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Heroes Community > Age of Heroes Coliseum > Thread: ICTC 4: Dome
Thread: ICTC 4: Dome
blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted January 31, 2009 02:35 AM bonus applied by kookastar on 03 May 2009.
Edited by blizzardboy at 07:28, 26 Mar 2009.

ICTC 4: Dome




Work hard, Play hard

Town Music: "The Coral Kingdoms", http://www.youtube.com/watch?v=AlXDbwdxBHA
Combat Music: "Marderro Marines' Anthem", http://www.youtube.com/watch?v=qvoqxD2nHIc&feature=related
Adventure Map Music: "The Endless Horizon", http://www.youtube.com/watch?v=eSTbYeCVB20

Town: Dome
Alignment: Good
Base Class: Alchemist
Advanced Classes: Alchemist Seer, Alchemist Battler
Aka: The Amacaleans, "The Seaside Gnomes"
Associated Colors: Purple, Blue, and Tan
Core Philosophy: Life is too beautiful to waste. Seize the day.
Worship: Shalassa, Dragon of Water.
Country/Kingdom: Marderro: The Coral Kingdoms
Capital: Galaci Baydome
Primary Enemy: Sewers
Secondary Enemies: Naga, Necropolis, Dungeon, Inferno.
Symbols: Urnica's Flask, The Ever-Spinning Gyro.



May our crowned city of cities shine for the centuries to come, as a beacon of our creativity, our prosperity, and our love for the world. Made manifest in the splendor and beauty of Highcrest, our people can look to the future with hope and vigor. Let all of Ashan see that the terrors and evils of this world could not stop what we have built, for we are not afraid, nor will tears dim our eyes. My brothers and sisters, though challenges await in our future, on this day, let us celebrate!

-Acamus Vixelle, in the introduction The Inauguration of Highcrest's Centennial Birthday, recovered from archives during the Highcrest evacuation.



Hero Class:

Class: Alchemist
The Alchemist masters the art of concocting and using magical potions.

Alchemist Stat Gain:
Attack: 10%
Defense: 30%
Spellpower: 25%
Knowledge: 35%

Advanced Classes: Advanced Classes are unlocked for heroes once you have the appropriate building for them. An advanced class leans more towards either might or magic. Once you unlock an advanced class, you may gain an advanced class for a hero by going to the corresponding structure and selecting it. Once a class is selected for a hero, it is permanent, and your base stats are rerolled for all levels.

Alchemist Seer Stat Gain:
Attack: 10%
Defense: 20%
Spellpower: 30%
Knowledge: 40%

Alchemist Battler Stat Gain:
Attack: 20%
Defense: 30%
Spellpower: 20%
Knowledge: 30%

Appearance:
Alchemist: The Alchemist rides on a Battle Crab (as with the Clawed Rider), and is wearing a blue tunic with tan leather leggings. Their long black hair hangs freely about them, and they wield a wooden staff with a silver claw at the end.
Alchemist Seer: The Alchemist Seer is hovering over the ground, with a translucent silvery bubble surrounding them. They are wearing a sky blue tunic with tan leather leggings. Their long black hair is blowing around them, as though there was a current inside of the bubble. They wield a silver wand with a dark purple glow around it.
Alchemist Battler: The Alchemist Battler is riding a young Dragon Turtle, and is wearing an indigo tunic with tan leather leggings. Their long black hair is tied back in a knot, and they wield a large crossbow.

Casting Animation:
Alchemist: The Alchemist points their staff towards the battlefield, the silver claw at the end glows with a dark purple light, and the spell is discharged.
Alchemist Seer: The Alchemist Seer does a horizontal spin inside of their bubble as the glow of their wand intensifies, and the spell is discharged.
Alchemist Battler: The Alchemist Battler raises their fist, which glows with a dark purple light, and the spell is discharged.

Attack Animation:
Alchemist: The Alchemist rides the Battle Crab across the battlefield, and the Battle Crab clips the target with it's claw.
Alchemist Seer: The Alchemist Seer points their wand to the battlefield and shoots a ray of silver energy.
Alchemist Battler: The Alchemist Battler fires their crossbow at their target, which leaves a silver steak through their air.

Racial Skill: Alchemy

Basic Alchemy: The hero can concoct and use standard and basic potions, and tier 1 Dome creatures can use standard potions.

Advanced Alchemy: The hero can concoct and use up to advanced potions, and tier 1-3 Dome creatures can use standard potions.

Expert Alchemy: The hero can concoct and use up to expert potions, and tier 1-5 Dome creatures can use standard potions.

Ultimate Alchemy: Dome creatures use standard potions at Basic mastery.

Perks:

Zone of Excitement: The hero may spend 0.5 ATB to mark a 4x4 area on the battle grid as a Zone of Excitement. Spells from all friendly sources have +5 to their effective spellpower when targeted within the Zone of Excitement. The hero may only have one Zone of Excitement on the battlefield at any time.
(So if an enemy creature is within the Zone of Excitement, and the hero casts Meteor Swarm and hits that creature, the Meteor Swarm will have an increased effect of +5 spellpower on that creature. Or if a friendly dead corpse is within the Zone of Excitement, and the hero casts Raise Dead on that corpse, it will have an increased effect of +5 spellpower).

Field Alchemist: Discharging potions requires 0.15 less ATB for the hero.

Quicksilver Bubble: When a creature makes a melee or ranged attack against one of your creatures, there is a 30% chance it will deal 30% less damage. When this effect triggers, it will drain 5 mana from the hero’s mana pool.

Ultimate: Abjuring Bubble: The Quicksilver Bubble applies to both physical and magical attacks, and when it triggers, the damage is always reduced to 0.

Alchemy Description:

Potions: Potions contain one-time uses of magical spells that can be discharged by the Alchemist and by certain Dome creatures. Discharging a potion requires no mana. Below are the different categories of potions:

Standard Potions: Standard potions contain level 1-2 spells.
Basic Potions: Basic potions contain level 3 spells.
Advanced Potions: Advanced potions contain level 4 spells.
Expert Potions: Expert potions contain level 5 spells.

Concocting Potions: Concocting Potions is done at the ‘Laboratory’ building in the Dome town. The hero may concoct as many potions as they are able to, and they are stored in the hero’s or the creature’s inventory. The effective power of a potion depends on the hero's spellpower. Perks such as Master of Wrath or Master of Life are taken into account if the hero discharges the potion, but not if a creature discharges the potion. A hero can concoct any spell that they know and are able to cast. The following are the prices for concocting potions:

Standard Potion (any school): 50 gold
Basic Potion (any school): 100 gold
Advanced Potion (light): 100 gold + 1 crystal
Advanced Potion (destructive): 100 gold + 1 sulfur
Advanced Potion (summoning): 100 gold + 1 gem
Advanced Potion (dark): 100 gold + 1 mercury
Expert Potion (light): 200 gold + 1 crystal
Expert Potion (destructive): 200 gold + 1 sulfur
Expert Potion (summoning): 200 gold + 1 gem
Expert Potion (dark): 200 gold + 1 mercury



Using Potions:

Hero: The hero selects the potion they wish to use from their spellbook and selects the area or target (depending on the potion’s spell) to use it on. Using potions takes up the following amount of time:

Standard or Basic Potion: 0.70 ATB
Advanced Potion: 0.85 ATB
Expert Potion:  1.0 ATB

Creature: The creature select the potions they wish to use from their spellbook. If it is a buffing spell, they will then discharge it on themselves as a free action. If it is a target or area spell, it will be discharged upon making a melee or ranged attack. The potion is discharged at a spellpower equal to ˝ of the hero’s spellpower (rounded up). Potions used by creatures are cast without mastery, unless the hero has Ultimate Alchemy. Only one potion can be used per turn of a creature.



Tier 1: Coralfolk -> Coralfang / Coral Sentinel
Coralfolk: A special strain of coral has been blessed by Shalassa with the gift of sapience. These coral, known as Coralfolk, can walk and talk like other intelligence creatures. They were originally a reclusive race until they were befriended by the gnomes, and they now work with them in the defense of the Coral Kingdoms.
Asexual: At the start of each week, for every 10 Coralfolk in a stack, 1 new Coralfolk will be added to the stack.

Coralfang: Coralfang's are older coralfolk that have grown thicker and denser over time, and have developed sharp notches along their body.
Asexual: At the start of each week, for every 10 Coralfangs in a stack, 1 new Coralfang will be added to the stack.
Reef Barrier: Special Ability: This creature's size extends one square vertically up and down to become a 3x1 reef. When in Reef Form, this creature receives -35% damage from all physical and magical attacks, and +20% magic resistance. The creature may not move or attack while in reef form. You may use this ability again to return to normal form. You must have room on the battlefield when using this ability.
Spiked Carapace: Enemy creatures that move to or through a square that is adjacent to the Coralfang (whether in Reef Form or not) are dealt damage equal to 1/2 the number of Coralfang.

Coral Sentinel: Coral Sentinels are exceptionally tough Coralfolk, with hardened bodies that can be frustratingly hard to break through.
Asexual: At the start of each week, for every 10 Coral Sentinels in a stack, 1 new Coral Sentinel will be added to the stack.
Reef Wall: Special Ability: This creature's size extends one square vertically up and down to become a 3x1 reef. When in Reef Form, this creature receives -60% damage from all physical and magical attacks, and +30% magic resistance. The creature may not move or attack while in reef form. You may use this ability again to return to normal form. You must have room on the battlefield when using this ability.

Tier 2: Marine -> Swifthook / Veteran Marine
Marine: Marines are daring gnomes that have developed a skill with a variety of weapons. Traditionally, they were independent hunters and seafarers, although many of them have volunteered their services to the Coral Kingdoms.

Swifthook: Swifthooks have mastered the more difficult hooked blade, which they can wield in combat with painful effectiveness on their enemies.
Blade Rend: When this creature makes an attack, they will hook their weapon into the creature and then twist the blade. In additional to the normal damage, the attacked creature is dealt 1/2 of the original damage on their next turn.
Hook: When this creature attacks a small sized creature, they can keep their weapon hooked into the creature, preventing them from moving. This affect is ended if the Swifthook moves or attacks a different target (hold Ctrl if you don't want to use this ability on an attack).

Veteran Marine: Veteran marines have attained a solid proficiency with the grappling bow: a special crossbow with a harpoon that will reel the Veteran Marine to their target.  
Short Range Shooter: This creature may make ranged attacks, but only if the target is within half the distance of the battle grid.
No Melee Penalty: This creature receives no penalty with melee attacks even though it is a Shooter.
Grappling Bow: When this creature makes a ranged attack, immediately after dealing the ranged damage, they can be pulled to the closest adjacent square of the target they attacked. They can go over other creatures and obstacles with this ability, but not over walls (hold Ctrl if you don't want to use this ability on an attack).

Tier 3: Aquathopter -> Divethopter / Hydrothopter
Aquathopter: The aquathopter is a craft that is piloted by coralfolk. It is magically powered by the essence of a water elemental, and can propel through water and air.
Mechanical Hull: This creature cannot be raised or resurrected, and is 75% resistant to destructive magic.
Flyer: This creature can move to any open tile within it's movement range, regardless of any obstacles in the way.

Divethopter: The divethopter is piloted by gnomes, and has been outfitted with additional razor sharp blades.
Mechanical Hull: This creature cannot be raised or resurrected, and is 75% resistant to destructive magic.
Flyer: This creature can move to any open tile within it's movement range, regardless of any obstacles in the way.
Death from Above: This craft can use it's spare movement points to swoop down into targets with their mounted blades. For every movement point that this creature doesn't use prior to making an attack, it receives +5% to it's damage.

Hydrothopter: The hydrothopter is piloted by gnomes, and it can use it's enhanced magical power core to summon water elementals to the battlefield.
Mechanical Hull: This creature cannot be raised or resurrected, and is 75% resistant to destructive magic.
Flyer: This creature can move to any open tile within it's movement range, regardless of any obstacles in the way.
Discharge Water Elementals: Special Ability: This creature can summon a number of water elementals equal to 1/4th the number of hydrothopters (rounded up).

Tier 4: Grenadier -> Assault Grenadier / Tactical Grenadier
Grenadier: The grenadiers, in addition to their arcane talents, have trained with the use and treatment of potions, and launch them with exceptional proficiency.
Potion Specialist: Potions used by this creature have +2 to their effective spellpower.
Shooter: This creature can inflict damage remotely. When distance to target is longer than half the arena, the target suffers only half the normal damage. Shooter cannot use ranged attack when blocked by enemy creature. If there's no Ammo Cart in the army, the number of shots is limited by available ammo.
Caster: This creature can cast spells, drawn from their mana pool.
Total Mana: 12
Spells: Arcane Crystal, Eldritch Arrow

Assault Grenadier: The Assault Grenadier has went to extra lengths to perfect their use with alchemical concoctions.
Potion Expert: Potions used by this creature have +4 to their effective spellpower.
Shooter: This creature can inflict damage remotely. When distance to target is longer than half the arena, the target suffers only half the normal damage. Shooter cannot use ranged attack when blocked by enemy creature. If there's no Ammo Cart in the army, the number of shots is limited by available ammo.
Caster: This creature can cast spells, drawn from their mana pool.
Total Mana: 12
Spells: Arcane Crystal, Eldritch Arrow

Tactical Grenadier: The Tactical Grenadier has expanded their spellcasting potential while maintaining their skill with potions.
Potion Specialist: Potions used by this creature have +2 to their effective spellpower.
Shooter: This creature can inflict damage remotely. When distance to target is longer than half the arena, the target suffers only half the normal damage. Shooter cannot use ranged attack when blocked by enemy creature. If there's no Ammo Cart in the army, the number of shots is limited by available ammo.
Caster: This creature can cast spells, drawn from their mana pool.
Total Mana: 16
Spells: Arcane Crystal, Eldritch Arrow, Blade Barrier

Tier 5: Clawed Rider -> Steelclaw / Clawed Myrmidon
Clawed Rider: Elite marines receive the honor of riding a battle crab in combat: a formidable horse-sized crustacean.
Large: This creature occupies a 2x2 area on the battle grid.
Claw & Blade: When making an attack, there is a chance that this creature will attack an additional adjacent enemy (the extra attack on the adjacent enemy does not trigger a retaliation).

Steelclaw: The Steelclaw are an exceptional branch of Clawed Riders that have a reputation for survival in battle.
Large: This creature occupies a 2x2 area on the battle grid.
Claw & Blade: When making an attack, there is a chance that this creature will attack an additional adjacent enemy (the extra attack on the adjacent enemy does not trigger a retaliation).
Stalwart Officer: Friendly creatures that are adjacent to this creature receive +3 to their defense.

Clawed Myrmidon: The Clawed Myrmidon, mounted on longer-legged battle crabs, can swiftly charge into battle, and push others onward as well.
Large: This creature occupies a 2x2 area on the battle grid.
Claw & Blade: When making an attack, there is a chance that this creature will attack an additional adjacent enemy (the extra attack on the adjacent enemy does not trigger a retaliation).
Relentless Officer: Friendly creatures that are adjacent to this creature receive +1 to their speed.

Tier 6: Dragon Turtle -> Dragon Snapper / Reef Dragon
Dragon Turtle: These amphibious creatures, an offshoot of the dragons, are a long-time friend and ally of the Seaside Gnomes.
Large: This creature occupies a 2x2 area on the battle grid.
Recoil: When this creature executes the defend command, it recoils it's head and appendages into it's shell. It receives -35% damage from both physical and magical attacks in additional to the bonus from defending. However, sticking out it's appendages to retaliate to an attack is cumbersome, and deals -25% damage.

Dragon Snapper: Dragon Snappers have a sharper beak than the Dragon Turtles, and a ferocious temperament in battle.
Large: This creature occupies a 2x2 area on the battle grid.
Snapping Beak: This creature's attack is increased by +6 when attacking a small creature.
Recoil: When this creature executes the defend command, it recoils it's head and appendages into it's shell. It receives -35% damage from both physical and magical attacks in additional to the bonus from defending. However, sticking out it's appendages to retaliate to an attack is cumbersome, and deals -25% damage.

Reef Dragon: Reef Dragons spend more time in the water than the Dragon Turtles, and have developed an extra thick shell and a toughened hide from their time in the waves.
Large: This creature occupies a 2x2 area on the battle grid.
Diamond Shell: If an attack on this creature doesn't deal enough damage to kill at least one of them, the damage is reduced to 0.
Recoil: When this creature executes the defend command, it recoils it's head and appendages into it's shell. It receives -35% damage from both physical and magical attacks in additional to the bonus from defending. However, sticking out it's appendages to retaliate to an attack is cumbersome, and deals -25% damage.

Tier 7: Titanic -> Terracrab / Bulwark Titanic
Titanic:
The Titanic is a heavily armored crab of unbelievable bulk. These massive creatures are known to sleep for generations at a time, and will wake up even more massive than when they first went into slumber. They are significantly more intelligent than their much smaller cousins, and oddly, many of them have developed a parental bond towards the friendly gnomes that inhabit their territory.
Huge: This creature occupies a 2x3 area on the battle grid. It starts combat with it’s longer dimension going vertically with the battle grid.
Crabwalk: This creature may move either sideways or forward in order to navigate through obstacles and other creatures fairly well despite it’s massive bulk. Shifting directions is done automatically, and it takes up one movement point.
Claw Snatch: This creature may attack creatures from 2 tiles away at 75% normal damage, and will drag the target towards them if terrain permits.

Terracrab:
Terracrabs are feistier cousins of Titanics, and exclusively inhabit coastal regions and sometimes even go as far as the inner mainlands.
Huge: This creature occupies a 2x3 area on the battle grid. It starts combat with it’s longer dimension going vertically with the battle grid.
Crabwalk: This creature may move either sideways or forward in order to navigate through obstacles and other creatures fairly well despite it’s massive bulk. Shifting directions is done automatically, and it takes up one movement point.
Claw Snatch: This creature may attack creatures from 2 tiles away at 75% normal damage, and will drag them towards them if terrain permits.
Bulldoze: Special Ability: This creature may move to any square within it’s movement range regardless of any creatures in the way. It will move to the selected area, and all creatures in the movement path will be pushed to the nearest adjacent tile. This ability will destroy walls, but it cannot bulldoze through obstacles. You cannot make an attack when using this ability.

Bulwark Titanic:
These walking ancients are centuries old. Their parental bond towards their young friends has become very strong, much to the dismay of the enemy creatures that dare threaten them.
Huge: This creature occupies a 2x3 area on the battle grid. It starts combat with it’s longer dimension going vertically with the battle grid.
Crabwalk: This creature may move either sideways or forward in order to navigate through obstacles and other creatures fairly well despite it’s massive bulk. Shifting directions is done automatically, and it takes up one movement point.
Claw Snatch: This creature may attack creatures from 2 tiles away at 75% normal damage, and will drag them towards them if terrain permits.
Protect Youngling: This creature receives a free attack against any creature that attacks a friendly tier 1-6 Dome creature, provided that they are within reach of them (reach for this creature extends 2 squares outward because of Claw Snatch). This ability can only trigger once per turn for the Bulwark Titanic.





















Common Buildings:

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

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

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

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

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

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

Hall of Might:  This structure unlocks the “Alchemist Battler” advanced class for all Alchemist heroes, and unlocks the “Alchemist Battler” for the City Guard.
Cost: 1500 gold
Requires: Citadel

Castle: The Castle adds two arrow towers, fortifies your town's defenses, and doubles base creature growth. Also, this structure provides a special ‘Defender’ for the town. A Defender is present during a siege if no hero is present, and they may move up to 12 movement points outside of town. A Defender’s level is equal to 1/4th of the town’s level (rounded up). If you have the appropriate buildings, you may choose for your Defender to be either a ‘Seer’ or a ‘Battler’ for the respective bonuses in each advanced class. Once you have chosen which advanced class to make your Defender, you may not switch it. A Defender levels up just like an ordinary hero (you pick the skills when you build the City Guard, and you can level them up as the town gains in levels by selecting the City Guard building).
Cost: 5000gold, 10wood, 10stone
Requires: Town Level 12, Citadel

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

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

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

Hall of Magic: This structure unlocks the “Alchemist Seer” advanced class for all Alchemist heroes, and unlocks the “Alchemist Seer” for the City Guard.
Cost: 1500 gold
Requires: Magic Guild Level 3

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

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

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

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

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

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

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

Special Buildings:

Laboratory: You may concoct potions for your hero and creatures at this building.
Cost: 2500gold, 5 stone
Requires: Mage Guild Level 1

Magic Battery: The effective spellpower of all potions from friendly sources is increased by +1. This effect stacks with other Magic Batteries.
Cost: 1500gold
Requires: Laboratory, Town Level 6

Glassblowers: The gold cost of concocting potions is reduced by 25%, and the cost of wood and stone for building and upgrading structures in this town is reduced by 1 each.
Cost: 1000gold, 10 wood, 10 stone
Requires: Blacksmith, Town Level 3.  

Peanut Butter Plant: This building produces a special formula that is simply intoxicating, especially to crabs: peanut butter. Crustaceans are attracted to the town more than usual. At the start of each odd numbered week, the growth of Clawed Riders is increased by +2, and at the start of each even numbered week, the growth of Titanics is increased by +1. Additionally, the morale of Clawed Riders and Titanics is increased by +2 when defending the town.
Cost: 4000gold, 5 gem, 10 wood
Requires: Laboratory, Town Level 15

Lights of Shalassa: A large school of giant glowing jellyfish swim around the circumference of the Dome.
Your town produces an additional 4,000 gold per day, and concocting advanced and expert potions in the town Laboratory no longer costs resources.
Requires: Tear of Asha
Cost: Nil

Volcanic Vent: A stream of boiling water shoots forth from a volcanic vent just outside of the Dome.
Enemy creatures laying siege to this town are dealt 150 damage each turn, and all potions have an effective spellpower of +5.
Requires: Urgash’s Brazier
Cost: Nil

Creature Dwellings:

Coral Nursery: The Coral Nursery allows you to recruit Coralfolk.
Cost: 400gold, 5stone

Coral Reef: The Coral Reef allows you to recruit Coralfangs and Coral Sentinels.  
Cost: 1200gold, 5stone
Requires: Coral Nursery

Marine Core: The Marine Core allows you to recruit Marines.
Cost: 1000gold, 5wood
Requires: Town Level 3

Marine Quarters: The Marine Quarters allows you to recruit Swifthooks and Veteran Marines.
Cost: 2500gold, 5stone, 5wood
Requires: Marine Core

Water Hanger: The Water Hanger allows you to recruit Aquathopters.
Cost: 2000gold, 5stone
Requires: Town Level 3, Blacksmith

Engineer Hanger: The Engineer Hanger allows you to recruit Divethopters and Hydrothopters.
Cost: 3000gold, 5stone
Requires: Water Hanger

Grenadier’s Court: The Grenadier’s Court allows you to recruit Grenadiers.  
Cost: 1500gold, 5wood, 5stone, 5gem
Requires: Town Level 6

Grenadier’s Stadium: The Grenadier’s Stadium allows you to recruit Assault Grenadiers and Tactical Grenadiers.
Cost: 3500gold, 5wood, 5stone, 5gem, 5crystal
Requires: Grenadier’s Court

Hatchery: The Hatchery allows you to recruit Clawed Riders.
Cost: 2500gold, 5wood, 10stone, 2gem, 2crystal, 2sulfur, 2mercury
Requires: Fort, Town Level 9

Battle Pools: The Battle Pools allows you to recruit Steelclaws and Clawed Myrmidons.
Cost: 8000gold, 5wood, 5stone, 3gem, 3crystal, 3sulfur, 3mercury.
Requires: Hatchery

Aquarium: The Aquarium allows you to recruit Dragon Turtles.
Cost: 6000gold, 15wood, 10sulfur
Requires: Town Level 12

Bedrock Aquarium: The Bedrock Aquarium allows you to recruit Dragon Snappers and Reef Dragons.
Cost: 9000gold, 15wood, 10sulfur
Requires: Aquarium

Pillars of the Waves: Pillars of the Waves allow you to recruit Titanics.
Cost: 9000gold, 5wood, 15stone, 15gem
Requires: Town Level 15

Pillars of the World: Pillars of the World allow you to recruit Terracrabs and Bulwark Titanics.  
Cost: 14000gold, 5wood, 10stone, 15gem
Requires: Pillars of the Waves





Greetings outsider of Ashan. I am Shazioss, King of the Water Elementals, the right hand of Shalassa, and the divine chronicler of her people, the Amacaleans. Lend your time, and let me tell you of their saga:

The Birth of the Amacaleans:

At the dawn of time, the elemental dragons brought forth the mortal races and placed them on the world of Ashan. From Shalassa, the elemental dragon of water, came the Amacaleans, known to the common people as the Seaside Gnomes. The Seaside Gnomes stand around 4 1/2 feet tall, and have a skin tone ranging from teal to royal blue. A gnome has a lifespan ranging from 150-300 years. They are native to the islands of the south and spend copious amounts of time at sea and in the water, and although they are not gifted to breath underwater, they can spend virtually indefinite amounts of time in the seawater without irritation, and have a second lens on their eyes that allows them to see fairly clearly underwater. It was Shalassa's will that her people play an active role in the world of Ashan, and she knew if her creation were an underwater people, they would invariably retreat into isolation. Gnomes are an adventurous, curious, and innovative people that always can always look upon the vast horizon with a sense of hope for the future. They express their fascination and love of the world and for their revered matron dragon deity through their art, music, and most of all, through their science. Gnomes have acquired an exclusive art with alchemy, which bridges the gap between chemistry and the arcane, and it is this exclusive art which they exploit to full potential against their foes. For indeed, as with all the great mortal races of Ashan, the gnomes were destined to wage war against the forces of chaos and darkness.

Battle for the Seas:

During the first war against demonkind, while the other mortal races were battling the demon legions, the gnomes faced a much smaller threat below the waves, but they faced it alone and without hope of any allies. A watery offshoot of the demons, the wicked naga, marshaled their forces under the banner of Urgash and of a corrupt, twisted aspect of Shalassa, know to them as the Demoness of the Depths. Their mandate under the will of Urgash was to obliterate the gnomes of Shalassa while the larger demon forces were to conquer the mainlands. Their leader was Shak’ravanu, the nefarious Blue Witch. Her forces were divided into three groups, with two smaller groups ravaging the less defended islands and outposts of the gnomes, while the main force, directly commanded by the Blue Witch, marched onward to the main gnomish isle of Marderro.

Assembling the Marderro Armada:

The gnomes were ill prepared for the naga onslaught that was rippling across the seas like lightning, slaughtering every man, woman, and child in it’s wake. Under the command of High Captain Alastari, the gnomes were preparing for a massive counteroffensive as their forces gathered exponentially at Marderro. Within three painful weeks of waiting, the armada was assembled to a size that Alastari felt could match the forces of the Blue Witch head on, and he set off at once. Alastari, pressured by the constant reports flooding in of the devastation of the nagas, favored a frontal confrontation to stop the bloodshed as quickly as possible. His lieutenant, Merratio, unwaveringly disagreed. Merratio believed that should the gnomes fall, the nagas would unquestionably march onward to the human and elven kingdoms, who were already straining their military muscles to full strength against the demons. He felt it was regrettably necessary to let more settlements fall under the nagas, and to face off the Blue Witch in the waters outside of Marderro, giving the armada even more time to amass.

Scoffing at his lieutenants cold-hearted tactics, Alastari set sail, with an armada of 300 warships behind him.

The Battle of Vaku Trench:

The Blue Witch, after thoroughly scrying the armada, felt confident her forces could tackle the armada and destroy a vast portion of the gnomish forces in a single blow. Several brigades of the finest warriors from each of the two smaller groups were prepared to rendezvous with her forces at Vaku Trench. The plan went as anticipated, and the naga marauders clashed into the armada as two hurricanes roaring for dominance over the seas. Alastari’s forces fought better than expected, and the entire area was tinted in red from the blood of fallen warriors. Schools of sharks were attracted to the scene and driven into a frenzy from the sweet scent of blood. Alastari fell in combat to a naga sorcerer, leaving Merratio in command. Despite the grudging disagreement from his officers, he ordered the remaining armada to withdraw to the isle of Marderro, and left several more gnomish settlements exposed to the naga.

The Triumph at Marderro:

Though her forces were mostly intact, the Blue Witch had indeed suffered noticeable casualties at Vaku Trench… more than she had liked. Just the same, she knew that if the gnomes had time to fortify Marderro, she would never conquer it, and she knew that Merratio knew this. She had no choice but to charge onward to Marderro immediately, and that is what she. The gnomish settlements on the way were razed and butchered, and the three groups of naga armies all diverged upon Marderro, where Merratio’s reinforced armada was waiting. The extra time that Merratio had bought allowed another 200 warships to set sail from the smaller isles on the opposite side of Marderro from where the nagas were attacking. The two massive naval armies clashed in the coastal waters of Marderro, with the 200 extra warships flanking the naga army from the sides and armed to the brim with Shalassan priests that allowed the gnomish marines to plunge into the water and breath like fishes. Thousands of gnomes sunk to their watery graves, but ultimately, the nagas were torn apart by the stalwart swarm of marines that were fighting for their people’s very existence, and the Blue Witch fell with them. The victory was bittersweet though for Merratio. Countless citizens hated him for allowing the naga to raze several more gnomish settlements, and there were rumors of having him exiled. Rather than see the outcome, Merratio went into self-exile, and set sail to the Shrouded Isles to the far south, where he was never heard of again.



The Founding and Flourishing of the Coral Kingdoms:

After the great wizard Sar-Elam sacrificed himself and banished the demons to the underground prison of Sheogh in 0 YSD, civilizations were uniting across the world of Ashan. The gnomes had suffered terrible loses themselves in the war against the naga, but the war had also united them as one people. The High Council of Marderro was established to govern the gnomish civilization, which would become known as the Coral Kingdoms. The coralfolk, a sapient plantlike race of coral, joined the Coral Kingdoms, and many powerful and benevolent beasts were befriended by the gnomes, among them being the Battle Crabs, the Dragon Turtles, and the awesomely powerful Titanics. Alchemy had become a fully established art among the gnomes and their special formulas became highly envied by outsiders. Though their army was small compared to the great land powers of the Griffin Empire, the Silver Cities, and Irollan, they bolstered the mightiest navy in Ashan, and every citizen could rest easy knowing that the Coral Kingdoms could not easily be threatened.

Gnomish towns became easily distinguishable from the cities of other nations because of the magically reinforced domes that cover them, which block out the harsh weather. These domes began to serve more practical purposes when the gnomes began settling underwater. Priests of Shalassa receive a special boon that allows them to cast auras of repulsion to push back water. These special auras, though expensive to set up due to the rare reagents needed in the spell, were used underwater to create magical underwater air bubbles. Domes were then constructed to reinforce the auras, allowing the gnomes to settle in underwater cities. These underwater cities exist mostly along coastal regions, and the largest of them is the Galaci Baydome, which would eventually house the largest school of alchemy in the kingdoms and become the center of government by 788 YSD.

Though there were conflicts throughout the centuries, the gnomes came through relatively well off. During the War of the Gray Alliance in 951 YSD, when King Alaron, King Alexei VI, and King Cyrus battled off yet another demon invasion, the gnomes had to fight off another wave of nagas that coordinated the attack with the demons. But the war was quickly won and the gnomish casualties were low compared to the first naga war. Indeed, the nagas were embarrassed at their massive failure and retreated further east in the sea than ever before. This left the gnomes prouder than ever, and radical nationalism began to spread throughout Marderro. Many gnomes began to believe that they were superior to the other mortal races of Ashan, and that Shalassa was the greatest of the elemental dragons.

The Coral Kingdom in 951 YSD (marked in purple)


Urnica the Prodigy:

During the same time frame as the War of the Gray Alliance, a famous and powerful alchemist was emerging in Marderro. Her name was Urnica, and she was found stranded in an abandoned vessel 30 years earlier. Pratarre, the High Alchemist of Galaci, adopted this mysterious orphan and he had raised her to become the most talented alchemist anybody had ever seen. Many of the nationalists of the time felt that Urnica, a great prodigy among her people, was a gift from Shalassa herself.

This opinion spread like wildfire when Urnica announced that she and her alchemist assistants had patented a wondrous formula that could permanently enhance a person far beyond their normal capabilities. Through this wonder potion, known as the Concoction of Destiny, the gnomes of Marderro would unquestionably become the supreme race on Ashan, and many felt they might even be able to single-handedly destroy the demons and the naga. Urnica, her husband, her father, and her assistants set up at the great city of Highcrest, the largest city of the gnomes. There they would create huge quantities of the formula to be distributed to the army.



The Fall of Highcrest: City of Waves and Wonders:

In 952 YSD, The main laboratory at Highcrest was cleared for Urnica and her associates to begin their work. Urnica’s husband, Merratio VII, the descendant of the loved and hatred Merratio and also the High Captain of the Marderran Navy, had gone with her for political purposes. He would be present during this monumental event, and after the Concoction of Destiny was administered to the army, he would set off on the campaign to exterminate the naga in their homeland to the east. After several huge tanks of the concoction had been created, Urnica and Merratio were the first to take the concoction as a special honor. The rest would be done in the following days. The great city of Highcrest went into an epic celebration that night, for they were experiencing an event that would change Ashan forever.

(further details about what happened later that night are shrouded in mystery to the gnomes, but they can be read in the history of the Sewers faction).

The next morning, fully half of the city awoke as a horrible new creation. Their skin had turned a dark, vile yellow, and they were far stronger and more alert than they had ever been before. They felt… powerful… wonderfully powerful. Their minds had been warped and twisted, and they recalled their previous life as nothing more than a boring and worthless dream. Much of their memory had been destroyed, and they felt a compulsion to hunt and kill. Acting purely on emotional fancy, they attacked the normal gnome population of the city and mangled them to pieces. The taste of their flesh was succulent and sweet, and over a thousand civilians were devoured within a few hours. The abominable creatures charged into the great temple of Shalassa at the heart of the city, murdered and devoured the overwhelmed clerics, and sent the high tower of the temple crashing below into the city streets.

At the center of this carnage were Urnica and Merratio VII. They too had been transformed into a new and horrible creation, and many of the abominations recognized them from their former lives as figures of great authority. Urnica and Merratio VII successfully assembled them together, and established themselves as the warlords of their new army. They offered the promise to storm the entire mainland coast of Marderro, and the abominations howled in glee at the prospect. The remaining gnomes that were scattered and hiding throughout the city were trapped and force-fed the Concoction of Destiny, and by nightfall, they too had transformed into abominable creatures. In a single day, the greatest city of the gnomes in all it’s pride and splendor had been completely annihilated, with only a few dozen terrified survivors that had managed to flee into the countryside.

Pratarre’s Vision:

Pratarre, the father of Urnica, was one of the precious few that had managed to flee the city. His apartment was located near the city gate, and he woke early that morning when the slaughter was just beginning. He hastily grabbed his backpack full of his papers and fled alone into the countryside, and soon hit a densely grown forest. He collapsed that evening, exhausted and alone. His soul was pierced by the shrapnel of his shattered dreams, and he suspected he would die in the woods that night.

In his restless sleep, he saw a vision of the six elemental dragons standing in a circle, as well as Asha and Urgash. They were looking into a mirror, which flashed with the images of the Marderran people’s great monuments and architecture. In the images, Pratarre could see the gnomes singing, celebrating, giving speeches… and he could feel their pride. In a fleeting few moments, Pratarre’s mind was overwhelmed with the pride of an entire nation until he could tangibly taste the filth on this tongue. Then, each of the dragons spat into the mirror. The mirror whirled in a swirl of colors, ending in a vile yellow and a bright flash. As the vision began to blur and he felt the pangs of consciousness tugging at his mind, he heard a single, distinct word, "Drink."
Pratarre awoke in the woods in a cold sweat, and a gnawing urge to discover the truth.

Pratarre’s Discovery:

The next day, Pratarre stumbled upon the town of Lamiste. He demanded access to a personal laboratory at once, and the magistrate, startled by the appearance of the esteemed head of the alchemy school, complied without question. You see, Pratarre had realized that he had in his possession the only record of the Concoction of Destiny. In the hasty process of creating it, no copies were transcribed yet. He labored all day and night to create a vial of the concoction. He triple checked his notes, making sure that he got everything absolutely right. Then… with a sigh, he drank the potion.

The next day, he awoke. His skin was still blue, and his mind was still sound. However, he felt stronger… much stronger. As an older man, he was able to lift his bed up and support it on his shoulders. The Concoction of Destiny worked… it had vastly improved his body without any negative consequences. He was at first filled with relief, and then with dread. For he recalled his vision from the previous night, and pieced together the terrible puzzle. The horrible transformation that happened at Highcrest was not because of some unknown defect in the potion. The potion was perfect. No… it was a curse from the dragon deities; a curse that all of them, even Urgash and Asha, mutually agreed upon. With a heavy heart, he gathered together the notes in creating the concoction and burned them in the fireplace. He only hoped that the curse had distorted Urnica’s mind and memory to render her incapable of recreating it. Somehow, he suspected that the dragon deities wanted it that way.

Current Times:

Fortunately, the curse did indeed render Urnica incapable of recreating the Concoction of Destiny. Her skills as an alchemist were almost completely ruined, and she had little patience for it anyway. With the advent of the abominations, the territory of Marderro on the mainland was completely overrun and destroyed. The Marderran Navy was assembled to thwart a coastal invasion if the abomination decided to launch the drydocked ships and attack, but the attack never came. The abominations retreated further inland, where it is assumed they gathered their forces.

During Queen Isabel's War in 969 YSD, the gnomes were preoccupied with exterminating several demon cults within the Coral Kingdoms, as well as attempting to reclaim a piece of the mainland further east of where the abominations had taken over.

Now, in 990 YSD, the gnomes have successfully claimed a chunk of the hostile wilderness just west of the abominations, and have all but eradicated the demon cults plaguing their kingdoms. The great pride of Marderro has been shed, and it has once again returned to the passionate, humble, and spirited society that it was once. But it will not be a time for peace. The Coral Kingdoms have marshaled their forces, and are now prepared for a reentry into their lost lands...



Mission 1:
The campaign launches off with a young and reckless marine captain, Zortha, setting off with an expeditionary force into the coastlands that formerly belonged to Marderro that are now claimed by the troglodytes. She is under the command of 2nd Captain Rathuro. Their mission is to scout out the sewers of of the ruined town of Macambra, and eliminate any troglodytes hiding within. The main army is ambushed by abominations, Rathura and his forces are slain, and Zortha is left with a small army that she must use to fight her way back to the eastern side of the coast, where there is a Marderran military base.

Mission 2:
Zortha arrives back at the military base of Azirbrome, but the base hasn’t received their expected supply shipment and they will soon die of starvation. Nobody knows why the supplies haven’t arrived, or when supplies will come, and with Rathura killed, the men turn to Zortha as their leader. Zortha orders the army to head directly north, through troglodyte territory, in hopes to reach the Free Cities before they run out of rations. She battles several abominations on the way, as well as a stray tribe of orcs that set up in the area.

Mission 3:
Zortha arrives at the southern borders of the Free Cities and finds a large gnomish town. Apparently, the community was formed by refugee gnomes that had fled the coastlands when the abominations took control of it, and they had been living under the domain of the Free Cities ever since. The people embrace Zortha, but the rear scouts report that a powerful force of necromancers, allied with the troglodytes, have been tracking Zortha, and she must marshal the defense of the town. While the town is building its defenses for the inevitable siege, Zortha must scour the countryside for any allies she can find.

Mission 4:
Zortha now has command of the gnomish town and has gained several thousand of them as eager recruits that have hopes to return to their ancestral homeland. She marches back south and encounters several stray bands of Marderrans on her way. It seems the campaign to reclaim some of the coastlands has failed, but Zortha continues to accumulate stray forces until she has a powerful army at her command. One of the stray bands informs Zortha that the troglodyte’s center of operations is in the sewers of Macambra, the very place that Zortha was originally going to. She sets out towards the troglodyte base, and encounters another expeditionary army that was sent out from the Galaci Baydome as reinforcements. Their leader is none other than Pethargos, the High Captain.

Mission 5:
You have command of Zortha and Pethargos. You must battle your way to the troglodyte’s base in Macambra, which is located in a region surrounded by inhospitable monsters, as well as Necromancer and Dungeon outposts that are working for the troglodytes in exchange for being able to build in the region. You eventually delve into the subterranean sewers and slay their leader, the Blackguard Sarcvacian. Pethagros is killed in the conflict, and Zortha returns to Galaci Baydome, victorious and having the reputation of saving the campaign. Rumor has it that she will become the new High Captain.





Starting around the 300’s YSD, gnomes began giving themselves ‘improper’ names that reflected something about them. Today, all gnomes are given a proper name upon birth, and an improper name that they give themselves in their teenage years. This is an expression of creativity and identify among the gnomes. Non-campaign heroes are labeled with their improper names, and campaign heroes are labeled with their proper names.

Thunderwave (Agico)
Thunderwave has been struck by lightning over twenty times in his life. Some call him amazingly unlucky, and others think he committed some grave offense in private that merits punishment from Shalassa. Whatever the case, this jittery, paranoid gnome’s affinity for electricity has earned him a reputation on the battlefield as the Wielder of Liquid Thunder.
Gender: Male
Spellbook: Lightning Bolt
Special: Wielder of Liquid Thunder
Casting Lightning Bolt or Chain Lightning uses 0.15 less ATB for the hero, and using a potion of Lightning Bolt or Chain Lightning uses 0.20 less ATB.
Stating Skills: Basic Alchemy, Basic Destructive Magic, Master of Storms

Pearlsteel (Qualiana)
Pearlsteel fed peanut butter and snails to military Battle Crabs since she was a young girl, and as an adult, she has acquired a highly envied mastery with these formidable creatures. Crab Riders within her ranks are given exceptionally insightful lessons from Pearlsteel to make them more effective than ever before.
Gender: Female
Special: Mother of the Claw
Clawed Riders and their respective upgrades receive +1 speed and +1 initiative. Additionally, they receive +5% damage with their special claw attack for every level of the hero.
Starting Skills: Basic Alchemy, Basic Attack, Tactics

Starsong (Ruth)
Starsong was an average girl studying alchemy, until she had an epiphany one night when parasailing over the shores of her country. Enthralled by the beauty of the world from above, Starsong became a bard among her people, inspiring passion and courage through music and art.
Gender: Female
Special: Marderro’s Muse
All creatures receive +1 morale, and the hero receives +10% to her initiative on the first turn.
Starting Skills: Basic Alchemy, Advanced Leadership

Sandbar (Gactus)
Nicknamed "Sandbag" among his peers, Sandbar never learned to quit, even when everybody around him thought he should. This was proven at the Marine Academy when he attempted to chase down a stray battle crab for over a week straight and ended up in the middle of the Vale of Heresh and stumbled into the middle of an undead army. He continued chasing the battle crab, outrunning even the ghosts on his heels, and arrived home the next season onstop of the battle crab. After failing the academy three times in a row, he eventually made it through. He’s not considered the brightest of gnomes, but he punches through life with an uncanny fortitude that keeps his troops fighting to the very end.
Gender: Male
War Machines: Ballista
Special: Heart of Sand
Marines and their respective upgrades receive +1 hit point, and an additional +1 hit point per four levels of the hero, starting at first level. Additionally, the hero receives a +5% bonus to movement speed.
Starting Skills: Basic Alchemy, Basic Defense, Basic Logistics

Valorsail (Arkamerridas)
Valorsail has fought and watched his brother’s and sister’s of Marderro fall in battle, and despite all odds, he has survived a series of disasters. With a deep faith in Shalassa, and an indomitable heart, Valorsail moves into battle with a single oath: that none of his troops will die in vain.
Gender: Male
Spellbook: Divine Strength
Special: Judicator
Every time a friendly stack is attacked, the hero moves forward 0.05 ATB.
Starting Skills: Basic Alchemy, Basic Light Magic, Master of Blessings

Bluefern (Ula)
Bluefern is a staunch conservationist in all respects. Her ideology has carried over into her alchemical studies, and she has acquired a unique knack for harnessing the leftover arcane energies from discharged potions, giving her an abundance of mana.
Gender: Female
Spellbook: Arcane Crystal
Special: Alchemical Conservationist
When the hero uses a potion, she receives an amount of mana equal to whatever spell level the potion contained.
Starting Skills: Advanced Alchemy, Field Alchemist

Tidalshell (Elartio)
Delving deep into the art of abjuration, Tidalshell has perfected the use of protective magical bubbles. Foes of Tidalshell send their finest blades against his army, only to find them deflected time and time again with frustrating frequency.
Gender: Male
Spellbook: Endurance
Special: Abjurer
The chance for the Quicksilver Bubble to trigger is increased by +2% for every level of the hero.
Starting Skills: Basic Alchemy, Quicksilver Bubble, Basic Enlightenment

Arrowshark (Zenithe)
No army is spoiled with the abundant supply of custom gear as with Arrowshark. She was a magnificent maritime hunter in her youth, and she brings her troops a wide array of goods to make them as effective as possible on the battlefield. Indeed, she follows the philosophy that the winning army is the best-supplied army.
Gender: Female
War Machines: Ammo Cart, First Aid Tent
Special: Omnismith
The bonus the Ammo Cart gives to range attacks now applies to melee attacks as well. Additionally, all War Machines receive +50 hit points per level of the hero, starting at first level.
Starting Skills: Basic Alchemy, Basic War Machines, Catapult

Campaign Heroes:

Zortha (Squallchaser)
This young and rowdy captain has volunteered for every dangerous assignment that she could. With no parents or known family, she goes through life neither happy nor depressed, but with a cynical sense of amusement and an appetite for challenges. Now, this daftly captain faces her greatest challenge yet, as she embarks in the front line of offense on the mainland.
Gender: Female
War Machines: First Aid Tent
Special: Adrenaline Rush
Special Ability: This hero may spend 0.5 ATB to activate an Adrenaline Rush. For the next four turns, all actions use 0.50 less ATB, to a minimum of 0.0 ATB. This ability may be used once per combat.
Starting Skills: Basic Alchemy, Basic Luck, Soldier’s Luck

Pethargos (Silverhook)
Pethargos is the High Captain of the Marderran Navy and has a reputation of great patience and mental endurance. He gained his commanding position by admiration from his peers because of his unceasing hard work and careful calculation in all decisions. As an older man not far from retirement, he is now on his most daunting mission yet, with orders from the Galaci Baydome to turn the tide of a failed invasion.
Gender: Male
War Machines: First Aid Tent, Ammo Cart, Ballista
Special: Hero of Old
Marines, Aquathopters, Grenadiers, Clawed Riders, and their respective upgrades receive +1 defense for every three levels of the hero, starting at first level.
Starting Skills: (Custom. Hero’s level is equal to whatever level Zortha is in Mission 5. The build develops off of Alchemy, Attack, Defense, Leadership, and Summoning Magic)

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted January 31, 2009 02:45 AM
Edited by blizzardboy at 22:30, 22 Feb 2009.

*Post Reserved*

Update 1: Creature Line-up added

Update 2: Town Setup and Hero+Special added

Update 3: Music, History, and Campaign added

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Nikita
Nikita


Famous Hero
Meepo is underrated
posted January 31, 2009 05:34 AM

Nice job,Rider reminds me of H5 executioner,i would definately would want to see him and the marine,water town would be great.As for me i would never get bored playing with it.
____________
I havent lost my mind... I have it backed up somewhere 8-)

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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted January 31, 2009 11:11 AM

CRAB RIDERS!
You've got my vote.
____________
"Let me tell you what the blues
is. When you ain't got no
money,
you got the blues."
Howlin Wolf

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted January 31, 2009 11:26 AM

Cool.
____________
Coincidence? I think not!!!!

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted February 06, 2009 10:56 PM
Edited by blizzardboy at 22:57, 06 Feb 2009.

My main concern as of now is that the Alchemy skill is understandable. Is anybody confused on what it does?

Also, is the Peanut Butter Plant (under special buildings) too goofy, or is it cool?

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted February 06, 2009 11:00 PM

Quote:
Also, is the Peanut Butter Plant (under special buildings) too goofy, or is it cool?

It sounds.... well, erm.. funny, if you know what I mean.
____________
Coincidence? I think not!!!!

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted February 06, 2009 11:13 PM
Edited by blizzardboy at 23:14, 06 Feb 2009.

Quote:
It sounds.... well, erm.. funny, if you know what I mean.


Funny as in awkward, or funny as in cool? I wanted it to be slightly humorous/cute, but not to the point of being awkward. (Crabs really do like peanut butter btw)

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted February 06, 2009 11:16 PM

Lol, I believe the peanut butter part

Funny as is... comical.
____________
Coincidence? I think not!!!!

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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted February 12, 2009 12:09 AM

Great and awsomly large post to read
But i like the spirit of this town.
Good work
____________

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einomida
einomida


Known Hero
posted February 23, 2009 08:44 PM

You did the music yourself???

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Blizzardboy
Blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted February 23, 2009 08:47 PM

Quote:
You did the music yourself???


Haha, I wish. I did not compose the music . I took songs and renamed them to fit with the faction.

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einomida
einomida


Known Hero
posted February 28, 2009 11:06 PM

Quote:
Quote:
You did the music yourself???


Haha, I wish. I did not compose the music . I took songs and renamed them to fit with the faction.


The songs fit perfectly, and the faction is overall very nice.

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Paulos
Paulos

Tavern Dweller
Addicted to HOM3
posted March 14, 2009 02:39 PM

I'm replyin so I can get my member rank up..

I'm replyin so I can get my member rank up to post a thread....

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted March 16, 2009 06:04 AM

lol
____________
"Folks, I don't trust children. They're here to replace us."

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted May 02, 2009 11:32 AM

I personally was not a fan of the potion, but still recieved an admirable score.  You put a lot into this..thank you.
____________
Message received.

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friendofgunnar
friendofgunnar


Honorable
Legendary Hero
able to speed up time
posted May 02, 2009 10:45 PM

jiriki9

-Dome: A fantastic, completely worked-out faction, innovative/creative, detailed and interesting. I grant it with the complete score of 50 points.

Dark Crystal

Dome
Cohesiveness 10/10 – the faction is quite cohesive
Storyline/History 8/10 – amazing history, but campaign doesn’t have very epic ending and storyline.
Creativity 15/15 – the faction is very original and creative. Especially like the crab riders and dragon turtles idea.
Battle facets 8/10 – interesting creatures ability, racial ability for creatures is well, but racial ability for heroes seems not very interesting, just casting spells without mana losses.
Discretionary 5/5 – what can I say? I’m impressed.

Total Score: 46/50

Mytical
Dome - 40/50

Jiriki: 50 (25%) + DarkCrystal: 46 (25%) + Mytical: 40 (50%)
Final score= 44

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