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Heroes Community > Age of Heroes Coliseum > Thread: ICTC 5: Zenith
Thread: ICTC 5: Zenith
blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted March 12, 2010 04:56 PM
Edited by blizzardboy at 03:13, 24 Jul 2010.

ICTC 5: Zenith

TOWN PROFILE:

Faction: Zenith

May thou find glory in victory, and greater glory in death.

Aka: The Valkyrie
Alignment: Good
Nation: Zolastarian Czardom
Capitol: Kavaksonya
Society: Clerical matriarchy
Primary Race: Human
Main Worship: Sylath, Elemental Dragon of Air: "Prince of the Wind"
Core Philosophy: To die is to live
Color Theme: Red and White
Native Terrain: Snow
Symbols: Pegasus of Zolastarre, The Teardrop Diamond



The Pegasus of Zolastarre: The Pegasus of Zolastarre is the is the martial symbol for the Valkryie. The red represents the blood the pegasus is drenched in, both from itself and from its enemies. Despite its already long battle, the Pegasus bows its head as it charges toward oncoming foes, displaying its undiminished zeal.

The Teardrop Diamond: The Teardrop Diamond is the seal of the Czarina and her house. It represents the precious fruit born out of grief and struggle.

Music:
Town Music
Combat Music
Siege Music



CREATURE LINE-UP:

Wisp -> Nova / Blinker

Wisp: It is believed these shimmering orbs are the leftover life energy of when the gods molded together the world. They roam the chill of the northern plains, occasionally splitting to create two Wisps. These mysterious orbs are fairly intelligent and obey the call of the Air Dragon worshippers. They constantly float on the outskirts of armies with their acute senses, illuminating the way and alerting their masters of danger.

Small: This creature occupies a 1x1 area on the battle grid.
Levitation: This creature can move over 1x1 obstacles and small sized creatures.  
Illuminator: The hero gains +2 to their scouting radius. This ability does not cumulate with multiple stacks of Wisps and their respective upgrades.

Nova: Novas are exceptionally excited Wisps, charged with electricity with which they expel on those that strike them, temporarily stunning them.

Small: This creature occupies a 1x1 area on the battle grid.
Levitation: This creature can move over 1x1 obstacles and small sized creatures.  
Illuminator: The hero gains +2 to their scouting radius. This ability does not cumulate with multiple stacks of Wisps and their respective upgrades.
Discharge:  Melee attack against this creature will stun the attacker, delaying their next turn by 0.25 ATB.

Blinker: Blinkers can focus their powers to move at impossibly fast speeds for a brief instant, allowing them to essentially teleport on the battlefield.

Small: This creature occupies a 1x1 area on the battle grid.
Levitation: This creature can move over 1x1 obstacles and small sized creatures.  
Illuminator: The hero gains +2 to their scouting radius. This ability does not cumulate with multiple stacks of Wisps and their respective upgrades.
Lightwalk: Activated Ability: This creature may spend 1.0 ATB to teleport to any open tile on the battle grid.
Focus: This creature receives -25% initiative at the start of combat.



Templar -> Disciple / Solar

Templar: The monastic order of Templar are the light ranged force for the Zenith army. Templar can harness the passion and fury within their hearts into magical energy with which they lance at their foes.

Small: This creature occupies a 1x1 area on the battle grid.
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.
Large Shield: Damage from ranged attacks is reduced by 50%.

Disciple: Disciples are especially devout Templar that can use their inner energy for both lethal and beneficial purposes. They may focus their inner zeal on their allies, saturating them with spiritual fervor.

Small: This creature occupies a 1x1 area on the battle grid.
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.
Large Shield: Damage from ranged attacks is reduced by 50%.
Blast of Fervor: This creature may "shoot" at friendly targets. Rather than dealing damage, the shot increases the morale of the creature. Creatures within close range receive +2 morale, and all other creatures receive +1 morale. The turn duration of the morale bonus is equal to 1/4th the number of Disciples, rounded up.

Solar: Solar are gleeful warriors of Sylath with a constant faint glow about them. They may focus their inner light on their allies, saturating them with spiritual intuition.
Small: This creature occupies a 1x1 area on the battle grid.
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.
Blast of Fortune This creature may "shoot" at friendly targets. Rather than dealing damage, the shot increases the luck of the creature. Creatures within close range receive +2 luck, and all other creatures receive +1 luck. The turn duration of the luck bonus is equal to 1/4th the number of Disciples.



Sabretooth -> Sacred Sabretooth / Thundercat

Sabretooth: Sabretooth are large, powerful felines with enormous upper teeth that extend below their lips. These beautiful but ferocious predators are tamed by the Valkyrie for battle.

Large: This creature occupies a 2x2 area on the battle grid.

Sacred Sabretooth: These pure white-furred sabretooth have been sanctified by their mistresses. Their sacred presence inspires troops with righteous fury.

Large: This creature occupies a 2x2 area on the battle grid.
Sacred Aura: Adjacent friendly creatures receive +20% damage on retaliation strikes.
Hallowed Body: This creature is immune to level 1-3 dark magic spells.  

Thundercat: Thundercats are magical cousins of sabretooth, with a brilliant azure hide that crackles with electricity.

Large: This creature occupies a 2x2 area on the battle grid.
Thunderstrike: When this creature attacks a target, there is a chance the Lightning Bolt spell will be cast on it immediately afterwards at advanced mastery. Spellpower is equal to 5 + 1/5th the number of Thundercats.
Electricity Immunity: This creature is immune to electrical damage.



Invisible Stalker -> Invisible Cyclone / Invisible Blade

Invisible Stalker: Invisible Stalkers are a stealthy variety of air elemental that serve as the undetectable killers for the Valkyrie. They roam the battlefield, slaying their prey unawares.

Small: This creature occupies a 1x1 area on the battle grid.
Elemental: This creature is not alive and cannot be affected by poison, blind, or mind-related magic. It cannot be resurrected or healed by the First Aid Tent.
Flyer: This creature may move to any open tile on the battle field regardless of any obstacles in the way.
Permanent Invisibility: This creature is always invisible and cannot be seen or targeted by the enemy. Creatures cannot retaliate to this creatures attack.
Insubstantial: This creature can occupy the same square as friendly and enemy creatures, and other creatures can move through this creature’s square freely.
Wanderer: If this is the only creature-type in the hero’s army, all Invisible Stalkers and their respective upgrades will disperse and the hero loses the combat.

Invisible Cyclone: Invisible Cyclones are faster, more wild elementals than their Stalker kin. They can create tremendously powerful winds within themselves, sending their foes flying across the battlefield.

Small: This creature occupies a 1x1 area on the battle grid.
Elemental: This creature is not alive and cannot be affected by poison, blind, or mind-related magic. It cannot be resurrected or healed by the First Aid Tent.
Flyer: This creature may move to any open tile on the battle field regardless of any obstacles in the way.
Permanent Invisibility: This creature is always invisible and cannot be seen or targeted by the enemy. Creatures cannot retaliate to this creatures attack.
Insubstantial: This creature can occupy the same square as friendly and enemy creatures, and other creatures can move through this creature’s square freely.
Wanderer: If this is the only creature-type in the hero’s army, all Invisible Stalkers and their respective upgrades will disperse and the hero loses the combat.
Cyclone Strike: After this creature attacks any small creature, the creature will be thrown into the air and randomly land on any tile on the battle grid. [hold Ctrl not to use this ability]

Invisible Blade:Invisible Blades, while not as fast and fearsome as the Invisible Cyclones, are more precise and calculating, striking their foes at the perfect time to inflict maximum punishment.

Small: This creature occupies a 1x1 area on the battle grid.
Elemental: This creature is not alive and cannot be affected by poison, blind, or mind-related magic. It cannot be resurrected or healed by the First Aid Tent.
Flyer: This creature may move to any open tile on the battle field regardless of any obstacles in the way.
Permanent Invisibility: This creature is always invisible and cannot be seen or targeted by the enemy. Creatures cannot retaliate to this creatures attack.
Insubstantial: This creature can occupy the same square as friendly and enemy creatures, and other creatures can move through this creature’s square freely.
Wanderer: If this is the only creature-type in the hero’s army, all Invisible Stalkers and their respective upgrades will disperse and the hero loses the combat.
Sneak Attack: When an enemy moves through this creature's square, this creature receives a free attack on it at 75% normal damage. This ability may only trigger once per turn.



Pegasus Rider -> Pegasus Diver / Pegasus Valiant

Pegasus Rider: Pegasus Riders are exceptional warriors that move swiftly across the battlefield on their powerful winged steeds.

Large: This creature occupies a 2x2 area on the battle grid.
Flyer: This creature may move to any open tile on the battle grid regardless of any obstacles in the way.
Trailblazer: This creature receives +3 speed on the turn after it executes the 'Wait' command.

Pegasus Diver: Pegasus Divers are trained to dive upon their foes from above, using their incredible momentum to drive their lances and blades deep.

Large: This creature occupies a 2x2 area on the battle grid.
Flyer: This creature may move to any open tile on the battle grid regardless of any obstacles in the way.
Trailblazer: This creature receives +3 speed on the turn after it executes the 'Wait' command.
Death from Above: This creature can use up spare movement points to dive down on foes with increased damage. For every movement point (out of its max speed) this creature doesn’t use prior to making an attack, it receives +5% damage.

Pegasus Valiant: Pegasus Valiants, veterans on their powerful winged mounts, are armed with sharp, silver enchanted lances to skewer their enemies.

Large: This creature occupies a 2x2 area on the battle grid.
Flyer: This creature may move to any open tile on the battle grid regardless of any obstacles in the way.
Trailblazer: This creature receives +3 speed on the turn after it executes the 'Wait' command.
Jousting: This creature deals +5% damage for every square it moved prior to attacking.



Sylph -> Crowned Sylph / Cherub

Sylph: Sylphs are large, translucent winged maidens that are unswervingly loyal to their lord, Sylath.

Large: This creature occupies a 2x2 area on the battle grid.
Flyer: This creature may move to any open tile on the battlefield, regardless of any obstacles in the way.
Spellcaster: This creature my cast spells, drawn from its mana pool.
Spells: Eldritch Arrow, Haste, Summon Elementals (air only)
Mana: 22

Crowned Sylph: Crowned Sylphs are adorned with magical crystals on their heads as a sign of their exceptional affinity with summoning magic.

Large: This creature occupies a 1x1 area on the battle grid.
Flyer: This creature may move to any open tile on the battlefield, regardless of any obstacles in the way.
Spellcaster: This creature my cast spells, drawn from its mana pool.
Spells: Eldritch Arrow, Haste, Summon Elementals (air only), Arcane Armor (advanced mastery).
Mana: 24

Cherub: Cherubs are shy, patient servants of Sylath that display a remarkable gift for repelling even the most powerful magic.

Large: This creature occupies a 2x2 area on the battle grid.
Flyer: This creature may move to any open tile on the battlefield, regardless of any obstacles in the way.
Spellcaster: This creature my cast spells, drawn from its mana pool.
Spells: Eldritch Arrow, Haste, Summon Elementals (air only), Magic Immunity (costs 10 mana, becomes blocked from spellbook after 1 casting).
Mana: 24



Incarnate -> Avatar / Paragon

Incarnate: The mightiest warriors of the czardom that died in battle can be summoned back to the mortal realms through a powerful gate, expending tremendous amounts of energy and often times altogether failing. Those few that are reincarnated are no longer distracted by bodily desires and ills. They are prodigies among mortals, with supernatural might and dexterity, and garnered in celestial armor that can repel the maw of a dragon. Though they are no larger than any human, Incarnates battle toe to toe against all manner of awful and legendary beasts.

Small: This creature occupies a 1x1 area on the battle grid.
Slayer: This creature deals +33% damage against tier 6 and 7 creatures.

Avatar: Avatars have further removed themselves from humanity, almost entirely purging their own egos, and becoming embodiments of the perfect duelist. They seek and destroy their foes with perfect concentration.

Small: This creature occupies a 1x1 area on the battle grid.
Slayer: This creature deals +33% damage against tier 6 and 7 creatures.
Covenant of Steel: Special Ability: This creature may spend 0.5 ATB to make a Covenant of Steel with a target enemy stack. The Avatar receives +33% damage against that stack, and -15% damage against all other stacks. The Covenant of Steel ends once the targeted stack is killed or the Incarnate makes another covenant.

Paragon: Paragons have restored some of their former humanity while maintaining their reborn, magnified abilities. They are objects of admiration on the battlefield, and renowned for their ability to protect others.

Small: This creature occupies a 1x1 area on the battle grid.
Slayer: This creature deals +33% damage against tier 6 and 7 creatures.
Covenant of the Sister: Special Ability: This creature may spend 0.5 ATB to make a Covenant of the Sister with a target friendly stack. The targeted stack is dealt -33% damage from all sources as long as this stack is adjacent to it.



BUILDINGS:


Zenith Cities:
Zenith cities are primarily built on the cold plains east of the Highfang Mountains. They favor red or brown brick for their architecture, and are famous for their steep, jutting rooftops and flying buttresses at the sides of large military structures or temples. Despite the chill of the region, the castle, barracks, a some of city is often built on hillsides where the wind hits them hard. Worshipers of Sylath have a stronger connection with their deity in such harsh conditions.

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. May only have one capitol.
Cost: 10000gold
Requires: Town Level 12, 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

Castle: The Castle adds two arrow towers, fortifies your town's defenses, and doubles base creature growth.
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

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 you 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 +1 sulfur per day.
Cost: 5000gold, 5stone
Requires: Marketplace

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

Special Buildings:

Victory Pyre: The Victory Pyre is where the Valkyrie Hero may learn their Divine Powers.
Cost: 2500gold
Requires: Village Hall

Martial Square: A Hero may train to learn no more than one of the following skills (or a higher mastery) from the Martial Square: Attack, Defense, Leadership, or War Machines at the cost of 2500 gold.
Cost: 3000gold, 5stone
Requires: Town Hall

Belfry: The Belfry increases the weekly production of Templars and their respective upgrades by +5.
Cost: 2000gold
Requires: Castellated Chapel

Kremlin: The Kremlin earns your kingdom 5500 gold per day. May only have one Kremlin. [Counts as an upgrade of your capitol; the city still counts as your kingdoms only capitol]
Cost: 10000gold
Requires: Capitol, Town Level 15

Creature Dwellings:

War Monument: The War Monument allows you to recruit Wisps.
Cost: 500gold, 5stone

Ice Monument: The Ice Monument allows you to recruit Novas and Blinkers.
Cost: 1300gold, 5stone
Requires: War Monument

Castellated Chapel: The Castellated Chapel allows you to recruit Templar.
Cost: 1000gold, 5stone
Requires: Town Level 3, Mage Guild Level 1

Castellated Convent: The Castellated Convent allows you to recruit Disciples and Solars.
Cost: 2500gold, 5stone
Requires: Castellated Chapel

Rocky Resort: The Rocky Resort allows you to recruit Sabretooths.
Cost: 2000holf, 5wood
Requires: Town Level 3, Victory Pyre

Alpine Resort: The Alpine Resort allows you to recruit Sacred Sabretooths and Thundercats.
Cost: 3200gold, 5wood
Requires: Rocky Resort

Chamber of Wind: The Chamber of Wind allows you to recruit Invisible Stalkers.
Cost: 1500gold, 5wood, 5stone, 3sulfur, 3crystal
Requires: Town Level 6

Chamber of Gulls: The Chamber of Gulls allows you to recruit Invisible Cyclones and Invisible Blades.
Cost: 3500gold, 5wood, 5stone, 6sulfur, 6crystal
Requires: Chamber of Wind

Acropolis: The Acropolis allows you to recruit Pegasus Riders.
Cost: 3000gold, 10wood, 2gem, 2crystal, 2sulfur, 2mercury
Requires: Fort, Blacksmith, Town Level 9

Jutting Acropolis: The Jutting Acropolis allows you to recruit Pegasus Divers and Pegasus Valiants.
Cost: 9000gold, 5wood, 5stone, 3gem, 3crystal, 3sulfur, 3mercury
Requires: Acropolis

Mystic Villa: The Mystic Villa allows you to recruit Sylphs.
Cost: 5500gold, 10wood, 10crystal
Requires: Town Level 12

Levitating Villa: The Levitating Villa allows you to recruit Sylph Soothsayers and Crowned Sylphs.
Cost: 8000gold, 10wood, 5stone, 10crystal
Requires: Mystic Villa

Glass Gate: The Glass Gate allows you to recruit Incarnates.
Cost: 9000gold, 10wood, 10stone, 10sulfur
Requires: Town Level 15

Diamond Gate: The Diamond Gate allows you to recruit Ascendants and Saints.
Cost: 14500gold, 100wood, 10stone, 15sulfur
Requires: Glass Gate


Hero & Racial Ability Information:

Hero: Valkyrie

The Valkyrie is a devout martial priestess. Apart from her strenuous martial training, her true formability is drawn from the Divine Powers she receives from countless hours of meditation and service to the divine forces. Divine Powers make the Valkyrie hero a force of melee destruction.

Stat % Allocation:

Attack: 40%
Defense: 30%
Knowledge: 15%
Spellpower: 15%

Racial Skill: Divinity

The Valkyrie hero is a might based class that is focused around expanding and enhancing her standard attack through Divine Powers. She can be a force of death on the battlefield without needing to cast spells.

Basic Divinity:
The hero may learn three Divine Powers. The hero may have two active Divine Powers at a time.

Advanced Divinity:
The hero may learn an additional two Divine Powers. The hero may have three active Divine Powers at a time.

Expert Divinity:
The hero may learn an additional two Divine Powers. The hero may have four active Divine Powers at a time.

Ultimate Divinity:
The hero may learn an additional two Divine Powers. The hero may have five active Divine Powers at a time.  


Racial Perks:

Valkyrie’s Boon: Allows the Valkyrie’s creatures to discharge spells.

Boon of Doom: Special Ability: Any fiendly creature may choose a spell from the hero's spellbook and channel it into their weapon and unleash it when they make an attack. This doesn't use up any ATB for the creature. Mana is drawn from the Valkyrie's manapool. A boon may only be used once per turn of the Valkyrie. When the Valkyrie takes her turn again, this ability is refreshed and a creature can use this ability again.

Boon of Hope: Special Ability: Any friendly creature may choose a spell from the hero's spellbook and automatically cast it on themselves prior to making an attack. This doesn't use up any ATB for the creature. Mana is drawn from the Valkyrie's manapool. A boon may only be used once per turn of the Valkyrie. When the Valkyrie takes her turn again, this ability it refreshed and a creature can use this ability again.

Martyrdom: The hero may spend 0.50 ATB to mark a friendly stack with Martyrdom. The stack receives enhanced bonuses as it loses creatures. For every 1% of the total HP of the stack that is lost, it receives +1% to its defense and attack. Total HP is based on the time that the hero used Martyrdom on the stack (So a stack of Thundercats that loses 50% of it’s total HP receives +50% attack and defense).

Judicator of Honor:
Whenever an enemy creature attacks a creature that isn't able to retaliate, the Valkyrie hero automatically attacks that creature at -33% normal damage.

Ultimate: Revelation
The hero receives +100 mana permanently and all creatures in the hero's army may use the Valkyrie's Boon once per turn without limit.


Divine Powers:

The following are the Divine Powers the Valkyrie hero may learn at the Victory Pyre:

Call of the Tiger: Luck can trigger when the hero makes an attack
Call of the Lynx: Morale can trigger for the hero’s turn.
Call of the Sabretooth: The hero’s attacks deal +3% damage for every level.
Call of the Pegasus: Adventure Map Ability: The hero receives an additional +10% movement speed on their turn.
Call of Fury: Whenever an enemy stack is killed, the hero moves forward 0.33 ATB.
Call of Vengeance: Whenever a friendly stack is killed, the hero moves forward 0.33 ATB.
Call of Healing: The hero may touch friendly creatures with positive energy, healing them for an amount of hit points equal what the Valkyrie’s attack damage would have been. This ability counts as an attack for the purpose of all modifiers that would affect an attack.
Call of Force: The hero’s attack now lowers the targeted creature’s defense by 3. This cannot lower a creature's defense below 0.
Call of Mire: The hero's attack now lowers the creature's speed by 2. This does not stack multiple times.
Call of Blood: After the hero attacks a creature, 25% of the damage the hero did will be dealt to the creature at the beginning of its next two turns.
Call of Dread: The effective spellpower of all destructive and dark spells cast through the Valkyrie's creatures is increased by +6.
Call of Inspiration: The effective spellpower of all summoning and light spells cast through the Valkyrie's creatures is increased by +6.
Call of the Dove: The hero’s ‘Martyrdom’ perk now gives the stack a +2% bonus to its attack and defense for every 1% of its total HP that it loses.
Call of the Dragon: Special Ability: The hero makes a special attack that deals 50% less damage, but will attack in a horizontal line across the battle grid, hitting every enemy in her path.
Call of the Bear: Special Ability: The hero selects a tile on the battle grid. She attacks all enemy creatures adjacent to that tile.
Call of the Owl: Special Ability: The hero may use their attack to touch a friendly or enemy creature, affecting the target with Cleansing at expert mastery.

*Active Divine Powers stack with one another. For example, if a hero has both Call of the Dragon and Call of the Swan active, than she can execute the special line attack and possibly get a luck roll on it. Or if the hero has both Call of Healing and Call of the Swan active, she can get a luck roll and heal the target for double, etcetera.




Skill % Allocation:

Divinity: 10%
Enlightenment: 10%
War Machines: 10%
Light Magic: 6%
Dark Magic: 6%
Destructive Magic: 6%
Summoning Magic: 2%
Sorcery: 2%
Attack: 14%
Defense: 8%
Luck: 8%
Leadership: 8%
Logistics: 10%


Unique Perks:

Battle Covenant
Prerequisites: Advanced Attack, Battle Frenzy, Judicator of Honor
Feature: A friendly stack deals +20% combat damage on their next turn if attacked by an enemy creature.

Boon of Night
Prerequisites: Basic Dark Magic, Valkyrie's Boon
Feature: Creatures receive +3 spellpower when channeling dark magic, and use 20% less mana from the hero.

Boon of Dawn
Prerequisites: Basic Light Magic, Valkyrie's Boon
Feature: Creatures receive +3 spellpower when channeling light magic, and use 20% less mana from the hero.

Boon of Blood
Prerequisites: Basic Destructive Magic, Valkyrie's Boon
Feature: Creatures receive +3 spellpower when channeling destructive magic, and use 20% less mana from the hero.

HISTORY:

I, Aukirre of Key's Keep, elder chronicler and husband of Viktoriya the High Priestess, impart this brief summary of Zolastarre to the traveler. Many tavern patrons of the Griffin Duchies, of Grimheim, of the Silver Cities, and of all distant lands speak of our ruthlessness, and ruthless we were, but the tales of drunkards are spiked with hyperboles and riddled in half-truths. Know of our struggle from one who has experienced it, and may the Prince of the Wind banish me from his presence and forfeit me to Chaos should I lie.

The Sacking of the Free Cities:

With the Griffin Duchies preoccupied with internal political struggles, and the Lords of Grimheim contending with the dark elves in the bowels of Ashan, their borders with Ranaar were left lax. Rather than taking the opportunity to attack their well-known adversaries, who have a history of uniting under dire conditions, the barbarian horde moved southward to strike the Free Cities in the east. One misfortune lead to another, as a secret society of necromancers within the Free Cities, calling themselves the Jewels of Turbulence, began causing mayhem in the south while the northern cities were under siege. Hosts of fallen commoners were risen as the undead, becoming silent pawns to the Jewels of Turbulence. With several cities under their control, their state of secrecy was terminated, and they declared themselves the rightful masters of the land, even extending an official welcome to the outcasts of Heresh to enter their land and practice the necromantic art freely. The vision of their leader, Marquis Asimov, was to create a fully established and protected university for necromancers, able to compete with the academics of the Silver Cities. But he was far from a conventional necromancer. Under Asimov's leadership, his students had endorsed Urgash as their patron deity, entering into an unholy alliance with the Demon Lords. Some necromancers remained in their obscure swamplands, while others committed to Asimov's creed and flocked to the newfound nation.

This catastrophe began in early spring, and by the dawn of the next winter the Free Cities were annexed between the barbarians and the newly established nation of Crimson Heresh. Only a remnant of refugees and militia had successfully dug themselves in within the Highfang Mountains.

The Valkyrie:

Starvation and cold were an even greater concern than the enemies camped in the lowlands outside the mountain, and the refugees surrendered to despair. Most left the mountain range and threw themselves at the mercy of their invaders. Most were caught by the barbarians, where they were raped, murdered, or sold into slavery. Others were caught by the Crimson Necromancers, where they were neatly tucked into ox carts and shipped to an unknown destination to the south.

Only around a thousand remained within the Highfang Mountains, most of them women who would rather die in the snow than be ravaged by the enemy. As they lay huddled together, a young teenage girl, Sonya, who had been crippled since birth with a paralyzed leg, wandered off, delirious with hunger. She fell through the ground into an ancient chamber built underneath the mountainside. Her hip slammed into the floor, cracking a stone tile, and a surge of immense pain flooded her mind, knocking her unconscious. An unknown amount of time passed before she woke. Standing up, she walked down the aisle of the chamber, coming before an ice statue of a 7-foot woman clad in armor and holding a broadsword above her head. There was more to the statue than the uncanny workmanship, marvelous though it was. Warmth had wrapped itself around her, and her limbs were tingling with energy; all of her limbs. Looking down, it occurred to her she was standing on both legs, with a circular scar on the hip of her once paralyzed leg.

The statue craned its neck down to her and spoke, "Child, the time has come."

"Sacred statue, how long have I been asleep? I must return to the others." Sonya replied.

"You have been asleep for 100 years. Your cousin's children have perished from old age, and your sisters on the mountainside have long been entombed beneath ice. All that you love is dead. The land you once knew as home lives only in the books of historians. The descendants of your people lay submissive beneath the heel of tyrants. By divine ordinance, Sylath has proclaimed you the czarina of his people, and your blood sister Viktoriya his high priestess. This temple, Zolastarre, was where the first daughters of Sylath congregated in ancient days, before the time of iron. What is past shall be again. May thou find glory in victory, and greater glory in death. Thus with these words spoken, arise a valkyrie, and drown those who would have you call them master in blood."

"But I do not know how to fight," Sonya replied.

"You do now," the statue answered.

CAMPAIGN:WINDS OF INSURRECTION



(The campaign is highly difficult and only intended for advanced players).


Mission 1: Journey to the Ancient Acropolis
Heroes: Sonya, Level  1: Max level  10
         Viktoriya, Level  1: Max level  10
In the remote and windy Highfang Mountains, Sonya has just arisen a valkyrie, with newfound combat prowess and the groundwork for divine powers, along with her blood sister, Viktoriya, and a small host of other long entombed sisters to accompany the two. Their small army has been entrusted with the daunting task of liberating the descendants of their people from the barbarian horde and necromancers of Crimson Heresh. The sacred statue in the Zolastarre Temple, a mouthpiece of Sylath, spoke of a long forgotten acropolis further north in the Highfang Mountains, where there dwells many of the elusive pegasi. The pegasi are creatures of the wind, and will answer to the valkryie, but the journey is dangerous and takes them near barbarian settlements.

Objective 1: Liberate the town of Vychekof from the barbarians.

Objective 2: Fight your way northward and liberate the town of Retheruv.

Objective 3: You must gather 150 lumber to build a fleet of boats to move your army and the townsfolk northward on the Highfang Sea. Barbarian forces will arrive to crush you, but you must survive.


Mission 2:  Air Cavalry
Heroes: Sonya,     Level  X: Max level  15
          Viktoriya,  Level  X: Max level  15

After several days of sea travel, your fleet has docked on a remote plain at the base of the Highfang Mountains. Hundreds of townsfolk have volunteered as guards, while the others quickly begin building a wooden fortress and scouring the region for food. The original host of valkyrie begin the journey into the mountains to the ancient Acropolis.

Objective 1: As you battle your way through the mountains, you spot caves inhabited by sabretooth. You must battle your way to their dwellings, where Viktoriya can befriend them.

Objective 2: You arrive at the ruins of a city, with the Acropolis on a peak overshadowing it. The city is now plagued by forsaken undead, roaming the mountainside and blocking off travelers. Conquer the city.

Objective 3: Climb to the Acropolis, where Viktoriya can befriend the pegasi.


Mission 3: The Northern Fields
Heroes: Sonya,     Level  X: Max level  20
          Viktoriya,  Level  X: Max level  20

After the long journey into the heart of the mountains, the valkyrie quickly fly back to the plain to the liberated townsfolk. Rudimentary fortifications have been constructed and rows of huts have been erected. The valkyrie and a squadron of ships cross the Highfang Sea to storm the nearby coastal towns. Czarina Sonya stays with the ground army and militia, while Viktoriya leads the air cavalry to the outlining regions.

Objective 1: Sonya must liberate the three towns along the coast.

Objective 2: Viktoriya encounters a pair of red dracolich bearing the mark of Crimson Heresh that fly southward after being spotted. You must continue on to your objective and liberate the two outlying towns from the barbarians.

Objective 3: As expected, many of the townsfolk rose up and aided in the routing of the barbarians. You now have control of a large army of militia, but a legion of Crimson Undead marches from the south. Viktoriya and her small convent say they now have sufficient piety to summon some of the legendary incarnates to the battlefield, but you must first build a Glass Gate in town. Sonya must successfully defend the towns from Crimson Heresh while Viktoriya is deeply engaged in ritual.


Mission 4: Archlich Asimov's Advent:
Heroes: Viktoriya,  Level  X: Max level  25
Hakkane, Level 15: Max level 20

Several towns have been liberated and the insurrection has taken on a life of its own without the direct guidance of Sonya and Viktoriya. Dozens of bands of rebels have organized and moved into the wilderness to wreck havoc on the barbarians, and reports are coming in of uprisings occurring in the larger cities. But the looming threat of the much more organized Crimson Heresh awaits in the south. Scouts have reported Asimov, now an undead himself, is moving several armies northward to crush the valkyrie, with demons accompanying his undead servants. The czarina stays with the main army in the north to thwart the barbarians, while a smaller, elite army moves south with Viktoriya to confront Asimov's vanguard. You now have a small group of mighty incarnates at your disposal, along with a host of invisible stalkers and sylphs.

Objective 1: You expect to meet the first of Asimov's vanguard in Blackshield Forest, and by good fortune, you have encountered a group of auxiliaries from the Silver Cities that have arrived to aid you. Their leader, Hakkane, explains that the Crimson Necromancers are sworn enemies of the Silver Cities, but their king and archmages remain preoccupied with conspiracy and heretics within their borders, and that Viktoriya should not count on significant support. Liberate the town of Aklav just north of the Blackshield Forest.

Objective 2: Word has arrived that the Crimson Vampire, Sarvicho the Quenchless, is leading the vanguard forces. He is one of the elite generals of Asimov, and slaying him will be a heavy blow against the Archlich. The forest is inhabited by wandering invisible stalkers and sylphs that will answer to Viktoriya's divine call. Track them down and gain their loyalty in the upcoming confrontation.

Objective 3: Face off with Sarvicho the Quenchless in the heart of Blackshield Forest.


Mission 5: Sonya's Gambit
Heroes: Sonya, Level X: Max level 25

While Viktoriya's small elite army moves south to contend with Asimov's vanguard, Czarina Sonya has remained with her people to confront the horde of orcs outside the safezone of liberated towns. Fresh pegasi have been befriended from the Highfang Mountains, and a large army of able bodied militia have been organized, but Sonya is left with few truly valuable troops. The speed of the insurrection allowed the twin sisters to quickly carve out a large chunk of the homeland, but they are now faced with increasingly impossible odds as their enemies consolidate on both fronts. Defeat is inevitable. Sonya prepares a ruthless gambit, defying her own conscious.  

Ordering the liberation army to dig in and survive as long as possible, Sonya and a dozen valkyrie sisters, bolstered under Sylath's wind, fly to the Griffin Empire's capitol of Talonguard in record time. The personal palace of the royal family is heavily guarded and warded against all manner of magical craft, such that the finest assassins have tried and failed to enter, but the newfound powers of the valkyrie remain an anomaly to most of Ashan, and Sonya is able to breech the wards with uncharacteristic ease.  Snatching the only daughter of the lonely King, she escapes and leaves her ultimatum as a note:
"Mobilize the eastern Duchies against the barbarians of Ranaar, or have your daughter returned in pieces."

Objective 1:  Sonya returns to find two towns reclaimed by the orcs under the leadership of Rognauld the Boar, and the liberation army battered and weakened. The Whitepine River has been the only saving grace to temporarily halt their advance. With Sonya and a small expedition, battle your way around the front lines through the wilderness in the eastern hills.

Objective 2: Reclaim the two recently lost towns on the other side of the Whitepine River and burn them to the ground, destroying their shipyards and all construction supplies.


Mission 6: Gotterdammerung
Heroes: Sonya, Level X: Max level 30
Viktoriya, Level X: Max level 30
Hakkan, Level X: Max level 25

The King of Talonguard is thrown into an uncontrollable fit of rage and grief. His grandfather, father, and himself had long received handsome royalties from the orcs of Ranaar in exchange for turning a blind eye to the cruel enslavement of the lands south of Ranaar, but none of that mattered now.  However much he wished to personally butcher Sonya, he even more wanted his precious daughter safely returned to him. Having already denied the risky suggestion of his advisers to attempt a rescue mission, the king orders the eastern Duchies to mobilize against Ranaar under pain of death. The full might of the eastern Empire smashes into the already preoccupied orcs, and they quickly abandon the occupied lands to return to the defendable fortresses of their homeland. The king sends word that if his daughter is not returned, he will sacrifice every last soldier of the Empire to annihilate every soul east of the Highfang Mountains. Not wishing to push her luck with the unstable monarch any further, Sonya relinquishes the princess and prepares to face Asimov alone.

Word arrives to Archlich Asimov that their northern allies have been routed by the combined might of the liberation army and, most of all, the Griffin Empire. More than that, Sarvicho the Quenchless, his 3rd in command, has fallen under the blade of Viktoriya. With the northern front suddenly and unexpectedly concluded,  thousands upon thousands of fresh recruits have flocked to the twin sisters, and a vast wave of troops now march south under a white flag with a red pegasus - the martial banner of Zolastarre. For the first time in decades, the grand necromancer feels excited.

Objective 1: Sonya marches with the main army, intending to confront Crimson Heresh head on. Battle your way through the hills and plains and liberate the cities of Vichn, Saraga, Yethlin, and Zhannak.

Objective 2: Viktoriya and Hannak move ahead through the far eastern pass to clear the way for Sonya. Seek and destroy the Infernal mercenaries patrolling the pass.

Sonya and Viktoriya converge outside the ancient city of Kavaksonya, where Asimov has erected his northern castle. They are greeted by the herald of Asimov, who claims that the undead legion are holding hostage the occupants within the city. They are told to halt their advance or suffer the deaths of every man, woman, and child within the city confines. With her face torn in pain, Sonya slays the herald and orders the army to advance. Hannak, mortified, remains behind.

Objective 3: Viktoriya and Sonya must battle through the surrounding rural regions and defeat the 2nd in command, Gherul the Nighthound, and conquer the city of Kavaksonya.

Epilogue:

Viktoriya, High Priestess of Zolastarre, blasts away the body of Asimov in a white fire, hurling his spirit back to the swamplands in Old Heresh. True to his word, the twin sisters enter the city to find the streets littered with fresh corpses. For the first time, the captains look to their fearless czarina with doubt and unease, but remain silent. Sonya and Viktoriya, accompanied by their personal guard, enter the castle and erect the banner of the red pegasus at its zenith. Sonya stands at the very edge of the wall, her toes dangling in the air, as she overlooks the massacred city. The shouts of victory cease as the army moves into the city commons.

"My holy war has ended," Sonya declares.

"But are you anymore holy?" Viktoriya asks.

"You're the priestess, dear sister, not I," Sonya replies, "I'm just a ruler."



The Price of the Valkryie:
The Air Dragon expended a vast amount of his power to embed the original host of Valkyrie with the piety and martial prowess needed to fill the role and to liberate his conquered worshipers. To these original Valkyrie, their talents were as a 2nd nature to them. To all others that proceeded them, like other Heroes throughout the realms, their talents come through hard work, meditation, devotion, and courage. Unique to the Valkyrie is that violence is an integral part of their power. When she is left at peace for an extended time, her divine powers will wane to a minimal level, and it is suspected they would eventually disappear altogether. When she is thrown into conflict, her powers will ignite. It is believed by some that during the especially desperate struggle to establish Zolastarre, the conflict and desperation was so potent they became as demi-gods, though this is speculation among particularly enthusiastic scholars of the region.
This peculiar quality of the Valkyrie has produced many questions about what future role the Valkyrie will serve. For now, they are the valiant shield and hand of the east. But optimistic merchants and artisans speak of a future where the wilds of Ashan will eventually be tamed, and war will fade away into a world of total peace and prosperity. In such a world, the Valkyrie will expire and become a relic of the past. Others speak of a looming age of darkness, where sibling will turn on sibling, and that the Valkyrie will become more powerful than ever - powerful to the point of being untrustworthy. In either case, their matriarchal order will play a pivotal role in the immediate future.

DIPLOMATIC RELATIONS:

Haven: Were it not that the western Duchies and the Czarina shared common enemies with the Dungeon warlocks, the necromancers, the barbarians, and the demons, these two realms would likely war with one another. The King of the Griffin Empire remembers well Sonya's dishonorable and unforgivable kidnapping of his daughter, and the Valkyrie hold no love for the Griffin Empire's domineering nobility.

Academy: The Silver Cities and Zolastarre are not well-matched in their societies. Where the Valkyrie revere piety and rely heavily on battle instinct, passion, and courage, the Wizards are complacent, secular, and dispassionate. What they both do share is their reputation for ruthlessness, which brings into question the true character of these two realms. Though relations between these empires is somewhat awkward, they have so far maintained goodwill between each other, perhaps because they fear one another.

Sylvan: Irollan and Zolastarre are separated by the bulky Griffin Empire, leaving interactions between these realms uncommon. The gentler elves frown upon the Valkyrie's occasional brutality, but respect their courage and constant campaign against the darker forces. The Valkyrie, in turn, find the reclusive elves good-hearted but alarmingly uncommitted at times.

Fortress: Grimheim is the closest ally of the Czarina; the Sisters of the East and the Dwarves of the North have spilled blood together against Ranaar and often compete with one another in acts of daring. Though they have much in common on the battlefield, they differ greatly in everyday life. After the victory is achieved, the Valkyrie return home to pray and meditate in their cold and minimalist castles and chapels, while the grubby Dwarves put their bodies in just as much danger in the pub as they do on the battlefield, and the chairs connect with people's heads almost as much as with people's rears. Few pilgrims from each land travel into the other.

Stronghold: The Valkyrie have no greater enemy than the orcs. Both factions are too proud and furious to ever back down from one another, resulting in nightmarish and gruesome battles of steel against steel that leave behind a trail of limbs and crushed bone. The orcs have not yet abandoned hope of reclaiming their old territories further south that they conquered, yet the Valkyrie offer no compromise against their foe.  


Dungeon: Loud-mouths at taverns claim it's a mysterious "girl thing", and they might be right, but these two matriarchal realms don't war against each other very often. More than likely, it's because they each are preoccupied with other affairs, and the ever ambitious Warlocks covet Irollan far more than any human empire. Still, these two factions are no friends of each other, and will attack on sight.

Inferno: The Valkyrie despise the demons, but then again, so does everybody else. The sadistic, destructive, happy, and pyromaniac demons make no exception towards Zolastarre when it comes to their desire to light as much of the world on fire as possible.

Necropolis: Since Asimov was expelled from his fortress in Kavaksonya, there has been an eerie silence between Heresh and Zolastarre. Either the necromancers have abandoned thoughts of reclaiming their lost territories, or their timeless bodies are patiently waiting for the proper time.

HEROES:

Ajiza:
Put into an orphanage at just several days old, Ajiza's known family was entirely annihilated by famine and warfare. She was a wild child that disdained authority, until she was eventually taken to the strictest of martial convents, where her will was finally broken at the hands of her stern and relentless mistresses. She now follows and gives orders with a passionless guise; her fiery will masked behind ice.
Special: Abbey Matron: Templars and their respective upgrades receive +2% initiative and +1 attack for every other level of the hero, starting at 1st level.  
Starting Skills: Basic Divinity, Basic Light Magic, Master of Wrath
Spellbook: Righteous Might

Elizaveta:
Elizaveta is a detached and contemplative leader. Unlike most Valkyrie, who give almost sole dedication to the Air Dragon, Elizaveta draws power from both the Water Dragon and Air Dragon, granting her blade a powerful bite of frost for cutting into her foes.
Special: Frostblade: The heroes attacks deal an additional +20% ice damage.
Starting Skills: Basic Divinity, Basic Destructive Magic, Master of Ice

Zhanna:
"No matter what you do, somebody, somewhere, is going to be offended. So just do it." Such is the philosophy of Zhanna the Zealous, who made her debut into the matriarchal order on an unsaddled horse with a shaven head. Nobody knows what mad spirit animates this woman with such wild acts of daring on the battlefield, but her followers cannot help but ride with her wave of fury.  
Special: Impetuous One: This hero receives +10% initiative.
Starting Skills: Basic Divinity, Basic Attack, Battle Frenzy
War Machines: Ballista

Cheyn:
This ambitious Valkyrie has gone through life with a seemingly perpetual smile on her face. Whether by providence or fortune, her enemies' wits falter when confronted with her unnerving charm that endures even in the face of great danger.
Special: Lady Fortune: The enemy hero suffers -1 luck. Additionally, if this hero suffers from effects that reduce her luck, the total luck reduced is decreased by 1.
Starting Skills: Basic Divinity, Basic Luck, Soldier's Luck
Spellbook: Sorrow

Letrinnex:
Since a young girl, Letrinnex has been in love with the clouds, the wind, and the sky, and possesses an alarming lack of fear for heights. This captain of the skies has mastered aerial combat beyond all her peers, and spreads this knowledge to make her winged troops the best they can be.
Special: Sky Captain: Fliers in the hero's army receive +1 defense for every three levels of the hero, starting at first level.
Starting Skills: Basic Divinity, Basic Defense, Evasion

Novii:
Novii's brilliant and captivating speeches have been as much aid to her as her prowess as a warrior and leader. As she marches on to her goal, kindred spirits of her cause flock to her banner, risking death for the sake of what they believe in.
Special: Silvertongue: The 'Recruitment' perk functions for this hero even when outside of town. The number of recruits per tier is doubled at level 10. Recruits are automatically upgraded and put in the appropriate stack (if applicable) if the hero's army is full.
Starting Skills: Basic Divinity, Basic Leadership, Recruitment

Makravell:
Makravell's struggle with shyness is unbefitting for the normally bold order of Valkyrie, but her weakness is also her strength. She has attained greater powers during her countless hours of secluded meditation, and many foes have been brought to shame by this soft spoken warrior.
Special: Anointed Servant: The hero learns an additional divine power at levels 10 and 20. The hero may have one extra Divine Power active.
Starting Skills: Advanced Divinity, Judicator of Honor
Spellbook: Divine Strength

Katerinka:
Consecutively giving birth to three sets of twins in three years impressed Katerinka's small village with her fortitude, but her life as a caretaker ended when her village, her children, and her love were massacred by raiders. She became a Valkyrie at an unusually late stage in her life, and her endurance was found to run deeper than merely birthing children. Katerinka's iron soul has allowed her troops to channel her mana into spells with increased potency.
Special: Boonbringer: The effective spellpower of all boons is increased by +4, and the mana used is decreased by 1.
Starting Skills: Basic Divinity, Valkyrie's Boon, Basic Enlightenment

CAMPAIGN HEROES:

Sonya:
Sonya was a common girl born in a poor masonry family. Her paralyzed leg at birth had rendered her to the indoors most of the time. Though she was beautiful, she made a poor worker, and was avoided by men as a bride-to-be. She had spent endless time daydreaming of a more glorious life, and her dreaming was answered when fate had anointed her a valkyrie and the first czarina of a new realm.
Special: Zolastarre's Beacon: All friendly Zenith creatures receive the Enraged ability.
Starting Skills: Basic Divinity, Advanced Leadership

Viktoriya:
Viktoriya is the twin sister of Sonya, born strong and fast, but severely lacking in social skills. She had the reputation of being the local workhorse, ever a perfectionist in anything she did. She fled from war and famine with her family to the Highfang Mountains, where she was anointed as the high priestess of soon-to-be Zolastarre.
Special: Blood Giver: Healing effects from all friendly sources are doubled.
Starting Skills: Advanced Divinity, Basic Light Magic

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

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 12, 2010 05:01 PM

Still Great!

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flackmandan
flackmandan


Known Hero
Veni,Vidi,Vichi
posted March 12, 2010 06:15 PM

ccol pics^^especially invisible stalker^^
Whered u het em
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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted March 12, 2010 06:30 PM

Just Google. I'm a sucker for good fashion so I edited some of the images to make them fit the faction's color scheme.
____________
"Folks, I don't trust children. They're here to replace us."

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flackmandan
flackmandan


Known Hero
Veni,Vidi,Vichi
posted March 12, 2010 07:42 PM

ya i did the same thing but everybody seems to have found better images^^
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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted March 12, 2010 08:03 PM

I love Zhanna.  I think I want to marry her.
____________
How exactly is luck a skill?

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flackmandan
flackmandan


Known Hero
Veni,Vidi,Vichi
posted March 14, 2010 01:51 AM

lol that was to far day^^
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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted August 11, 2010 09:23 AM

Ok.  Not sure how the others are judging, or if in fact anybody else is judging..so I am going to post my score/impression..but the main Judges that signed up will have the final word if they judge.  My scores will only count if nobody else is judging.

Background : 8/10 Solid, lots of work, but something is missing.  Can't put my finger on it.
Line Up : 9/10 Very good, some interesting names, bonus points for using thundercats .
Creativity: 8/10 Again that something I just can't put my finger on.  This faction is good, but just .. something missing.
Overall : 8.5/10
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