10 ore.
Requiers: Fort, Town level 12.

Castle
An upgrade of the Citadel.
The Castle adds two arrow towers, fortifies your town's defenses, and doubles base creature growth.
Cost: 5000 gold, 10 wood, 10 ore.
Requiers: Citadel, Town level 12.

Bastion
An upgrade of castle.
Increase the attack of central tower (Visually Dark Priest changes to Shadow Queen) and add a black worms (as advanced mastery) at the left and right sides of gates, increase defence of all walls. Also transform land in 10 tiles radius around the twon in Shadow Wastelands.
Cost: 5000 gold, 15 wood, 15 ore.
Requiers: Castle, City Hall, Town level 15.

Magic

Magic Guild level one
Allows a visiting hero to learn the spells kept within. Keeps 3 random spells of the first circle. (1 Abyss spell, 1 Dark spell, 1 Chaos / Summoning spel)
Cost: 2000 gold, 5 wood, 5 ore
Requiers: Town level 3.

Magic Guild level two
An upgrade of the Magic Guild level one.
Allows a visiting hero to learn the spells kept within. Adds 3 random spells of the second circle. (1 Abyss spell, 1 Dark spell, 1 Chaos / Summoning spel)
Cost: 1000 gold, 5 wood, 5 ore, 1 each rare resource
Requiers: Magic Guild level one, Town level 3.

Magic Guild level three
An upgrade of the Magic Guild level two.
Allows a visiting hero to learn the spells kept within. Adds 3 random spells of the third circle. (1 Abyss spell, 1 Dark spell, 1 Chaos / Summoning spel)
Cost: 1000 gold, 5 wood, 5 ore, 2 each rare resource
Requiers: Magic Guild level two, Town level 3.

Magic Guild level four
An upgrade of the Magic Guild level three.
Allows a visiting hero to learn the spells kept within. Adds 2 random spells of the fourth circle. (1 Abyss spell, 1 Dark spell)
Cost: 1000 gold, 5 wood, 5 ore, 3 each rare resource
Requiers: Magic Guild level three, Town level 3.

Magic Guild level five
An upgrade of the Magic Guild level four.
Allows a visiting hero to learn the spells kept within. Adds 2 random spells of the fifth circle. (1 Abyss spell, 1 Dark spell)
Cost: 1000 gold, 5 wood, 5 ore, 5 each rare resource
Requiers: Magic Guild level four, Town level 3.

Trade Guild
Sells Artifacts. At the beginning of each week gives some random resource.
Cost: 1000 gold, 5 wood, 5 ore.
Requiers: Marketplace, Town level 6.

Fog Generator
Give all creatures in town Stealth ability.
Cost: 2500 gold, 2 mercury.
Requiers: Town level 5.

Void Pillar
Add 100 void energy at the start of the week.
Cost: 2500 gold, 5 gems.
Requiers: Magic Guild level 1, Town level 6.

Whirlpool of Souls
Can transform living creatures of non-Otherrealm faction into Void Energy. Each 75 HP gives 1 Void Energy.
Cost: 3000 gold, 2 crystals, 2 gems.

Void Crystal (Tear of Asha)

The Void Crystal increases weekly creature growth by 50%, provides your empire with an additional 5000 gold each day, decrease the void energy waste for 25% and provides and additional 200 points of Void Energy. A Tear of Asha is required to build this structure.

Dwellings

Pit Lair
The Pit Lair allows you to recruit 18 Spawns per week.
Cost: 500 gold, 5 ore.
Requiers: nothing

Black Pit
An addition building to the Pit Lair. Allows to hire Shadow Spawns.
Cost: 750 gold, 5 ore.
Requiers: Pit Lair

Acid Pit
An addition building to the Pit Lair. Allows to hire Acid Spawns
Cost: 750 gold, 5 ore.
Requiers: Pit Lair

Incubator
An additional building to Pit Lair. Boosts Spawns grouth by +5 per week.
Cost: 500 gold, 5 sulfur.
Requiers: Pit Lair.

Shadow Cave
Allows you to recruit 12 Slayers per week.
Cost: 1500 gold, 5 ore.
Requiers: Town level 3.

Slaughterhouse
An addition building to Shadow Cave. Allows to hire Ravagers.
Cost: 2000 gold, 5 ore, 2 sulfur.
Requiers: Shadow Cave, Town level 3.

Assassins school
An addition building to Shadow Cave. Allows to hire Shadow Assassins.
Cost: 2000 gold, 5 ore, 2 crystals.
Requiers: Shadow Cave, Town level 3.

Beasts Burrows
Allow to recruit 8 Jumping Beasts per week.
Cost: 2000 gold, 10 ore, 5 wood.
Requiers: Tavern, Town level 6.

Beasts Nest
An addition building to Beasts Burrows. Allow to hire Flying Beasts.
Cost: 2500 gold, 10 ore.
Requiers: Beasts Burrows, Town level 6.

Misty Graveyard
An addition building to Beasts Burrows. Allow to hire Mist Nightmares.
Cost: 2500 gold, 5 wood, 2 mercury.
Requiers: Beasts Burrows, Town level 6.

Dark Guild
Allow to recruit 5 Dark Priests per week.
Cost: 2000 gold, 10 ore, 10 wood, 1 gem, 1 mercury.
Requiers: Magic Guild level 1, Town level 9.

Curse Guild
An addition building to Dark Guild. Allow to hire Damned Mages.
Cost: 2500 gold, 5 ore, 5 wood, 2 mercury.
Requiers: Dark Guild, Magic Guild level 2, Town level 9.

Abyss Guild
An addition building to Dark Guild. Allow to hire Abyss Sorcerers.
Cost: 2500 gold, 5 ore, 5 wood, 2 gems.
Requiers: Dark Guild, Magic Guild level 2, Town level 9.

Room of Summon
Allow to recruit 3 Energy Spirits per week.
Cost: 4000 gold, 10 ore, 10 wood, 5 gems.
Requiers: Void Pillar, Town level 9.

Rage Stone
An addition building to Room of Summon. Allow to hire Rage Sptirits.
Cost: 5000 gold, 5 ore, 5 wood, 5 gems, 5 mercury.
Requiers: Room of Summon, Town level 9.

Soul Stone
An addition building to Room of Summon. Allow to hire Spectral Wraiths.
Cost: 5000 gold, 5 ore, 5 wood, 5 gems, 5 crystal.
Requiers: Room of Summon, Town level 9.

Energy Pillar
An additional building to Room of Summon. Boosts Spirits grouth by +1 per week.
Cost: 2500 gold, 5 gems, 5 ore.
Requiers: Room of Summon, Town level 9.

Hive
Allows to recruit 2 Twillight Hunters per week.
Cost: 5000 gold, 5 ore, 5 wood, 10 sulfur.
Requiers: Fog Generator, Pit Lair, Town level 12.

Queen Nest
An additional building to Hive. Allows to hire Shadow Queens.
Cost: 6000 gold, 5 wood, 5 ore, 5 sulfur.
Requiers: Hive, Town level 12.

King Chamber
An additional building to Hive. Allows to hire Shadow Titans.
Cost: 6000 gold, 5 wood, 5 ore, 5 sulfur.
Requiers: Hive, Town level 12.

Dark Temple

Allows to recruit 1 Dark God per week.
Cost: 10000 gold, 10 ore, 10 wood, 5 gems.
Requiers: Castle, Town Level 15.

Altar of Blood
An additional building to Dark Temple. Allows to hire Gods of Blood.
Cost: 10000 gold, 5 ore, 5 wood, 10 gems, 2 crystals.
Requiers: Dark Temple, Town Level 15.

Altar of Fear
An additional building to Dark Temple. Allows to hire Gods of Fear.
Cost: 10000 gold, 5 ore, 5 wood, 10 gems, 2 mercury.
Requiers: Dark Temple, Town Level 15.

Halls of Death
Allows to recruit 1 God of Death per week.
Cost: 15000 gold, 10 ore, 10 wood, 5 gems, 5 mercury.
Requiers: Dark Temple, Void Crystal, Town Level 15.


Units

*New Feature*:
Now there is unupgradeable tier 8 creature, which dwelling needs Grail in town.

1)Spawn
Spawns were peaceful insectlike creatures, Army of Darkness found in abysses of Otherrealm. The corrupted them and transformed them into enraged predators. They are often used as "war dogs" at battlefield. This creatures are larva form of their species.

Appearance:


Attack 3
Defence 1
Damage 1-2
Health 4
Speed 5
Initative 14
Weekly Growth 18
Cost 22 gold
Experience 7

Abitlties: Shadow Immune, Living Creature, Shadow Creeping.

1a)Shadow Spawn.
Shadow Spawns are adult form of their species. They are more defensed by their solid cover. Also corrupting gave them ability to transform into symbiotic liquidlike creature, which can protect friendly creatures.

Appearance:


Attack 3
Defence 2
Damage 2-2
Health 5
Speed 5
Initative 14
Weekly Growth 18
Cost 38 gold
Experience 9

Abilities: Shadow Immune, Living Creature, Shadow Creeping, Symbiote.

1b)Acid Spawn.
This creatures are another, geneticaly modified variety of Spawns. They were born in the Archanen's genetical experiments. Inspite of their weak defense they can poision enemies by thier bites. Also Archanen successfully managed to recreate symbiotes into parasitizing creatures.

Appearance:


Attack 3
Defence 1
Damage 2-2
Health 4
Speed 5
Initative 15
Weekly Growth 18
Cost 38 gold
Experience 9

Abilities: Shadow Immune, Living Creature, Shadow Creeping, Poisonous attack, Parasite.

2)Slayer
Slayers were strange humanoid creatures, but was corrupted and transformed into insectlike "killing machine". They can very successfully fight in melee so they often are used as vanguard of Army of Darkness.

Appearance;


Attack 5
Defence 2
Damage 3-5
Health 10
Speed 5
Initative 9
Weekly Growth 12
Cost 50 gold
Experience 12

Abilities: Shadow Immune, Living creature, Strike and return.

2a)Ravager
Ravagers are another children of Archanen's genetical experiments. They have slayers' and a bit humans' and demons' genes. This form gives them a combat rage, which makes them crushing mercyless infantry.
Appearance:


Attack 6
Defence 2
Damage 3-7
Health 12
Speed 5
Initative 8
Weekly Growth 12
Cost 75 gold
Experience 15

Abilities: Shadow Immune, Living creature, Bloodlust, Enraged.

2b)Shadow Assassin
Shadow Assassins are slayers, who finished a special school. They are much more calm than their relatives and can become invisible, which give them a possibility to make sudden and deadly strikes. Also their schools teach them how to change their appearance, so they often look like humans, hiding horrible creatures, they are actually.

Appearance:


Attack 5
Defence 3
Damage 3-6
Health 12
Speed 5
Initative 10
Weekly Growth 12
Cost 75 gold
Experience 15

Abilities: Shadow Immune, Living creature, Invisibility, Strike and return, Sudden strike.

3)Jumping Beast
Beasts are corrupted doglike creatures, which were the inhabitants of the forgotten realm. Inspite of their animal appearance they have mind. Army of Darkness usualy use them to jump over the walls and make carnage in town.

Appearance:


Attack 6
Defence 3
Damage 4-5
Health 16
Speed 6
Initative 9
Weekly Growth 8
Cost 140 gold
Experience 21

Abilities: Shadow Immune, Big creature, Living creature, Flyer(jumper), Crippling Wound.

3a)Flying Beast
Flying Beasts are half Beasts half dragons, one more children of Archanen's experiments. In contrast to Jumping Beasts they have wings and can fly. They are also more agressive than Jumping Beasts and can regenerate themselves.

Appearance:


Attack 6
Defence 4
Damage 4-6
Health 16
Speed 6
Initative 9
Weekly Growth 8
Cost 180 gold
Experience 26

Abilities: Shadow Immune, Big creature, Living creature, Flyer, Crippling Wound, Regeneration.

3b)Mist Nightmare
One day Archanen noticed that souls of Beasts burried in the misty cemetaries of Otherrealm mixes with fog and become a new creatures. Inspite of the fact that they are not so brutal and agressive than Beasts, their mist form sometimes allow them to ignore enemies attacks.

Appearance:


Attack 5
Defence 3
Damage 3-7
Health 15
Speed 6
Initative 10
Weekly Growth 8
Cost 180 gold
Experience 26

Abilities: Shadow Immune, Big creature, Living creature, Flyer(jumper), Incorporeal, Stealth.

4)Dark Priest
Dark Priests are reincarnations of dead Taulians. They can learn andcast spells, what makes them suitable to take parts in battle, in contrast with usual Taulians. In the Otherrealm guilds they study Abyss and Dark Magic.

Appearance:


Attack 5
Defence 4
Damage 5-7
Health 22
Speed 4
Initative 9
Shots 10
Mana 12
Spells
   Weakness (Advanced)
   Vulnerability (Basic)
   Shadow Cloud (Basic)
   Shadow Ray (Advanced)
Weekly Growth 5
Cost 310 gold
Experience 40

Abilities: Shadow Immune, Living creature, Shooter, Spell caster.

4a)Damned Mage
After Dark Priest finish the primary Magic Guild he can choose one of two profiles to study. If he Choose Dark Magic he become a Damned Mage. Damned Mages are more advanced in Dark Magic, what makes them good cursing weapon. But they can't cast Abyss Magic spells so only curses are in their arsenal.

Appearance:


Attack 6
Defence 4
Damage 5-9
Health 25
Speed 4
Initative 9
Shots 10
Mana 14
Spells
   Weakness (Advanced)
   Slow (Expert)
   Vulnerability (Advanced)
   Confusion (Basic)
Weekly Growth 5
Cost 460 gold
Experience 65

Abilities: Shadow Immune, Living creature, Shooter, Spell caster, Immunity to Dark Magic.

4b)Abyss Sorcerer
After Dark Priest finish the primary Magic Guild he can choose one of two profiles to study. If he choose Abyss Magic he become an Abyss Sorcerer. Abyss Sorcerers are more advanced in Abyss Magic, what makes them good casters. But they no longer can cast Dark Magic spells.

Appearance:


Attack 5
Defence 5
Damage 5-8
Health 24
Speed 4
Initative 9
Shots 10
Mana 15
Spells
  Shadow Cloud (Expert)
  Shadow Ray (Advanced)
  Acid Mist (Advanced)
  Infection (Basic)
Weekly Growth 5
Cost 460 gold
Experience 65

Abilities: Shadow Immune, Living creature, Shooter, Spell caster, Immunity to Abyss Magic.

5)Energy Spirit
Energy Spirits are elementals, summoned from spiritual energy of Void. Inspite of the fact that they are chaotic elementals, they only can serve their master and carry out his orders.

Appearance:


Attack 17
Defence 14
Damage 10-16
Health 45
Speed 7
Initative 11
Weekly Growth 3
Cost 640 gold
Experience 72

Abilities: Shadow Immune, Elemental, Flyer.

5a)Rage Spirit
This elementals are magically madified by Archanen. In his experiments he mixed spirit essence and rage energy and got a successful result. This spirits can enrage enemies by their attacks.

Appearance:


Attack 18
Defence 12
Damage 14-17
Health 46
Speed 7
Initative 12
Weekly Growth 3
Cost 880 gold
Experience 105

Abilities: Shadow Immune, Elemental, Flyer, Enraging attack.

5b)Spectral Wraith
Spectral Wraiths are summoned from high void energy. They are more powerful than spirits and can also consume enemy's soul and transform it into void energy to heal themselves.

Appearance:


Attack 16
Defence 16
Damage 12-17
Health 48
Speed 7
Initative 12
Weekly Growth 3
Cost 880 gold
Experience 105

Abilities: Shadow Immune, Elemental, Flyer, Soul Stealing.

6)Twillight Hunter
This creatures were peaceful antlike race, known as Termidos. They had a collective mind and genderless workers, which sometimes can mutate into queen or king. But they were corrupted and transformed into very dangerous creatures. Their killing skills are so high, that sometimes even their commanders are afraid of them. Twillight Hunters are former worker forms of their specie.

Appearance:


Attack 22
Defence 18
Damage 20-25
Health 100
Speed 6
Initative 10
Weekly Growth 2
Cost 1400 gold
Experience 125

Abilities: Shadow Immune, Big creature, Double Strike, Living creature, Stealth.

6a)Shadow Queen
Some of the Twillight Hunters can mutate into Shadow Queen. Shadow Queens are former queen forms of Termidos race. They are more slowly than Hunters, but can spit acid. In the Otherrealm they found an ability to control the minds of bat swarms.

Appearance:


Attack 22
Defence 16
Damage 22-25
Health 120
Speed 4
Initative 10
Shots 5
Weekly Growth 2
Cost 1800 gold
Experience 165

Abilities: Shadow Immune, Big creature, Living creature, Stealth, Swarm, Shooter.

6b)Shadow Titan
When some Hunters grow up to Shadow Titan they become mightiest creatures in Army of Darkness exept the Dark Gods. Shadow Titans are the King forms of Twillight Hunters. In contrast to Shadoq Queens they don't use careful tactics, only pure power.

Appearance:


Attack 24
Defence 20
Damage 22-28
Health 145
Speed 5
Initative 8
Weekly Growth 2
Cost 1800 gold
Experience 165

Abilities: Shadow Immune, Big creature, Living creature, Wall Destroing.

7)Dark God
Dark Gods are posterity of Ungtol. This creatures are most powerful in Army of Darkness. On battlefield nothing can stop them from their vengeance. Legends says that only one Dark God can destroy armies and towns, leaving only ashes and corpses behind.

Appearance: (big black creature at the behind)


Attack 28
Defence 25
Damage 45-70
Health 200
Speed 6
Initative 10
Weekly Growth 1
Cost 3100 gold, 1 gems
Experience 230

Abilities: Shadow Immune, Living creature, Big creature, Wall destroing, Power of Shadow.

7a)God of Blood
Gods of Blood are vampiric forms of Dark Gods. They can drain enemy's blood and restore themself like vampires. Moreover they are so skilled that they can steal blood in the distance.

Appearance: (like that but without swords)


Attack 30
Defence 26
Damage 50-75
Health 230
Speed 6
Initative 11
Weekly Growth 1
Cost 3800 gold, 2 gems
Experience 350

Abilities: Shadow Immune, Living creature, Big creature, Wall destroing, Power of Shadow, Life drain, Life stealing.

7b)God of Fear
This forms of Dark Gods are most fearful and brutal. Enemies flee after their crushing attacks. They can also make multi attacks by the scorpion tails on their back.

Appearance: (like that but with 10 scorpion tails on the back)


Attack 29
Defence 27
Damage 50-72
Health 235
Speed 6
Initative 11
Weekly Growth 1
Cost 3800 gold, 2 gems
Experience 350

Abilities:Shadow Immune, Living creature, Big creature, Wall destroing, Power of Shadow, Fear attack, Spread attack, Fear Scream.

8)God of Death
Gods of Death are most powerful warriors all over the universe. Nothing can survive from their attack. But they can be created only by the powerful energy of Abyss Crystal.

Appearance:


Attack 38
Defence 30
Damage 65-80
Health 275
Speed 7
Initative 10
Mana 12
Spells
  Plague (Expert)
  Mass Plague (Basic)
Weekly Growth 1 (Note: town buildings doesn't increase this parameter for this creature)
Cost 5000 gold, 2 gems, 2 mercury
Experience 400

Abilities:Shadow Immune, Undead, Big creature, Wall destroing, Power of Shadow, Scythe attack, Spell caster, Death Aura.


Extra Units
(This units can't be hired in town)

Bat Swarm
This unit is a swarm of creatures called Otherrealm bats. This creatures were former inhabitants of this world and were corrupted as well with Spawns. However, Army of Darkness didn't manage to find a way to fully tame and grow this creatures, so they can sometimes summon their swarms by Shadow Queens or Dark Guards. Swarms can also be find on the adventure map as neutral units.

Appearance: (one bat)


Tier 2
Attack 4
Defence 1
Damage 3-4
Health 10
Speed 10
Initative 13
Experience 15

Abilities: Shadow Immune, Living creature, Flyer, Incorporeal.

Black Worm
Black Worm is strange wormlike creature, which Arhanen managed to create in his magic experiments. Black Worms can be created from the cluth of Void Energy. Under the ground cluth form in the Black Worm and then rise up. Black Worms can't move, they only attacks enemies in 1 tile radius. Also they can't be controlled. Creature's stats depend on Hero Abyss magic Mastery. Also there can be only one creature in stack.

Abilities: Shadow Immune, Living creature, Big creature.

Appearance:


Cyber Warrior (Only Campaign)
In the meantime the development of Army o Darkness increased very fast. They managed to discover their own specific cybertechnology. Soon they managed to recreate weak Taulians into strong cyber warriors. Cyber Guards now represent stong and rare Elita in the Army of Darkness because of their magic blades and unusual cyberpower. However it is still a first and weak model.

Appearance:


Tier 4
Attack 8
Defence 7
Damage 8-10
Health 40
Speed 6
Initative 10
Experience 65

Abilities: Shadow Immune, Mechanical creature, Assault.

Shadow Spider (Only Campaign)
This is another, spiderlike model of cyber Taulian. In contrast to Cyber Warriors they prefer shooting than battle rush. Also their armor has ability to make this creatures invisible.

Appearance:


Tier 5
Attack 6
Defence 9
Damage 8-10
Health 50
Speed 4
Initative 8
Experience 88

Abilities: Shadow Immune, Mechanical Creature, Shooter, Invisibility.



Abilities

Shadow Immune - this creature is immune to Call of Shadow and Unholy Word, but vulnerable to Holy Word.

Shadow Creeping - if fight is in underground, creature recieve +1 to speed.

Symbiote -  activating ability. Stack loose one creature to frendly stack. Affected stack will recice only 90% of damage. Note ability affect only "upper" unit in affected stack, after his death effect loses. Also ability can be activated only two times per battle.

Parasite -  activating ability. Stack loose one creature to enemy stack. Affected stack will recice 110% of damage. Note ability affect only "upper" unit in affected stack, after his death effect loses. Also ability can be activated only two times per battle.

Bloodlust - rage, casted on this stack gives it in addition +2 to Attack skill.

Sudden Strike - if creature attack from invisibility it doesn't recieve retaliation.

Stealth - enemy hero can't see count words of this creature. And with "Scouting" skill hero can see only count words without exactly quantity.

Immunity to Dark Magic - creature is immunte to any cursing spells of Dark Magic school.

Immunity to Shadow Magic - creature is immunte to any cursing spells of Shadow Magic school.

Enraging attack - in a succesful attack creature can cast "Rage" on attacked stack.

Soul Stealing - each killed unit in enemy stack gives creature 40% of his healf points.

Swarm - creatures can summon stack of Bat Swarms. Amount of creatures is 5 times higher than amount of summoners.

Power of Shadow - "Shadow Call" spell gives creature +3 to attack skill and +2 to defence skill.

Life stealing - activating ability. Creature can steal enemy's life in the distance, restores 40% of stealed healf points.

Spread attack - activating ability. Creature damage all enemy stacks around by 50% of its damage.

Fear Scream - same effect as "Banshee Howl".

Scythe attack - creature damage 4 titles ahead.

Death Aura - same effect as "Searing Aura" but enemy recieve 50% of creature's damage.




Magic
There is a new school of magic - Abyss Magic. Only heroes of Otherrealm can learn spells of this magic school.

Circle 1

1)Shadow Ray
Spell Type: Combat Spell
Shoot a dark ray dealing non-physical damage to the target. Has 33% chance to cast Weakness on target. Mastery depend on Abyss Magic Mastery.
Mana cost: 4

No Mastery: Damage = 25 + 8*SP. Weakness mastery - No Mastery.
Basic: Damage = 30 + 8*SP. Weakness mastery - Basic.
Advanced: Damage = 35 + 8*SP. Weakness mastery - Advanced.
Expert: Damage = 40 + 8*SP. Weakness mastery - Expert.

2)Shadow Cloud
Spell Type: Cursing Spell
Summon a strange cloud of shadow on target. Reduce target defence, initative and give a penalty to shooters.
Mana cost: 4

No Mastery: -1 Defence, -10% Initative, Shooting penalty: 10%
Basic: -1 Defence, -15% Initative, Shooting penalty: 25%
Advanced: -2 Defence, -20% Initative, Shooting penalty: 35%
Expert: -3 Defence, -25% Initative, Shooting penalty: 50%

3)Symbiote
Spell type: Blessing Spell
Summon a transformed into symbiote Spawn, which protect target.
Mana cost: 6

No Mastery: -1*SP% Recieving Damage
Basic: -1.5*SP% Recieving Damage, Regeneration: 10
Advanced: -2*SP% Recieving Damage, Regeneration: 25
Expert: -2.5*SP% Recieving Damage, Regeneration: 50

Circle 2

1)Acid Mist
Spell Type: Combat Spell
Summon a green poisonous mist in the selected 4x4 area, which poison all living creatures, who stand at the selected tiles. Strike any creature, who start its turn in the mist area. Damage from poison = half damage from strike. Duration: 3 turns.
Mana cost: 6

No Mastery: Damage = 6 + 6*SP
Basic: Damage = 7 + 7*SP
Advanced: = 8 + 8*SP
Expert: = 9 + 9*SP

2)Invisibility
Spell Type: Blessing spell
Makes target invisible. Duration depend on Mastery and Spell Power.
Mana cost: 5

No Mastery: Duration: 0 + 0.1*SP
Basic: Duration: 1 + 0.1*SP
Advanced: 2 + 0.1*SP
Expert: 3 + 0.1*SP

Note: Final result round down, so 9 SP with Expert Abyss Magic will give 3.9 = 3 (turns). And 10 SP will give 4 (turns).

3)Black Worm
Spell Type: Summoning Spell
Summon a Black Warm creature at the selected title.. Creature's stats depend on Mastery.
Mana cost: 7

No Mastery:
HP: 80
Attack: 5
Defence: 5
Damage: 10-15
Initative: 8
Basic:
HP: 100
Attack: 7
Defence: 5
Damage: 10-15
Initative: 9
Advanced:
HP: 120
Attack: 7
Defence: 7
Damage: 12-15
Initative: 9
Expert:
HP: 150
Attack: 7
Defence: 7
Damage: 15-18
Initative: 9

Circle 3

1)Infection
Spell Type: Cursing Spell
Makes enemy infected by strange disease. Decrease enemy's Attack and Defence. Also infected stack lose 1 Attck when attack and 1 Defence when got attacked. But this stats can not be lower than 0.
Mana cost: 9

No Mastery: -1 Attack, -1 Defence
Basic: -2 Attack, -1 Defence
Advanced: -2 Attack, -2 Defence
Expert: -3 Attack, -3 Defence

2)Summon Spirit
Spell Type: Summoning Spell
Summon a stack of Energy Spirits. Amount depend on Mastery and Spell Power. Also there is a possibility that summoned stack would be upgraded, which depend on Mastery.
Mana cost: 9

No Mastery: 5 + SP, 0% upgrade chance.
Basic: 8 + SP, 15% upgrade chance.
Advanced: 10 + SP, 30% upgrade chance.
Expert: 14 + SP, 50% upgrade chance.

Note: the upgrade depend from Hero Class.
Dark Guard: 75% - Rage Spirit
Shadow Wanderer: 50/50
Shadow Master; 75% - Wraith

Circle 4

1)Rage
Spell Type: Blessing / Cursing Spell.
Makes target enraged. Increase Attack and decrease Defence. Gives enemy "Frenzy effect": Frenzied stack considers all other creatures and war machines its personal enemies and attacks the nearest one. Rage casted on friendly unit only increase attack and decrease defence.
Mana cost: 12, for friendly units: 8

No Mastery: +2 Attack, -2 Defence
Basic: +3 Attack, -2 Defence
Advanced: +4 Attack, -3 Defence
Expert: +5 Attack, -3 Defence

2)Sacrifice
Spell Type: Ressurection
Takes life energy from first target and gives it to second selected target. So makes a damage to first target (friendly unit) and heal second for same amount of HP, with ressurection. HP amount depend from Mastery and Spell Power.
Mana cost: 15

No Mastery: 15 + 5*SP
Basic: 30 + 5*SP
Advanced: 50 + 5*SP
Expert: 75 + 5*SP

Note: if first target died before all damage was made, second will restore only damaged HP.

3)Shadow Lightning
Spell Type: Combat Spell
Deals non-physical damage to X target then 0.5 damage to Y target, then 0,25 Damage to Z target. Damage depend on Mastery and Spell Power.
Mana cost: 18

No Mastery: 8 + 8*SP
Basic: 12 + 12*SP
Advanced: 16 + 16*SP
Expert: 20 + 20*SP

Spreading pattern:


Note: if Y target is missing, following Z targets won't be hit.

Circle 5

1)Shadow of Otherrealm
Spell Type: Mass Curse
The battlefield immerse into darkness. Decrease all stats of all creatures without Shadow Immune ability.
Mana cost: 20

No Mastery: - (10 + SP)%
Basic: - (15 + SP)%
Advanced: - (20 + SP)%
Expert: - (25 + SP)%

2)Black Hole
Spell Type: Combat Spell
Create a cluster of void energy in selected tile. Creature, standing in black hole recieve a non-physical damage, when start it's turn there. Creatures, standing in 1 tile radius from black hole recieve a half damage. After 2 turns black hole grow up to 3x3 area. After 3rd turn it explode hitting 5x5 area around original selected target with half damage.
Mana cost: 22

No Mastery: 8 + 8*SP
Basic: 10 + 10*SP
Advanced: 15 + 15*SP
Expert: 20 + 20*SP


Racial Ability


Spectral Fury
Activating ability. Hero can "shift" battlefield in a spectral reality. It gives a different advantages for friendly units and can also deal disadvantages for enemy units in some cases. Need void energy to be casted. Duration: 3 + 0.1*Hero Level

Basic: Gives a possibility to shift battlefield in 1st level spectral reality. Void Energy cost: 50 + 5*Hero Level.
Advanced: Gives a possibility to shift battle field in 2nd level spectral reality. Void Energy cost: 100 + 5*Hero Level
Expert: Gives a possibility to shift battle field in 3rd level spectral reality. Void energy cost: 150 + 5*Hero Level
Ultimate: Decreases Void Energy waste by 25%. Increase duration of shift to whole battle.

Advantages:


Advantages for extra units:


Note: the advantages of lower loevels are count too, so Spawn on third level will have both Acid Blood and Life Drain and all other bonuses.

Void Energy
New resource for Otherrealm faction: Void Energy. You need Void Energy for shifting. At the default you have 100 VE, then you can increase it by building Void Pillars and Void Crystal. Also every Otherrealm hero level gives additional 5 VE.


Heroes Classes

*New Feature*: There are 3 hero classes: Warrior (Might), Mage (Magic) and Paladin (Half Might half Magic)

Shadow Master (Mage)



This heroes are magic class, so they have a spellbook at start and have higher chance to recieve +1 to Spell Power or Knowlege at levelup. Spell Power has higest chance.

Perks:
1)Shadow Shift

Has a 33% chance (for each enemy unit) to cast Shadow Cloud on enemy units after shift.
2)Mana Reaver

Hero has 50% chance to restore mana after enemy hero casted spell. Restoration = half of mana enemy hero spent.
3)Sense of Abyss

Increase Hero's Spell Power by 3 for each spell of Abyss Magic school.

Ultimate Perk: Wraith of Ungtol

Shadow of Otherrealm casts automaticaly at the start of each battle.

Dark Guard (Warrior)



This heroes are warrior classes, so they have to buy spellbook and have higher chance to recieve +1 to Attack or Defence at levelup. Attack has highest chance.

Perks:
1)Swarm

Summon a stack of Shadow Bats Swarm. Amount of creatures depend on Hero's level. Amount = 10 + 5*Hero Level
2)Overmind

In spectral reality all enemy living creatures, without "Immunity to mind control" ability, will recieve non-physical damage (half of Hero's damage) and 33% chance to lose their initative.
3)Lighning Strike

In a physical attack hero will damage all enemies, surrounding target (same as Pao Kai's lighning breath) and target has 25% chance to lose initative.

Ultimate Perk: Magic Shield

All friendly units gain 100% magic resistance (which though can be lowered by Warlock).

Shadow Wanderer (Paladin)



This heroes are a kind of half mages and half warriors, so they have spellbook at start and have higher chance to recieve +1 to Attack or Spell Power at levelup. Attack has highest chance.

Perks:
1)Shadow run

Hero spend only 75% move points when moving on Shadow Wastelands terrian.
2)Spirit Guards

After shift summon two spectral wirlwinds (4x4 area) somewhere on the battlefield. Damage all enemy units, who end their turn in the wirlwind area.
3)Soul Drain

Hero's physical attacks restore 2 mana for each killed living creature.

Ultimate Perk: Cloak

Hero become invisible on the adventure map. Enemy heroes can only see him in the 3 tiles radius.

Shadow Wanderer vs Dark Guard



Heroes

Raxab

Class: Shadow Master
Specialisation: The Brain
Dark Priests and their upgrades gain +1 to attck and defense for every two hero levels. Also they gain an ability to shoot in the tile which was affected by Hero's spell when he reaches level 15.
Biography: Raxab The Brain is one of the Taulian reincarnations - Dark Priests. He has an unusual ability to control other priests by his mind and give them a powers, which nobody else can give. He is very respected in Army of Darkness and apparently he is one of the Archanen's main assistants.

Thon

Class: Shadow Master
Specialisation: Mummificator
Hero starts with Rise Dead spell. The spellpower of this spell is increased by +1 for every five levels of hero, starting on first level. Also Living creatures stop to die at the end of the battle when hero reaches level 15.
Biography: Thon was always sure that somewhere in Otherrealm there is a hidden knollege. He started to search this world and one day he discovered a stone desks with the study of Belketh - Necromancy. There was no clue, how this desks occured there, but Hton started to study it and soon he became even more advanced in it then Necromancers themselves.

Adartron

Class: Shadow Master
Specialisation: Black Curser
For Shadow Cloud and Infection spells Spell Power increased by +1 for each 5 levels of hero.
Biography: Before the war against Ungtol, Adartron was a human. But he was accidentaly teleported to Otherrealm with Army of Darkness. Many years he lived in caves of Otherrealm, but then he was discovered and corrupted by Army of Darkness. His life in caves gave him a magic link with Abyss, which gave him ability to cast more powerful curses.

Rilth

Class: Shadow Master
Specialisation: Dark Moon Priestess
The waste of mana decrease depending on hero level. -1% for every hero level. Also hero can learn empowered Abyss Magic battle spells when reaches level 15.
Biography: Rilth was one of not many Survived Taulians, who came to Ashan to serve Asha, where she became a Moon Priestess, but was totaly corrupted during the war against Ungtol. She now use her skills for the dark objectives. In the hands of Archanen she may be a strong and mercyless power against Ashan races.

Sluagh

Class: Dark Guard
Specialisation: Butcher
Creatures minimal damage increase by +1 for each 5 hero levels. Also Hero gain a vorpal sword ability for physical attacks, when reaches level 15.
Biography: Sluagh started as weak and not promising creature. However training and his life made him as powerful and undefeatable warrior. Later he was corrupted to serve Army of Darkness. He is the last creature of his race. Corrupting didn't remove his skills and he successfully manage to use them in battles.

Nimerith

Class: Dark Guard
Specialisation: Quick Slaughter
The Initiative of all creatures in hero's army is increased by 1% per hero level. Also creatures level 1-3 gain +1 to speed when hero reaches level 15.
Biography: The skilled commander Nimerith always teaches that as quickly you destroy your opponent you will have less troubles. Truth it or not, but skilled Nimerith's army very often managed to crush enemy before they managed to do anything.

Xulax

Class: Dark Guard
Specialisation: Poisoner
Hero physical attacks poison enemy. Damage from poison = 25 + 3*Hero Level. Also hero poison few random enemies at the start of battle when he reaches level 15.
Biography: After born Xulax decided to skill himself with poison. After many years he reached so perfect skill of Poison that other creatures of his race called him "Master of poison" and rejected him for some crimes. He then was corrupted to serve Army of Darkness.

Morhanna

Class: Dark Guard
Specialisation: Blade Princess
After friendly unit attack hero has a 25% chance to attack target too. Chance increase by 2% for each hero level.
Biography: Morhanna is half-human, half-spawnlike creature, the experimental Archanen's daughter. Her form give her a great advantages in battle. Unfortunatenly Archanen never managed to create such creature again.

Nertron

Class: Shadow Wanderer
Specialisation: Spirit Lord
Energy Spirits and their upgrades gain +1 to Attack and Defense for every 2 hero levels.
Biography: Nertron always saw a power in Energy Spirits. He decided to tame and control this chaotic creatures. During his studying he was partialy transformed into spirit. That gave him a possibility to control this creatures. In his army they represent a strong power.

Dzar

Class: Shadow Wanderer
Specialisation: Stalker
Hero's movement points are increased by 1% per every two hero level. Also creatures level 1-3 gain a Stealth ability when hero reaches level 15.
Biography: Dzar is corrupted Taulian. In contrast to his relatives, he is enough strong warrior to fight in battles. But he prefer not combat, but adventuring skills, which always gave him a great advantages and well earned Stalker status.

Veisel

Class: Shadow Wanderer
Specialisation: Hunter
Jumping Beasts and their upgrades gain +1 to Attack and Defense for every 2 hero levels. Also they gain a Beast Bite (same as Lizard bite) ability when hero reaches level 15.
Biography: Legens says that many ages ago Veisel was a human. He was a successfull and mercyless hunter, so Archanen corrupted him to serve Army of Darkness. There he found a good community of Beasts and became their leader. But Veisel never talk about his past. True it or not, but in his army Beasts become a powerful and frightful weapon.

Ha-Khann

Class: Shadow Wanderer
Specialisation: Chaotic Shadow
All Destructive spells have a 25% chance to cast Shadow Cloud on target. Chance increase by 5% for each hero level.
Biography: Ha-Khann is corrupted son of Urghash, demon. His chaos origins give him a possibility to mix Abyss and Destructive magic energies and get more powerful result.

Campaign Heores

Archanen

Hero Class: Shadow Master
Specialization: Shadow Lord
Each hero level decrease waste of Void Energy by 1%. Also shift increase effect Shadow of Otherrealm by -20%.
Biography: Archanen is a fallen God. Former right hand of Ungtol, after his death he became a Supreme Lord of Darkness. During the imprisonment in Otherrealm he didn't sit idly. His genetical and other experiments born a new horrible creatures for empowerment of Army of Darkness. Now he will lead his armies to the death in the objective to find and bring him Abyss Crystal. When he destroy it, nothing more could stop him from the vengeance and ultimate control on the realms.

Black Wirlwind

Hero Class: Dark Guard
Specialization: Cyber Commander
Cyber Warriors and Shadow Spiders gain +1 to attack and defense for every two hero levels. Also hero's physical attacks will cause a Shadow Smoke (effect same as Shadow Cloud on Basic Mastery) on target.
Biography: Black Wirlwind or former Laugan, is so far the perfect model of Cyber Taulian. His form give him ability to produce a harmful Shadow Smoke which can affect hero's target. Cyber creatures see a leader in him and are ready to fight in his army more deseperately than in others.

Narzal (Main Hero)

Hero Class: Shadow Wanderer
Specialization: Shadow of Fate
Creatures in hero army have a 10% chance to make double damage by attack. Chance increase by 1% for every hero level. Also reaching level 15 will give "Bash" effect to double damage attack.
Biography: Narzal also known as Gabriel, the gloryful knight of Holy Griffin Empire. After the portal opened he joined Archanen's army for self desire. He was corrupted and transformed into powerful shadow knight. But he is still a new member in Army of Darkness, and he will have to prove his loyality to Archanen to reach the great power and authority.
____________
Sometimes I'm about to yell: "It is flat you idiots!" But I don't wanna die in fire.

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted February 01, 2009 11:14 PM

No replies yet? now that's unfair

Seems original, keep it coming
____________
Coincidence? I think not!!!!

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DarkCrystal
DarkCrystal


Promising
Supreme Hero
Staright out of line
posted February 02, 2009 01:44 PM
Edited by DarkCrystal at 14:17, 26 Mar 2009.

Part 2

Towns

Zarong: (Campaign)
+100 Void Energy
Biography: Zarong is built around the Portal to Otherrealm. That gives army of Darkness an ability to take more Void Energy from Portal.

Al'ktazar
+1 to Dark Priests grouth.
Biography: There are the rumors that there are few great artifacts, hidden in Al'ktazar, which can increase the power of magic. Not many creatures take it seriously but there is a tradition that Dark Priests should visit this place more often than others.

Lamarkan
+1 gem every day.
Biography: Lamarkan is famous for it's big gem mines. Archanen use this town as a gem platform, which are very needed in Army of Darkness.

Xaragon
Stronger walls and towers.
Biography: Xaragon's citizens believe that strong walls are the key of safe life. That's why Xaragon is hardest town to siege.

Barnakor
+5 to Spawns grouth.
Biography: The Barnakor has a strange place, which makes Spawns to multiply and grow up faster. That makes this town a "Spawn producer".

Lereanon
+2 to luck of defending army.
Biography: This town was built by corrupted Taulians. They used a strange unknown system which makes defending armies more lucky.

Balkator
+3 to Slayers grouth.
Biography: After this town was built slayers decided to make it as their main lair, that's why there are more Slayers producing by this town.

Lan-Tanazan
+250 gold every day.
Biography: When this town was creating, builders found a small gold mine, which actually was endless. So now this town has a bit, but bigger income than other towns.

Abalgton
+2 to Beasts grouth.
Biography: There are rumors that this town has strange invisible energy, which attract Beasts. True it or not, but the population of Beasts there is higher than in other towns.

Blaztorg
+1 mercury every day.
Biography: There is a big mercury lake situated near this town. So people are often works on the output of mercury.

Ulatidan
Visiting hero has same effect as hero visiting stables. But this effect can be gained only once per week.
Biography: Nobody can say what magic is affecting this town, but when you enter it, you forgot about tireness and can walk longer than usually.


Artifacts

Chitin Armor
Back                                     Chest


Chest
+2 Defense, 15% Magic Resistance.

Magic Blade Glove


Weapon
+2 Attack, +25% chance for Spectral Fire.

Force Shield


Sheild
+2 Defense, +15 Damage for Energy Sheild.

Shadow Greaves


Feet
Remove the move penalties on the Shadow Wastelands terrain.

Mana Crystal


Pocket
Doubles mana regeneration.

Tome of Abyss Magic
(Only Otherrealm heroes can use this artifact)

Sheild
Allows Abyss Magic spells to be cast without any skill in this school.

Artifacts Set

Shadow Knight:
Chitin Armor
Magic Blade Glove
Force Shield
Shadow Greaves

2 items:
-2 to enemy's luck
4 items:
At the start of combat curses 3 random enemy units by Shadow Cloud.

Bonus for Otherrealm hero:
2 items:
+1 for all hero's stats.


Skill System

*New Feature*: There is no more %-chance of getting skill. Now player choose any available skill from skill-tree.

Abyss Magic

Allows to learn and cast Abyss Magic Spells and makes Abyss Magic spells more powerful.

No mastery: 1st and 2nd circle.
Basic: 3rd circle.
Advanced: 4th circle.
Expert: 5th circle.

Dark Aura

Grants a mass effect for Shadow Cloud and Infection spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells.
Contributes to: Abyss Twillight

Abyss Aura

Grants a mass effect for Symbiote and Invisibility spells, but doubles the casting cost of these spells. Hero wastes only half of his current initiative to cast these spells.
Contributes to: Void Protection

Void Aura

Grants armor damaging effect for Shadow Ray and Shadow Lightning (first target only) spells.
Contributes to: Spectral Fire

Abyss Twillight

Hero's Abyss spells are twice harder to dispel.
Requiers: Dark Aura

Void Protection

Hero's creatures suffer only 75% damage from Destructive spells.
Requiers: Abyss Aura

Spectral Fire

Otherrealm creatures under hero's control have 25% chance to make an additional damage by spectral fire. Spectral Fire drains player's Void Energy. In spectral reality chance increase to 50%.
Requiers: Void Aura
Contributes to: Energy Shield

Energy Shield

In spectral reality all Otherrealm creatures under hero's control gain an ability to deal additional damage in every melee retaliation by magic energy shield. Damage will deal anyway even enemy has No Retaliation ability. Damage = 10 + 5*Hero Level
Requiers: Spectral Fire

Attack

Increases damage dealt by your creatures in melee combat.

Basic: by 5%
Advanced: by 10%
Expert: by 20%

Battle Frenzy

Minimum and maximum damage inflicted by each creature under hero's control is increased by 1. Especially effective for armies of low level creatures.
Contributes to: Cold Steel

Archery

Increases damage dealt by hero's creatures in ranged combat by 20%.
Contributes to: Flaming Arrows

Tactics

Increases the area in which the hero can rearrange creatures before combat.

Cold Steel

The hero enhances weapons of all troops in his or her army to strike with additional ice powers (Not only undead creatures receive these enchantments).
Requiers: Battle Frenzy, Master of Ice
Contributes to: Retribution

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.
Requiers: Archery

Retribution

Troops under hero's control deal increased amount of damage according to their moral state.
Requiers: Cold Steel

Defense

Decreases damage dealt to your creatures in melee combat.

Basic: by 10%
Advanced: by 20%
Expert: by 30%

Protection

Decreases damage dealt to your creatures by magic attacks by 15%.
Contributes to: Chilling bones, Power of Endurance

Evasion

Decreases damage dealt to your creatures by ranged attacks by 20%.
Contributes to: Last Stand

Vitality

Increases hit points of all your creatures by 2 (Particularly effective for large armies)
Contributes to: Stand Your Ground, Resistance

Stand Your Ground

Troops under hero's control get +60% bonus to their defense carrying out the Defend command.
Requiers: Vitality
Contributes to: Preparation

Chilling Bones

Enhances all Otherrealm troops under hero's control with powerful ice enchantments. Any enemy creature which engages in melee combat with those troops will receive ice damage.
Requiers: Protection, Master of Ice

Power of Endurance

Hero acquires Mass Endurance spell on advanced level.
Requiers: Protection

Resistance

Hero gains +2 defense permanently.
Requiers: Vitality

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.
Requiers: Evasion

Preparation

All the creatures, while discharging the Defend command, will retaliate any enemy, which assaults them, first, even if the enemy has the retaliation ability. Moreover, if the defending creature has the Unlimited Retaliation ability, it will attack the enemy twice: Before and after it's assault.
Requiers: Stand Your Ground

Dark Magic

Allows hero to learn Dark Magic spells and makes Dark Magic more effective overall.

No mastery: 1st and 2nd circle.
Basic: 3rd circle.
Advanced: 4th circle.
Expert: 5th circle.

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.
Contributes to: Seal of Darkness, Dark Renewal, Twillight

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.
Contributes to: Seal of Darkness, Shrug Darkness

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.
Contributes to: Corrupted Soil

Seal of Darkness

Enemy hero is forced to spend twice more mana to cast Dark Magic spells in combat.
Requiers: Master of Mind, Master of Curses

Shrug Darkness

Enemy Dark Magic spells will be cast with only 50% of effective Spellpower.
Requiers: Master of Mind

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.
Requiers: Master of Curses

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.
Requiers: Master of Pain

Destructive Magic

Allows hero to learn Destructive Magic spells and makes Destructive Magic more effective overall.

No mastery: 1st and 2nd circle.
Basic: 3rd circle.
Advanced: 4th circle.
Expert: 5th circle.

Master of Fire

Grants armor-damaging effect to Fireball and Armageddon spells. Creatures affected by these spells suffer additional -50% defense penalty.
Contributes to: Fiery Wrath, Mana Burst, Ignite

Master of Ice

Grants freezing effect to Ice Bolt and Circle of Winter spells.
Contributes to: Cold Death, Cold Steel, Chilling Bones

Master of Storms

Grants stunning effect to Lightning Bolt and Chain Lightning (first target only) spells.
Contributes to: 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.
Contributes to: Ignite

Fiery Wrath

Additional elemental fire damage is dealt to enemy units on all melee and ranged attacks.
Requiers: Master of Fire

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.
Requiers: Master of Fire

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.
Requiers: Master of Fire, Secrets of Destruction

Cold Death

Makes Necromancer's spells Ice Bolt and Circle of Winter more powerful. Those spells will kill at least one creature, if that creature has no Immunity to Cold.
Requiers: Master of Ice

Sap Magic

Damage dealt by enemy spells is reduced by 20%.
Requiers: Master of Storms

Light Magic

Allows hero to learn Light Magic spells and makes Light Magic more effective overall.

No mastery: 1st and 2nd circle.
Basic: 3rd circle.
Advanced: 4th circle.
Expert: 5th circle.

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.
Contributes to: Supress Light, Fire Resistance

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.
Contributes to: Supress Light, Refined Mana, Twillight

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 spell.
Contributes to: Storm Wind

Supress Light

Enemy hero is forced to spend twice more mana to cast Light Magic spells in combat.
Requiers: Master of Blessings, Master of Abjuration

Refined Mana

Casters in hero army will spend only half the required mana cost to cast spells.
Requiers: Master of Blessings

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
Requiers: Master of Abjuration

Storm Wind

Initiative of all enemy flyers is decreased by 10% and Speed by 1.
Requiers: Master of Wrath

Twillight

Increases Spellpower: +3 for all spells of dark and light magic schools.
Requiers: Master of Blessings, Master of Curses

Summoning Magic

Allows hero to learn Summoning Magic spells and makes Light Magic more effective overall.

No mastery: 1st and 2nd circle.
Basic: 3rd circle.
Advanced: 4th circle.
Expert: 5th circle.

Master of Conjuration

Makes Conjure Phoenix and Summon Elementals spells more powerful (effective Spellpower is increased by 4 for casting those spells).
Contributes to: Exorcism, Elemental Balanse

Master of Life

Makes Fist of Wrath and Raise Dead spells more powerful (effective Spellpower increases by 4 for casting those spells).
Contributes to: Wall of Fog

Master of Earthblood

Makes Fire Trap and Earthquake spells more powerful (effective Spellpower is increased by 4 for casting those spells).
Contributes to: Fire Warriors

Exorcism

All Destructive Damage spells against summoned and gated targets deal double the normal damage.
Requiers: Master of Conjuration, Secrets of Destruction

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.
Requiers: Master of Earthblood

Elemental Balanse

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.
Requiers: Master of Conjuration
Contributes to: Banish

Wall of Fog

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%.
Requiers: Master of Life

Banish

Special combat ability. Unsummons part of the summoned or gated stack.
Requiers: Elemental Balanse

Sorcery

Speeds up hero's casting in combat. Interval between two consecutive spell casts is reduced...

Basic: by 10%
Advanced: by 20%
Expert: by 30%

Arcane Training

Reduces casting costs of all spells by 20%.
Contributes to: Arcane Excellence, Counterspell

Magic Insight

Allows a hero to learn magic spells of the third circle regardless of actual skills in the respective schools of magic.
Contributes to: Arcane Brillance

Mana Regeneration

Doubles mana regeneration.
Contributes to: Erratic Mana, Counterspell

Arcane Excellence

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

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).
Requiers: Mana Regeneration

Counterspell

Special combat ability. Negates all effects of the next spell cast by the enemy, but drains twice the mana cost of that spell.
Requiers: Mana Regeneration, Arcane Training

Arcane Brillance

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

Distract

Enemy hero will receive 20% 15% penalty to Initiative after casting any spell in combat.
Requiers: Arcane Brillance

Luck

Increases luck of all creatures in hero's army.

Basic: by 1
Advanced: by 2
Expert: by 3

Magic Resistance

Increases magic resistance of all creatures in hero's army by 15%. Creatures are more likely to avoid enemy magic.
Contributes to: Sorcerer's Luck

Resourcefulness

In the course of adventures the hero tends to find more gold and resources and be more lucky overall.
Contributes to: Tear of Asha Vision, Spoils of War

Soldier's Luck

Guarantees that useful combat abilities of creatures in hero's army (like Squires' Bash, for example) will trigger more often.
Contributes to: Dead Man's Curse

Sorcerer's Luck

Luck rolls will now be applied to destructive spells cast by the hero, thus allowing a chance for double damage from spells.
Requiers: Magic Resistance

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.
Requiers: Resourcefulness

Spoils of War

From each victorious battle, the hero will salvage some gold and resources as spoils of war.
Requiers: Resourcefulness

Dead Man's Curse

The hero has gained an ability to affect the Luck of enemy creatures. The Luck of all enemy troops is decreased by 1.
Requiers: Soldier's Luck

Leadership

Increases moral of all creatures in hero's army.

Basic: by 1
Advanced: by 2
Expert: by 3

Diplomacy

Allows hero to effectively negotiate with hostile creatures. Increases chances and reduces costs of creatures that wish to join your army.
Contributes to: Empathy

Estates

Hero contributes 250 gold pieces per day to your cause.

Recruitment

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.
Contributes to: Aura of Swiftness, Divine Guidance

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).
Requiers: Diplomacy

Aura of Swiftness

Combat movement speed of all units in hero army is increased by +1.
Requiers: Recruitment

Divine Guidance

The Knight receives the special combat ability to encourage his troops on a battlefield, making their turns come faster.
Requiers: Recruitment

Logistics

Increases hero's movement speed over land.

Basic: by 10%
Advanced: by 20%
Expert: by 30%

Navigation

Increases hero's movement speed at sea by 50%.

Pathfinding

Reduces penalty for moving through rough terrain by 50%.
Contributes to: Familiar Ground, Death March, Teleport Assault

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.
Contributes to: Silent Stalker, Swift Mind

Familiar Ground

All creatures in hero (Otherrealm hero) army receive +1 for movement speed if the battle is taking place on Shadow Wastelands terrain.
Requiers: Pathfinding

Death March

All hero's troops gain +4 speed during the siege of an enemy castle.
Requiers: Pathfinding

Teleport Assault

Hero acquires Teleportation spell and the ability to cast it with assault effect, increasing the initiative of creature being teleported.
Requiers: Pathfinding

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.
Requiers: Scouting
Contributes to: Snatch

Swift Mind

Hero receives +25% bonus to Initiative at start of combat.
Requiers: Scouting, Arcane Intuition

Snatch

The hero spends no movement points to pick up resources, access buildings and other similar actions.
Requiers: Silent Stalker

Enlightenment

Hero receives +1 to one of his primary stats for every ... levels including the levels already got and ... bonus to the experience gained.

Basic: 4 levels, + 5% bonus to the experience gained.
Advanced: 3 levels, + 10% bonus to the experience gained.
Expert: 2 levels, + 15% bonus to the experience gained.

Arcane Intuition

Allows hero to learn an unknown spell used by an enemy hero or by any creature in combat (hero must be able to learn the spell with regards to his level in this school of magic).
Contributes to: Swift Mind

Intelligence

Increases normal maximum mana by 50%.
Contributes to: Graduate, Wizard's Reward, Dark Revelation, Mentoring

Scholar

Allows the Hero to teach various spells to other heroes, effectively trading spells between spell books.
Contributes to: Arcane Exaltation, Mentoring

Graduate

Being so keen to learn, the hero is granted +2 Knowledge and an additional bonus of +1000 experience.
Requiers: Intelligence

Wizard's Reward

Hero gains +2 to Spellpower permanently, plus an extra 1000 gold as a one-time bonus.
Requiers: Intelligence

Dark Revelation

Hero qualifies for additional free level up.
Requiers: Intelligence

Arcane Exaltation

Delving deep into the secrets of spellcraft, hero gains +2 Spellpower permanently.
Requiers: Scholar

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).
Requiers: Intelligence, Scholar

War Machines

Makes war machines more effective overall. Increases Attack, defense and Damage of Ballista. Increases Catapult's Damage and grants it a ...% chance to hit. The First Aid Tent receives increased Healing Power. Ammo Cart gains an ability to increase Attack of ranged units in hero's army by ...

Basic: 30%, +1
Advanced: 40%, +2
Expert: 50%, +3

Ballista

Allows manual control of the Ballista. Ballista gains one extra shot. Restores the Ballista after the battle if it was destroyed.
Contributes to: Triple Ballista

Catapult

Allows manual control of the Catapult. Catapult gains one extra shot. Restores ammo cart after the battle if it was destroyed.
Contributes to: Brimstone Rain

First Aid

Allows manual control of the First Aid Tent. Restores the First Aid Tent after the battle if it was destroyed.
Contributes to: Plague Tent

Tremors

Hero acquires Earthquake spell and the ability to cast it with shaking effect, damaging and stunning all creatures behind fortress wall.

Triple Ballista

Ballista gains another extra shot (up to 3 consecutive shots total if hero is proficient with ballistas).
Requiers: Ballista

Brimstone Rain

Catapult gains another extra shot (up to 3 consecutive shots in turn if hero is proficient with catapults).
Requiers: Catapult

Plague Tent

The hero's First Aid Tent receives an ability to damage enemy creatures.
Requiers: First Aid

Ultimate Perks
Each Ultimate Perk need all 3 perks, Racial Ability on level 3 and three another skills learned.

Wraith of Ungtol:
Energy Shield
Counterspell
Mentoring

Magic Shield:
Energy Shield
Retribution
Preparation

Cloak
Energy Shield
Snatch
Distract


Campaign

The Campaign has two lines: Good side and Evil side. Playing on Evil side you will lead powerful Army of Darkness in objective to conquer and destroy Ashan. Playing on the Good side you will have to head the mighty armies of Ashan and stop the invasion.

Storyline:
The action takes place after 20 years after Dark Messiah. (The ending of Dark Messiah is when he left Xana alive and closed the Demon prison) Arnhem, king of the East Kingdoom (united Free Cities of East) opened the portal in the Temple on one of islands of Irisus sea and freed Army of Darkness. He managed to escape from island and hid in the Stonehelm. But the Abyss Crystal was lost. Both sides are interested in finding Crystal. Ashan - to close the portal and stop the invasion, Army of Darkness - to destroy Crystal and become unstopable. But in the time they seek for Crystal, the war is burning...


Evil Side
Campaign Objectives:
- Find and Destroy Abyss Crystal

Intro Cinematic:
Archanen is standing on the balcony of high tower in Zarong. Down whole ground is covered by rejoicing army. "Fools, they don't even understand what they have done! The prophecy was right, one millenia and we are free and much more powerful now! Nothing now can stop me! Ungtol, you will be revenged" - he says. The Dark Priest comes behind. "Great Lord, Narzal wants your audience" - he says. "Let him go" - says Archanen. Dark Priest goes out and then Narzal enter. "Great Lord, shadows are rising my rage. I want to fight, I want to bring the shadow of victory to your feet!" - he says. "Your loyality is well warrior, I will send you to an important mission. Take our armies and crush the Karthal. This fortress is baring our way to the rampart of light - Holy Unicorn Empire. But know, I'm watching every your step and if you betray me..." - says Archanen. "Very well, tomorrow Karthal will be in ruins" - says Narzal and goes out. Archanen looks down to the armies and says: "Soon..."

Mission 1
The first quest
Mission Hero: Narzal
Objectives:
1)Siege and rase Karthal

Intro text:
Do as the Archanen said. The Karthal is waiting for me. Sure I'll do everything to serve my master, even it would take my life! And this mission is not very hard. I only need to take my armies and rase this city. But scouts says that elves and mages know about my plans and will try to stop me. I must be careful. - Narzal

Plaing as Narzal you are starting at the nearest island of Irisus sea. At the default you have one seacost Town and one hero, Narzal. You have to build the boat in the Town, travel to Karthal and siege it. But this city has a strong defense: the united army of knights and mages under control of old knight Mendan. Be careful, Mages from Silver Cities and elves from Irollan are not slipping they will try to stop you.

Final Cutscene:
The city is in burning. Main square. Narzal warriors are slaining innocent citizens. Narzal is standing in front of defeated Mendan. "Gabriel, look what you have done! Look how have you fell. You was my friend before but now you are not more than this creatures, who you are leading. But I'm sure, you can be cleaned. The power of Elrath is very big" - says old knight. "Not more! Your stupid lizard is nothing in shadow of my master! You can't even imagine what power I possess now!" - says Narzal and kills Mendan. Then he rise up blooded sword and shout: "For the Archanen!" His army is rejoicing.

Mission 2
For the Archanen!
Mission Hero: Narzal
Objectives:
1)Siege and rase Talonguard, the capital of Holy Unicorn Empire
2)Kill King Dunkan

Intro text:
I knew I can trust you, warrior. Your exploits prove you well. Now I think I can give you another mission. The Holy Unicorn Empire know about our plans. They are fortifing and preparing. But we also know about them. Scouts says that king Dunkan is going to Ygg Chall to make dark elves as their alies. This is a perfect time to strike. If you manage to kill Dunkan before he reach Ygg Chall, The dark elves won't manage to give their help. Then the Empire will be weakened by the death of their king and you will easily defeat their Queen. Now go, we have not much time. - Archanen

Plaing as Narzal you are starting at the place near the mountains of Ygg Chall. At the default you have two towns and one hero, Narzal. You need to stop Dunkan before he reachs one of Dark Elves towns. If you successfully manage to do that, Dark Elves won't attack you. If you won't manage to do that you will have to fight with Dark Elves as well and gain an objective to rase their cities. Also when you kill Dunkan the morale of Freyda's army decreases by -2. Then you have to siege the Talonguard, where the Queen Freyda is situated. When you killed both Freyda and Dunkan and rased all Dark Elves cities (if you gained this objective) the mission is finished.

Mission 3
The Rampage
Mission Heroes: Narzal, Black Wirlwind, Archanen
Objectives:
2)Destroy Al-Safir
1)Destroy Kha-Beleh's cidadel.

Intro text:
That was fantastic! Narzal, you really has my respect now. You sucessfully completed two important missions and made our enemies flee in fear. But another big enemy is still here. It is Silver Cities. And we also know that they opened the portal to another paralel realm, Sheogh and made alliance with sons of Urghash, demons. If you destroy Al Safir, you can teleport to the Sheogh. Then we will find Kha-Beleh, I'm sure, he know where the crystal is. Don't worry about army, when you teleport to Sheogh I'll send you Black Wirlwind, our newest cyber model. I can't send him to help you now, because he is on another mission, destroying Irollan. Now go. - Archanen

Part 1: Playing as Narzal you have to siege and destroy Al-Safir, defended by Zehir. At the default you have one town and one hero, Narzal. You need to take enough army to destroy Al-Safir and then teleport to Sheogh. Be careful, combined might of Mages and Demons is not so weak as it looks like. When you destroy Al-Safir the portal toSheogh open and you can go there. Unfortunately Zehir survived and managed to escape from his town.

Part 2: In the Sheogh you have not town on default, only two heroes, Narzal and Black Wirlwind (He is already level 15). So you have to wait for a week while your town and dwellings are building and defend them from Demon Heroes. When town and dwellings are built, you can take your armies and rush to the Kha-Beleh's citadel. When you reach it, you will fight against Kha-Beleh as Archanen (He is already level 25). Defeat Kha-Beleh and mission is completed.


Final Cutscene:
Ruines of Kha-Beleh's cidadel. Archanen is holding Soverein in air by telekinesis. At the right and left sides of Archanen there are Narzal and Black Wirlwind. "Tell me where is the Crystal!" - says Archanen. "I don't know, what crystal? Please let me go" - says Kha-Beleh. "You are lieing! Tell me, or I'll have to look into your mind. You know it's painful" - says Archanen. "All right, all right, I'll say. The Abyss Cristal is situated in the fortress Lightsield, near the Stonehelm. The Crystal was found and taken by my son, Sareth..." - says Kha-Beleh. "Very well" - says Archanen, then dark lightning comes from his hand and kills Kha-Beleh. Then the Urghash himself appear in front of Archanen. "You killed my deputy, now you will pay!" - says Urghash and tries to attack Archanen but he slashes him by lightning sword. Urghash is defeated. "I will not kill you now, I need my powers to destroy the crystal. Then I'll return and bring the end of your existance" - says Archanen and dissapears with Narzal and Black Wirlwind.

Mission 4
Finding the Crystal
Mission Heroes: Narzal, Black Wirlwind
Objectives:
1)Destroy Stonehelm
2)Kill Sareth in Lightshield

Intro text:
We are close to victory. We only need to kill Sareth and take crystal from him. I send Black Wirlwind to help you. I'm sure you will manage to do that. Now go, this is getting too long, our enemies could find the Crystal too. - Archanen

At the default you have one town and two heroes. Plaing as Narzal and Black Wirlwind you have to destroy Stonehelm and his king Arnhem first. Then the road to Lightshield will be opened. Reach Lightshield and speak with Sareth. Sareth doesn't want to give this crystal to you for free. So you have to defeat him. At first you will have fight with Xana and then with Sareth. Killing him finally gives you an Abyss Crystal. But it is not end of mission. When you take Crystal appears Raelag and tries to take it from you. Defeat him and mission is completed. Unfortunately Raelag managed to escape.

Mission 5
The last Step
Mission Heroes: Narzal, Archanen
Objectives:
1)Reach the Forgotten Temple

Intro text:
The are only few things to do before we become unstopable. You need only to bring Crystal to the Forgotten Temple at the south of the Silver Cities. Only there I could destroy it. Reach the Temple and I will wait for you there.

At the default you have one town and one hero, Narzal. You have to clear the road to the Forgotten Temple. The syrvived armies of humans, mages, dwarves, elves and dark elves will try to stop you. When you reach Temple you have to fight Zehir as Narzal.
Cutscene:
Narzal is walking upstairs in the Temple. When he enter the main room, Zehir appears and says: "You will never do that, Gabriel! Only through my corpse!" Narzal takes the sword and prepares to fight.
Defeat Zehir as Narzal. Then next cutscene.
Cutscene:
Narzal kills Zehir and gives crystal to Archanen. He put it to Altar. Then the Temple lights up and Elrath himself appears. "If you want to destroy Crystal, Archanen, you will have to fight me first!" - he says. "As you wish" - says Archanen.
Last fight, defeat Elrath as Archanen. Then the mission will be completed.

Last Cinematic
Archanen kills Elrath. Then he takes Crystal and destroys it by magic. The huge explosion cover whole Ashan and corrupt it.

Epilogue
The Abyss Crystal was destroyed. Archanen killed all Dragon Gods. The Army of Darkness corrupted and destroyed Ashan. After 50 years of killing and destroing, Army of Darkness left this world, to conquer others. Only few thousands of survivors still was living on this abandoned world. There was one strange man, who roamed over Ashan, stayed in the settles and told a tails about past glory and battles. His name was Raelag...


Good Side
Campaign Objectives:
- Find Abyss Crystal and close the Portal

Note: all campaign heros levels and stats would be picked from the previous campaigns.

Intro Cinematic:
Freyda is sitting in throne room. Suddenly the one of the army commanders run into. "What happened?" - says Freyda. "Bad news my queen, the legends became true, the Army of Darkness is free..." - says commander. "What?" - says Freyda. "My Queen, scouts says that they are activisated on the Islands in Irisus sea" - says commander. "We need to more powerfull army, and demons are still trying to fight us. All right, at first we will make demons flee back to Sheogh and then we will deal with Army of Darkness. Send my army with the Mendan to the Karthal" - says Freyda. "Very good, I'll do it" - says commander and run out.

Mission 1
The beginning
Mission Hero: Freyda
Objectives:
1)Destroy powerful demons' citadel.

Intro text:
The demons are getting annoying. If this tails about Army of Darkness true, they'd better to run back to Sheogh and give us a chance to defeat Army of Darkness ourselves. But anyway, at first we need to clear our rears. - Freyda

Playing as Freyda you have to take your army and destroy demons' citadel (Inferno Town). At the default you have one town and one hero, Freyda. Destroy citadel and mission is completed

Final Cutscene:
Ruins of demons' citadel. Freyda is standing in front of rejoicing army. Suddenly commander comes up to her. "Bad news Queen, in the time you destroyed that citadel, Army of Darkness destroyed Karthal and is coming here!" - he says. "Where is king Dunkan? Let's send him to Dark Elves to ask their help, I'm sure, Raelag will give as his armies" - says Freyda.

Mission 2
The Assault
Mission Heroes: Freyda, Dunkan
Objectives:
1)Reach one of Ygg Chall's towns.
2)Don't let Army of Darkness to destroy Talonguard.
3)Defeat Army of Darkness.

Intro text:
Every time disaster happens we have to find a help. And now I'm captured. Freyda sent me to Raelag to ask for help. I still was in the way, when scouts told that all roads behind are occuped by that horrible creatures. There is no way back, I have to reach Ygg Chall, that's my only chance to survive. - Dunkan

At the default you have 2 towns, one of them Talonguard, and 2 heroes. Freyda in Talonguard and Dunkan at the road to Ygg Chall. As Dunkan you have to reach one of Ygg Chall's towns before Narzal's troops kill him. In this time you must not let Army of Darkness to destroy Talonguard. When your reach Ygg Chall, Raelag will give Dunkan big army. With this and Freyda's armies you have to defeat Narzal's armies.

Mission 3
The Defending of Irollan
Mission Hero: Findan
Objectives:
1)Don't let Army of Darkness to destroy main city.
2)Destroy Black Wirlwind

Intro text:
The Army of Darkness are coming to Irollan. They once defeated us near the Karthal. Now they brought very strange creatures, I have never seen before. That can probably be more advanced technology, which Ashan will gain only after many ages. But anyway, we must protect Irollan and banish the agressors.

Playing as Findan you have to repluse the Assault of Black Wirlwind's armies and then find him and siege his town. Kill Black Wirlwind and mission is completed. Also you must not let Army of Darkness to destroy your main town.

Mission 4
Finding the Crystal
Mission Hero: Raelag
Objectives:
1)Find and defeat Sareth.

Intro text:
The legends became truth, the Army of Darkness is returning. I read that we have to find Abyss Crystal and close the portal. With my magic orb I discovered that Crystal is located in the Lightshield fortress. I need to go there and take it. - Raelag

Playing as Raelag you have to reach the Lightshield fortress. When you reach it, you will have to fight against Sareth. First with Xana and then with Sareth. When you kill him, you take the crystal but then appears Narzal and tries to take it from you. Defeat and kill Narzal and your mission will be completed.

Mission 5
For the light!
Mission Hero: Zehir
Objectives:
1)Siege and destroy Zarong.

Intro text:
I don't know how I survived the destroying of Al-Safir. Gabriel didn't gave me a chance. But anyway now I have to end it. Raelag gave me the Abyss Crystal, now I have to reach Zarong and close the portal. - Zehir

As Zehir you have to reach Zarong. When you reach it you will have to fight Archanen. You will have two fights with him: first - the big army of Otherrealm and second - many cyberwarriors, shadow spiders and some Gods of Death. Defeat Archanen and the mission will be completed.

Last Cinematic
Zehir takes Abyss Crystal and close the Portal. All creatures of Army of Darkness teleport back to Otherrealm and the corruption dissapears.

Epilogue
When Zehir closed the Portal, the power of Sar Elam went to him and transformed him into the God. Nobody now can fight against Zehir, the ultimate Protector of Ashan. It seems that peacful ages for Ashan has begun...

Extra Cinematic
Otherrealm. Archanen is standing in the centre of the big room in the tower. "Fools! Don't you know, the prophecy is not amnisting. One more millenia and we will be free again! And nothing could stop us that time!" - he says. He goes to the balcony and looks down. The army of new, more powerful cyber creatures is covering the ground around tower. "Nothing... will stop us..." - says Archanen. Dark screen, evil laugh...


FINISHED!!!
____________
Sometimes I'm about to yell: "It is flat you idiots!" But I don't wanna die in fire.

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Golemcrafter
Golemcrafter


Promising
Famous Hero
Unlimited Fantasy Master
posted February 02, 2009 03:32 PM

I think, that if I just write down a , I surely said everything I wanted!

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DarkCrystal
DarkCrystal


Promising
Supreme Hero
Staright out of line
posted February 06, 2009 03:01 PM

Updated! "Units" are finished (but maybe I can add something). I'm creating "Magic" now.
____________
Sometimes I'm about to yell: "It is flat you idiots!" But I don't wanna die in fire.

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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted February 15, 2009 09:54 AM

Pure awsmoe evilness
____________

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DarkCrystal
DarkCrystal


Promising
Supreme Hero
Staright out of line
posted February 23, 2009 06:16 PM

Updated a bit.

Sorry for so long time, I'll try to update it more frequently.
____________
Sometimes I'm about to yell: "It is flat you idiots!" But I don't wanna die in fire.

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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted February 24, 2009 01:51 AM
Edited by Nebdar at 01:51, 24 Feb 2009.

Quote:
Sorry for so long time, I'll try to update it more frequently.


Not the quantity but quality of updates count.



Could you translate what is under that picture
____________

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DarkCrystal
DarkCrystal


Promising
Supreme Hero
Staright out of line
posted February 24, 2009 11:07 AM
Edited by DarkCrystal at 14:30, 18 Mar 2009.

Quote:



Could you translate what is under that picture

It's in russian, it means: "Make bigger", I simply forgot to remove it after downloading.

EDIT: Music added!
Does it fit?

Update 18.03.09:
Magic added, nore detailed picture for Shadow Assassin.
____________
Sometimes I'm about to yell: "It is flat you idiots!" But I don't wanna die in fire.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 26, 2009 01:56 PM

...amazing Faction! And amazing pictures!!

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DarkCrystal
DarkCrystal


Promising
Supreme Hero
Staright out of line
posted March 26, 2009 02:18 PM

Quote:
...amazing Faction! And amazing pictures!!
Thank you.

Phew, it's finished finally!

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted May 02, 2009 11:27 AM

Dark, you have something special.  Great faction. I will even give it a
____________
Message received.

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friendofgunnar
friendofgunnar


Honorable
Legendary Hero
able to speed up time
posted May 02, 2009 10:49 PM

jiriki9

-The Otherrealm: A great, detailed faction, with a not so new background (considering fantasy at whole). However, it's good worth 49 points, not far from perfection.

Dark Crystal

The Otherrealm
-
(My faction)

Mytical
Otherrealm - 45/50

Jiriki: 49 (50%) + Mytical: 45 (50%)
Final score= 47

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