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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Think About a Faction - PALACE
Thread: Think About a Faction - PALACE
redprince24
redprince24


Hired Hero
posted March 29, 2009 09:37 AM
Edited by redprince24 at 09:40, 29 Mar 2009.

Think About a Faction - PALACE

PALACE




HISTORY AND BACKGROUNDS

Unknown - The Arrival of Tianlong
Tianlong arrived at the eastern shores of Ashan. He encountered a small group of yellow skinned and black haired people. He taught them how to establish a civilization.

Unknown - The Ancient Kingdom
The ancient kingdom of Shen was then created, with King Shen Long as its first king. It was a time of long lasting prosperity and security for all yellow skinned and black haired people.

Unknown - The Shen Civil War
The Shen Civil War began with the death of King Shen Bei. Millions of yellow skinned and black haired people either died in conflict or scattered through four corners of Ashan.

260 YSD - The Creation of Irrolan
Great swaths of the elven forests were burned away by the demons, scarring the land and poisoning the waters. Once the fighting was over, the elves retreated to their wounded land and spent the Years of Healing restoring it, planting new groves, cleansing the waters, and expelling the slightest bit of demon taint from their land. Thus was created the Kingdom of Irollan. Soon, a large group of yellow skinned and black haired people who claimed themselves as the descendants of Tianlong - the Celestial Dragon, regrouped in Irrolan and lived alongside the elves.

1420 YSD - 1480 YSD - The Irrolan Civil War
Tanael, the old elven king of Irrolan died during a feast by food poisoning. Before his death, he gave his throne to his eldest son, Primus. However, as his second son, Secundus didn't agree with his father's choice, claiming that Primus could not fit to lead just because he did not like to get close to nature. Secundus staged a large scale rebellion against Primus. Thus, the began the Irrolan Civil War that took over about six thousand soldiers and innocent people alike dead for nothing. During the war, many minority groups were put as targets for blame.

1440 YSD - 1460 YSD - The Exodus to the East
A large group of yellow skinned and black haired people fled the kingdom to escape the horrors of war and blames they could get. They called themselves as the Han people, after the name of a clan who led their exodus. They marched east in a large number for many months until they arrived at the eastern shores of Ashan, which was relatively safe from the war, where fish and vegetables were abundant. They began to establish small settlements in the region that survived through farming, fishing, and trading with other kingdoms to the east.

1480 YSD - The Han Kingdom
Lao Tian, a young and powerful chieftain from one of the settlements successfully united all settlements that existed in the region through impressive leadership and diplomatic skills. Thus, the first kingdom of the Han people was created. Its name was the Kingdom of Lao. Lao Tian became its first king, and the kingdom itself only knew hereditary succession. At the same time, the Irrolan Civil War came to an end after Secundus successfully took the throne for himself, massacred all Primus' supporters, and imprisoned Primus forever to the dungeons.

1500 YSD - The Letter Incident
A messenger from Irroland arrived at the Lao, giving King Lao Tian a letter from King Secundus. He apologized for the war that ravaged throughout Irroland that forced the Han people to fled the kingdom in massive numbers. Now that the war in Irroland had ended, he invited all Han people back to Irrolan to help rebuild the devastated elven kingdom from the ashes. King Lao Tian refused the offer, stated that he could not trust King Secundus. The messenger attempted to assassinate him, but failed thanks to his proffessional personal escorts.

1500 YSD - 1520 YSD - The War for the Dragon
King Secundus was outraged for Lao's death penalty policy against his messenger. He sent his best elven assassins to take out King Lao Tian. Once again, their attempts were failed thanks to his personal guards. King Secundus threatened to take the Han people back to Irrolan by force if neccessary. Thus, began the War for the Dragon between Irroland and Lao. The war lasted for twenty years, with neither side could achieve a decisive victory. The stalemate never broke for too long that it could never make any differences.

1520 YSD - The Dawn of Peace
After many bloodshed and brutality, with more than two thousand dead, King Secundus and King Lao Tian agreed to held a temporary cease fire. Began to admitthe military strength and political strength that Lao had, King Secundus retreated back to Irroland to rebuild the once again devastated elven kingdom. Now he borrowed some Han people to help rebuild Irrolan, without threatening Lao directly. For King Secundus, the Han people's specialty in economy, industry, and commerce were so valuable for the rebuilding of Irrolan.

1580 YSD - The Sheogh Invasion
The demons of Sheogh began their invasion against the other kingdoms all over Ashan, including Irrolan. It was fortunate for Lao not to touched by the grims of war that perished nearly two thousand soldiers and innocent people alike in just a month. To protect his own border from possible future demon invasions, Lao Mai, the young and ambitious king of Lao sent some of his forces to join with the elves to confront the demons. The demons were defeated after so much fighting around Shataqua, the capital city of Irrolan.

1740 YSD - The Grand Alliance
Valeria, the young elven queen of Irrolan proposed an alliance treaty between Irrolan and Lao, as a result of ongoing cooperation between both kingdoms for more than two centuries. Every year, at least five hundred Han people were sent to rebuild Irroland, and in return, Irrolan donated some of their money to fill Lao's coffers. Lao Zhang, the young and charismatic king of Lao signed the proposal that Queen Valeria offered, hoped that it would bring both kingdoms into a new era of prosperity and security together.



FACTS AND TRAITS

Motto: "Through wisdom and virtue, we are born, live, and die"
Also known as: The Han people
Associated colors: Red and Yellow
Worship: Tianlong - the Celestial Dragon. One of the descendants of Asha, the Primordial Dragon of Order.
Core philosophy: "Wisdom and virtue are the ways of the Universe"
Country/kingdom: Lao - the eastern kingdom
Capital city: Laojing - the city of Lao
Symbols: The Dragon and the Yin-Yang




BRIEF DESCRIPTIONS

Their history lasted for more than five milleniums, when Tianlong taught them how to establish a civilization. The ancient kingdom of Shen was the witness of their political, economy, social, cultural, security, and technological prowess and cohesiveness. However, a civil war between themselves finally destroyed all they had accomplished so far. After Shen was destroyed, they were scattered across four corners of Ashan. During the Years of Healing, most of them regrouped at Irrolan and lived alongside the elves. Since then, they had fought alongside the elves or even joined the elven ranks of blade dancers, hunters, and druids against all things that threatened Irrolan. Even a few of them married with the elves, creating the descendants of elven-blooded people.

Following the disastrous Irrolan Civil War between Primus' supporters and Secundus' soldiers, they fled the kingdom and marched east to the shores of Ashan, where they established small settlements that slowly became the kingdom of Lao. Its lived through wisdom and virtue, as Tianlong had taught them milleniums ago. Hierarchy and order ruled its society, as the people should obey the king, a wife should obey her husband, and a son should obey his father. The rule of law was made and preserved by a religious council called as the Ren, which was actually a representation of the people. The Ren could give constructive inputs to the king regarding its policy, but it was the king himself who was given absolute power to decide whether their inputs would be taken or not.

While its people lived through wisdom and virtue, in the other hand, things were different on the battlefield. A group of military leaders who were masters of superior strategies and cunning tactics often used deceptions and intrigues to won every battle they should face. Accompanied by a line of Shaolin Monks, Zhuge Nu Archers, Terracotta Guards, and Geomancers, they could wreak havoc among enemy lines easily. In addition, several mythical beasts only found in the eastern shores of Ashan, namely Nians, Phoenixes, and Megadragons also reinforced its forces. These wonderful combination of humans and beasts made it as one of the most powerful kingdoms in Ashan. During the Sheogh invasion, it that could even help Irrolan in its time of need.
____________

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redprince24
redprince24


Hired Hero
posted March 29, 2009 09:49 AM
Edited by redprince24 at 09:54, 29 Mar 2009.

TOWN CREATURES


Level 1 - small creature, melee, walker

Shaolin Monk
Shaolin Monks are the main backbone infantry of the Lao forces. These monastic and ascetic warriors use empty hands studied through the codes of shaolin to defeat their enemies.
Cost: 25 gold
Growth: 20 per week
Abilities: Double Attack

Shaolin Master
Shaolin Masters are the guardians of the codes of shaolin. They employ extraordinary speed, agility, and flexibility they have to avoid attacks by their enemies to defend themselves.
Cost: 35 gold
Growth: 20 per week
Abilities: Double Attack, No Enemy Retaliation

Shaolin Warrior
Shaolin Warriors are the guardians of society and world peace. They practice the codes of shaolin they have mastered to kill their enemies and protect their people.
Cost: 45 gold
Growth: 20 per week
Abilities: Double Attack, No Enemy Retaliation, Always Retaliate




Level 2 - small creature, shooter, walker

Zhuge Nu Archer
Zhuge Nu Archers are the main ranged infantry of the Lao forces. These lightly trained peasants are equipped with a unique crossbow called Zhuge Nu that can fire twice in a matter of seconds.
Cost: 55 gold
Growth: 15 per week
Abilities: Ranged Attack, Double Attack

Zhuge Nu Ranger
Zhuge Nu Rangers are trained to adapt well with their environment. They blend themselves with their surroundings to make them nearly invisible for their enemies to see or fire upon.
Cost: 65 gold
Growth: 15 per week
Abilities: Ranged Attack, Double Attack, No Enemy Retaliation

Zhuge Nu Sniper
Zhuge Nu Snipers are trained to hit their enemies with much accuracy. They exploit their environment to kill their enemies anywhere at anytime without having much obstacles.
Cost: 75 gold
Growth: 15 per week
Abilities: Ranged Attack, Double Attack, No Enemy Retaliation, No Range Penalty




Level 3 - small creature, melee, walker

Terracotta Guard
Terracotta Guards are the main spell resistant infantry of the Lao forces. These once humanistic swordsmen are turned into clay to avoid attacks and spells from their enemies.
Cost: 85 gold
Growth: 10 per week
Abilities: Immune to Spells, Double Attack

Terracotta Soldier
Terracotta Soldiers are armed with twin pikes on both of their hands. They are the masters of pikes that even they can attack their enemies twice from a distance away from a melee position.
Cost: 95 gold
Growth: 10 per week
Abilities: Immune to Spells, Double Attack, Two Yards Attack

Terracotta Captain
Terracotta Captains are armed with twin halberds on both of their hands. They optimize their attacks by using a broad side of their halberds to shock their enemies before they cut them to pieces.
Cost: 105 gold
Growth: 10 per week
Abilities: Immune to Spells, Double Attack, Two Yards Attack, Stunning Attack




Level 4 - small creature, spellcaster, walker

Geomancer
Geomancers are the main spellcaster line of the Lao forces. These descendants of elven-blooded people are used to cast all kinds of light magics to help their people in their daily lives.
Cost: 250 gold
Growth: 5 per week
Abilities: Spellcasting

Imperial Geomancer
Imperial Geomancers are especially trained by their government to fulfill its political needs. They live in the Palace to satisfy many imperial officers with their expertise of dark magics.
Cost: 275 gold
Growth: 5 per week
Abilities: Spellcasting, Spell Mirror

Prophetic Geomancer
Prophetic Geomancers are especially trained by their government to conduct prophetic roles. They are often spotted in the frontlines to cast many kinds destructive magics against their enemies.
Cost: 300 gold
Growth: 5 per week
Abilities: Spellcasting, Spell Mirror, Spell Recovery




Level 5 - large creature, melee, walker

Nian
Nians are terrifying mythical beasts that has been an legend among the people. These bloodthirsty monsters will kill all those who stand in their ways if they sense any threat to themselves.
Cost: 500 gold
Growth: 3 per week
Abilities: Slash Attack

War Nian
War Nians are terrifying mythical beasts that has been a legend in the battlefields. They are equipped with a large armor or a great scale strong enough resist attacks from their enemies.
Cost: 550 gold
Growth: 3 per week
Abilities: Slash Attack, War Resistance

Terror Nian
Terror Nians are terrifying mythical beasts that has been a legend that are feared by all. They spread terror and fear in the hearts of all who date to face them so they are even afraid to see them.
Cost: 600 gold
Growth: 3 per week
Abilities: Slash Attack, War Resistance, Aura of Fear




Level 6 - large creature, melee, flyer

Phoenix
Phoenixes are beautiful mythical beasts that have a lifespan for centuries before it reincarnates. These fiery monsters get their power from fire and torch all who dare to get close to them.
Cost: 1500 gold
Growth: 2 per week
Abilities: Flying Movement, Immune to Fire, Self-Resurrection, Fiery Body

Phoenix Lady
Phoenix Ladies are beautiful mythical beasts that have a lifespan for centuries before it reincarnates. They have fiery yellow feathers that always burn all who dare to get close to them.
Cost: 1750 gold
Growth: 2 per week
Abilities: Flying Movement, Immune to Fire, Self-Resurrection, Burning Body

Phoenix Queen
Phoenix Queens are beautiful mythical beasts that have a lifespan for milleniums before it reincarnates. They have fiery golden feathers that always incinerate all who dare to get close to them.
Cost: 2000 gold
Growth: 2 per week
Abilities: Flying Movement, Immune to Fire, Self-Resurrection, Incinerating Body




Level 7 - large creature, melee, flyer

Megadragon
Megadragons are divine spiritual being respected by the Lao people. These acid blooded beings breathe a torching fire and will go ultimately angry if they can't protect their fallen comrades.
Cost: 3000 gold and 1 Gem
Growth: 1 per week
Abilities: Flying Movement, Acid Blood, Outraged, Fiery Breath

Megadragon Lord
Megadragons are majestic spiritual being respected by the Lao people. They breathe a burning fire and will go ultimately angry and become berserk if they can't protect their fallen comrades.
Cost: 3500 gold and 1 Gem
Growth: 1 per week
Abilities: Flying Movement, Acid Blood, Outraged, Burning Breath

Megadragon King
Megadragons are celestial spiritual being respected by the Lao people. They breathe an incinerating fire and will go ultimately angry and become berserk if they can't protect their fallen comrades.
Cost: 4000 gold and 1 Gem
Growth: 1 per week
Abilities: Flying Movement, Acid Blood, Outraged, Incinerating Breath



ELEMENTAL CREATURES


Metal Elemental - melee, walker
Metal Elementals are the weakest yet the thickest among all known elementals. These spell resistant elementals take advantage of their brute strength alone to deal with their enemies.
Cost: 4 mana
Growth: 10 per summoning
Abilities: Extreme Blow, Immune to Spells




Fire Elemental - melee, walker
Fire Elementals are forged from metallic elementals that are combined with powerful heat and powerful kinetics. These fiery elementals get their power from fire and torch whoever close to them.
Cost: 6 mana
Growth: 8 per summoning
Abilities: Burning Body, Immune to Fire




Earth Elemental - melee, walker
Earth Elementals are basically a set of dirts that are revived by a mage called Fei to protect himself. These self-replicating elementals have the ability to turn fallen creatures into more like themselves.
Cost: 8 mana
Growth: 6 per summoning
Abilities: Self-Replication,  External Replication




Wood Elemental - melee, walker
Wood Elementals are the guardians of the southern forests of Lao that keep its sanctity. These self-regenerating elementals can entangle all who dare to desecrate the forests that they protect.
Cost: 10 mana
Growth: 4 per summoning
Abilities: Entangling Attack, Self-Regeneration




Water Elemental - melee, teleporter
Water Elementals are the most powerful yet the most flexible among all known elementals. These war resistant elementals are used to appear anywhere at anytime as they merge with the Universe itself.
Cost: 12 mana
Growth: 2 per summoning
Abilities: Teleportation, War Resistance



CREATURE ABILITIES

Acid Blood - When the target attacks the creature, it bursts its own acid blood to the target, dealing +15% damage for the rest of combat.
Always Retaliate - The creature retaliates every time it is attacked by the target.
Aura of Fear - The creature's melee attacks send a wave of fear that makes the target runs at a distance without retaliating.
Burning Breath - The creature also attacks the enemy behind the target from its firing direction, dealing +30% damage.
Burning Body - When the target stands next to the creature, the target burns instantly, dealing +30% damage.
Double Attack - The creature attacks twice in a series before the target can retaliate.
Entangling Attack - The creature's melee attacks disable the target to move more than 1 tile from where it stands.
External Replication - The creature creates another creature similar to itself from every dead stack of creatures.
Extreme Blow - The creature's melee attacks push the target back 3 tiles to where it belongs.
Fiery Breath - The creature also attacks the enemy behind the target from its firing direction, dealing +15% damage.
Fiery Body - When the target stands next to the creature, the target burns instantly, dealing +15% damage.
Flying Movement - The creature moves freely around the battlefield using its wings.
Immune to Fire - The creature can't be targeted for fire-based spell casting.
Immune to Spells - The creature can't be targeted for all kinds of spell casting.
Incinerating Breath - The creature also attacks the enemy behind the target from its firing direction, dealing +45% damage.
Incinerating Body - When the target stands next to the creature, the target burns instantly, dealing +45% damage.
No Enemy Retaliation - The target doesn't retaliate everytime it is attacked by the creature.
No Range Penalty - The creature's ranged attacks receive no obstacle penalty every time.
Ranged Attack - The creature attacks at a long range with its arrows.
Self-Regeneration - The creature heals itself 15 hit points at every turn.
Self-Replication - The creature creates another creature similar to itself.
Self-Resurrection - The creature resurrects itself instantly after it is killed, restoring +15% of its total quantity.
Slash Attack - The creature attacks all creatures, including friendly creatures that stand at the surrounding 3 tiles in front of it.
Spellcasting - The creature casts spells without using mana points.
Spell Mirror - The creature casts back all negative spells the enemy put towards it.
Spell Recovery - The creature recovers the random friendly creature from all negative spells at every turn.
Stunning Attack - The creature's melee attacks have a chance to stun the target, making it unable to act for the next 3 turns.
Teleportation - The creature moves instantly across the battlefield at anywhere at anytime.
Outraged - The creature deals +15% damage for every dead stack of creatures.
War Resistance - The creature has +15% resistance to all kinds of non-spell attacks.
____________

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redprince24
redprince24


Hired Hero
posted March 29, 2009 10:02 AM
Edited by redprince24 at 10:39, 29 Mar 2009.

TOWN HEROES


Lao Zhang
The current leader and the supreme ruler of Lao. Even from his youth, he had showed a capability to lead others very well, besides his intelligence and arrogance. When the others failed to outsmart the smartest enemy ever, he could done so with his own unique superior strategies and cunning tactics he adapted from the Art of War.
Gender: Male
Class: Strategist
Skills: Basic Estates and Basic Tactics
Specialty: Royal Highness - Every Palace he visits produces twice amount of gold than its Village Hall, Town Hall, City Hall, or Capitol originally produce.




He Lian
Lao Zhang's wife and the Lao queen. Soon after her marriage with Lao Zhang, she had an affair with Xia Hou, a northern general of the Lao forces, from whom she gave birth to Lao Fei as the crown prince and the next heir for the Lao throne. What made Xia Hou fell in love with her was her loving and caring attitude and charismatic personality.
Gender: Female
Class: Prophet
Skills: Basic Blessing and Basic First Aid
Specialty: Loving Saint - The hero heals 15 hit points at a random friendly creature at every turn, in addition to her actual attack/move/cast spells.




Lao Fei
The crown prince and next heir for the Lao throne. When he was young, he was sent by Lao Zhang, his father and the Lao king, to a famous Shaolin Monastery at the city of Chang Lin to study martial arts. His natural talent to inspire others with hyperbolic and great words made his father send him to the frontlines to inspire Lao troops.
Gender: Male
Class: Strategist
Skills: Basic Combat and Basic Leadership
Specialty: Shaolin Trainer - Every Palace he visits produces twice amount of Shaolin Monks, Shaolin Masters, or Shaolin Warriors than its Shaolin Monastery or Shaolin Temple originally produce.




Huang Fu
Lao Fei's wife and the Lao princess. Being obsessed with the elements of nature, such as metal, fire, earth, wood, and water since she was a child, she studied the arts of summoning their spirits into this profane realm. With them having around inside the Palace to serve her needs, she claimed that she was the most fortunate girl in the world.
Gender: Female
Class: Prophet
Skills: Basic Luck and Basic Conjuring
Specialty: Elemental Summoner - The hero can summon Metal, Fire, Earth, Wood, and Water Elementals to fight for the hero's cause with only a half spell points.




Xia Hou
A northern general of the Lao forces. Although he rarely met He Lian, Lao Zhang's wife and the Lao queen, he had an affair with her, taking with him a huge political risk. If not for his extraordinary skills to tame the terrifying Nians for war efforts, Lao Zhang would not have forgive him for what he had done to his wife - giving birth to Lao Fei as his biological son.
Gender: Male
Class: Strategist
Skills: Basic Charm and Basic Offense
Specialty: Beast Tamer - Nians, War Nians, and Terror Nians in the hero's army have +15% movement and speed.




Zhu Ge
A southern general of the Lao forces. His background as a hunter in the southern forests of Lao made him skilled with bows and arrows since he was left alone as an orphan when he was a child. When he was employed in an engineering factory, he created a type of crossbow that could fire two or three arrows in a row, called as Zhuge Nu.
Gender: Male
Class: Strategist
Skills: Basic Archery and Basic Artillery
Specialty: Archer Master - Zhuge Nu Archers, Zhuge Nu Rangers, and Zhuge Nu Snipers in the hero's army deal +15% damage.




Wen Ren
A western general the Lao forces. Having lived in the western deserts of Lao for many years since he was a child forced him to learn the hard life of a nomad in using logictics efficiently. In his journey to find an orb to heal his wife from mysterious illness, he found a Terracotta Tomb and revived the Terracotta Guards as his personal bodyguards.
Gender: Male
Class: Prophet
Skills: Basic Logistics and Basic Armor
Specialty: Clay Enchanter - The hero can turn any living creatures in the hero's army into Terracotta Guards in the world map.




Dong Fang
An eastern general of the Lao forces. During his quest to search for an orb to heal Wen Ren's wife, his childhood bestfriend, he prayed with ancient chants that made a Megadragon appeared before him and guided him to find the orb. Since that day, he often summoned a Megadragon to assist him in his task to guard the eastern shores of Lao.
Gender: Male
Class: Prophet
Skills: Basic Scouting and Basic Summoning
Specialty: Dragon Warrior - The hero can summon Megadragons to fight for the hero's cause with only a half spell points.



HERO SKILLS

Archery
Basic: Ranged creatures in the hero's army deal +10% damage.
Advanced: Ranged creatures in the hero's army deal +20% damage.
Expert: Ranged creatures in the hero's army deal +30% damage.

Armor
Basic: All creatures in the hero's army have +10% resistance to attacks.
Advanced: All creatures in the hero's army have +20% resistance to attacks.
Expert: All creatures in the hero's army have +30% resistance to attacks.

Artillery
Basic: Ballistas and Catapults in the hero's army deal +10% damage.
Advanced: Ballistas and Catapults in the hero's army deal +20% damage.
Expert: Ballistas and Catapults in the hero's army deal +30% damage.

Blessing
Basic: A random creature in the hero's army is blessed at the 1st turn.
Advanced: Two other random creatures in the hero's army are blessed at the 2nd turn.
Expert: Three other random creatures in the hero's army are blessed at the 3rd turn.

Charm
Basic: The hero attracts +10% of enemy creatures he/she encounters to join the hero's cause.
Advanced: The hero attracts +20% of enemy creatures he/she encounters to join the hero's cause.
Expert: The hero attracts +30% of enemy creatures he/she encounters to join the hero's cause.

Combat
Basic: Melee creatures in the hero's army deal +10% damage.
Advanced: Melee creatures in the hero's army deal +20% damage.
Expert: Melee creatures in the hero's army deal +20% damage.

Conjuring
Basic: The hero can cast Metal, Fire, Earth, Wood, and Water spells with -10% mana.
Advanced: The hero can Metal, Fire, Earth, Wood, and Water spells with -20% mana.
Expert: The hero can cast Metal, Fire, Earth, Wood, and Water spells with -30% mana.

Estates
Basic: The hero produces +250 gold per day.
Advanced: The hero produces +500 gold per day.
Expert: The hero produces +750 gold per day.

First Aid
Basic: First Aid Tents in the hero's army heals +25 hit points to a friendly creature in the hero's army.
Advanced: First Aid Tents in the hero's army heals +50 hit points to a friendly creature in the hero's army.
Expert: First Aid Tents in the hero's army heals +75 hit points to a friendly creature in the hero's army.

Leadership
Basic: All creatures in the hero's army have +1 morale.
Advanced: All creatures in the hero's army have +2 morale.
Expert: All creatures in the hero's army have +3 morale.

Logistics
Basic: The hero's movement in the world map is increased by +10%.
Advanced: The hero's movement in the world map is increased by +20%.
Expert: The hero's movement in the world map is increased by +30%.

Luck
Basic: All creatures in the hero's army have +1 luck.
Advanced: All creatures in the hero's army have +2 luck.
Expert: All creatures in the hero's army have +3 luck.

Offense
Basic: All creatures in the hero's army deal +10% damage.
Advanced: All creatures in the hero's army deal +20% damage.
Expert: All creatures in the hero's army deal +30% damage.

Scouting
Basic: The hero's radius in the world map is increased by +10%.
Advanced: The hero's radius in the world map is increased by +20%.
Expert: The hero's radius in the world map is increased by +30%.

Summoning
Basic: The hero can summon +10% quantity for all kinds of all non-elemental creatures.
Advanced: The hero can summon +20% quantity for all kinds of all non-elemental creatures.
Expert: The hero can summon +30% quantity for all kinds of all non-elemental creatures.

Tactics
Basic: The hero can arrange the positions of all creatures in his/her army by 2 columns before combat begins.
Advanced: The hero can arrange the positions of all creatures in his/her army by 4 columns before combat begins.
Expert: The hero can arrange the positions of all creatures in his/her army by 6 columns before combat begins.



HERO SPELLS

Level 1 - 1st circle spells
Summon Metal Elementals - Summons 10 Metal Elementals.
Summon Shaolin Monks - Summons 20 Shaolin Monks.
Metallic Shield - Gives a target friendly creature a metallic shield, giving them an extra armor. The amount depends on the level of the caster.
Luck - Provides a target creature with luck to avoid any damage. The amount depends on the level of the caster.

Level 2 - 2nd circle spells
Summon Fire Elementals - Summons 8 Fire Elementals.
Summon Zhuge Nu Archers - Summons 15 Zhuge Nu Archers.
Firebolt Strike - Strikes a firebolt to a target enemy creature, dealing them a direct damage. The amount depends on the level of the caster.
Blessing - Bless a target creature so they deal their maximum damage. The amount depends on the level of the caster.

Level 3 - 3rd circle spells
Summon Earth Elementals - Summons 6 Earth Elementals.
Summon Nians - Summons 3 Nians.
Local Quicksand - Invokes a quicksand impenetrable for walking enemy creatures, making them unable to pass through the obstacle.
Healing - Heals a target creature so they recover their hit points. The amount depends on the level of the caster.

Level 4 - 4th circle spells
Summon Wood Elementals - Summon 4 Wood Elementals.
Summon Phoenixes - Summon 2 Phoenixes.
Mass Entanglement - Entangles all enemy creatures, making them unable to move more than 1 tile from where it stands.
Protection - Protects a target creature from any attacks with hallucinable hit points. The amount depends on the level of the caster.

Level 5 - 5th circle spells
Summon Water Elementals - Summon 2 Water Elementals.
Summon Megadragons - Summon 1 Megadragon.
Great Deluge - Calls a great flood that deal damage to all creatures and slow them down for the next 3 turns. The amount depends on the level of the caster.
Resurrection - Resurrects a number of fallen target creatures in every living or dead stack of creatures. The amount depends on the level of the caster.



TOWN BUILDINGS


Village Hall
The Village Hall earns your kingdom 500 gold per day.
Cost: none
Requirements: none

Town Hall
An upgrade of the Village Hall. The Town Hall earns your kingdom 1000 gold per day.
Cost: 200 gold
Requirements: Village Hall

City Hall
An upgrade of the Town Hall. The City Hall earns your kingdom 2000 gold per day.
Cost: 5000 gold
Requirements: Town Hall

Capitol
An upgrade of the City Hall. The Capitol earns your kingdom 4000 gold per day.
Cost: 10000 gold
Requirements: City Hall

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

Citadel
An upgrade of the Fort. The Citadel adds a Keep and an Arrow Tower to fortify your town's defenses and increases weekly creature growth by +50%.
Cost: 5000 gold, 5 wood, 5 ore
Requirements: Fort

Castle
An upgrade of the Citadel. The Castle adds a Moat and two Arrow Towers to fortify your town's defenses and increases weekly creature growth by +100%.
Cost: 5000 gold, 10 wood, 10 ore
Requirements: Citadel

Tavern
The Tavern allows you to recruit heroes and increases the morale of creatures defending the city by +1.
Cost: 500 gold, 5 wood
Requirements: Village Hall

Prison Camp
The Prison Camp holds all captured enemy heroes.
Cost: 750 gold, 10 wood
Requirements: Village Hall

Detention Camp
An upgrade of the Prison Camp. The Detention Camp holds all defeated enemy units.
Cost: 750 gold, 10 ore
Requirements: Prison Camp

Re-education Camp
An upgrade of the Detention Camp. The Re-education Camp allows you to employ all captured enemy heroes and all defeated enemy units.
Cost: 750 gold, 10 wood, 10 ore
Requirements: Detention Camp

Shipyard
The Shipyard allows you to purchase ships for transportation across the rivers or seas.
Cost: 2000 gold, 20 wood
Requirements: Village Hall

Market
The Market allows you to buy and sell all kind of resources through certain value of money.
Cost: 500 gold, 5 wood
Requirements: Village Hall

Granary
An upgrade of the Market. The Granary provides you with an additional +1 sulfur or +1 crystal per day.
Cost: 5000 gold, 5 ore
Requirements: Market

Arsenal
The Arsenal allows a visiting hero to purchase weapons and increases their attack and armor by +1.
Cost: 1500 gold, 10 wood, 5 ore
Requirements: Fort

Altar of Elders
The Altar of Elders allows a visiting hero to learn summoning spells and increases their morale and the luck by +1.
Cost: 1500 gold, 10 wood, 5 ore, 5 sulfur
Requirements: Fort

Tianlong's Palace
The Tianlong's Palace makes all creatures within the town to deal +15% damage in the next combat.
Cost: 5000 gold, 10 wood, 5 ore, 5 sulfur
Requirements: Castle

Temple Level 1
The Temple Level 1 allows a visiting hero to learn the spells kept within. Keeps 3 spells of the 1st circle.
Cost: 2000 gold, 5 wood, 5 ore
Requirements: Fort

Temple Level 2
An upgrade of the Temple Level 1. The Temple Level 2 allows a visiting hero to learn the spells kept within. Adds 3 spells of the 2nd circle.
Cost: 1000 gold, 5 wood, 5 ore, 1 mercury, 1 crystal, 1 sulfur,1 gem
Requirements: Temple Level 1

Temple Level 3
An upgrade of the Temple Level 2. The Temple Level 3 allows a visiting hero to learn the spells kept within. Adds 3 spells of the 3rd circle.
Cost: 1000 gold, 5 wood, 5 ore, 1 mercury, 1 crystal, 1 sulfur,1 gem
Requirements: Temple Level 2

Temple Level 4
An upgrade of the Temple Level 3. The Temple Level 4 allows a visiting hero to learn the spells kept within. Adds 3 spells of the 4th circle.
Cost: 1000 gold, 5 wood, 5 ore, 1 mercury, 1 crystal, 1 sulfur,1 gem
Requirements: Temple Level 3

Temple Level 5
An upgrade of the Temple Level 4. The Temple Level 5 allows a visiting hero to learn the spells kept within. Adds 3 spells of the 5th circle.
Cost: 1000 gold, 5 wood, 5 ore, 1 mercury, 1 crystal, 1 sulfur,1 gem
Requirements: Temple Level 4

Shaolin Monastery
The Shaolin Monastery allows you to recruit 20 Shaolin Monks per week.
Cost: 500 gold
Requirements: Fort

Shaolin Temple
An upgrade of the Shaolin Monastery. The Shaolin Temple allows you to recruit 20 Shaolin Masters or Shaolin Warriors per week.
Cost: 1500 gold
Requirements: Shaolin Monastery

Training Range
The Training Range allows you to recruit 15 Zhuge Nu Archers per week.
Cost: 1000 gold, 10 wood
Requirements: Shaolin Monastery

Battlement Range
An upgrade of the Training Range. The Battlement Range allows you to recruit 15 Zhuge Nu Rangers or Zhuge Nu Snipers per week.
Cost: 2000 gold, 10 wood
Requirements: Training Range

Terracotta Tomb
The Terracotta Tomb allows you to recruit 10 Terracotta Guards per week.
Cost: 1500 gold, 10 ore
Requirements: Training Range, Arsenal

Terracotta Monument
An upgrade of the Terracotta Tomb. The Terracotta Monument allows you to recruit 10 Terracotta Soldiers or Terracotta Captains per week.
Cost: 2500 gold, 10 ore
Requirements: Terracotta Tomb

Geomancy School
The Geomancy School allows you to recruit 5 Geomancers per week.
Cost: 2500 gold, 10 ore, 5 mercury
Requirements: Terracotta Tomb, Altar of Elders

Geomancy Academy
An upgrade of the Geomancy School. The Geomancy Academy allows you to recruit 5 Imperial Geomancers or Prophetic Geomancers per week.
Cost: 4500 gold, 10 ore, 5 mercury
Requirements: Geomancy School

Den of Terror
The Den of Terror allows you to recruit 3 Nians per week.
Cost: 3500 gold, 10 wood, 5 crystal
Requirements: Geomancy School

Cavern of Terror
An upgrade of the Den of Terror. The Cavern of Terror allows you to recruit 3 War Nians or Terror Nians per week.
Cost: 5500 gold, 10 wood, 5 crystal
Requirements: Den of Terror

Eternal Pyre
The Eternal Pyre allows you to recruit 2 Phoenixes per week.
Cost: 5000 gold, 10 wood, 10 ore, 5 sulfur
Requirements: Den of Terror

Eternal Throne
An upgrade of the Eternal Pyre. The Eternal Throne allows you to recruit 2 Phoenix Ladies or Phoenix Queens per week.
Cost: 8000 gold, 10 wood, 10 ore, 5 sulfur
Requirements: Eternal Pyre

Heaven Clouds
The Heaven Clouds allows you to recruit 1 Megadragon per week.
Cost: 12000 gold, 10 wood, 10 ore, 5 gem
Requirements: Eternal Pyre

Celestial Clouds
An upgrade of the Heaven Clouds. The Celestial Clouds allows you to recruit 1 Megadragon Lord or Megadragon King per week.
Cost: 15000 gold, 10 wood, 10 ore, 5 gem
Requirements: Heaven Clouds

Porcelain Tower
A grail building. The Porcelain Tower increases weekly creature growth by +50% and provides your empire with an additional 5000 gold each day.
Cost: none
Requirements: Grail
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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted March 29, 2009 08:09 PM

filler (just in case)
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DON'T BE A NOOB, JOIN A.D.V.E.N.T.U.R.E.

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redprince24
redprince24


Hired Hero
posted March 31, 2009 06:26 AM

Quote:
filler (just in case)


ehm...what do you mean?
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MattII
MattII


Legendary Hero
posted March 31, 2009 09:55 PM

Pretty good, but change the earth elemental for an air one (wood and metal cover the 'earth' part of the chinese elemental system). I'd also personally swap the Shao Lin for the Zhuge Nu in terms of tier, oh, and please please try to find some better names, prefixing only goes so far before it starts to sound tacky.

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DevilWarrior
DevilWarrior


Adventuring Hero
posted April 11, 2009 05:16 PM

In Ancient China/Japan those were the five elementals, great job, I particularly like the heroes
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