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Heroes Community > Heroes 7+ Altar of Wishes > Thread: H6-factions creating competition
Thread: H6-factions creating competition This thread is 6 pages long: 1 2 3 4 5 6 · «PREV / NEXT»
Ebonite
Ebonite


Adventuring Hero
posted December 06, 2010 08:55 AM

Sounds good, i'll join.

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MattII
MattII


Legendary Hero
posted December 06, 2010 08:57 AM
Edited by MattII at 08:59, 06 Dec 2010.

Are we limited to the themes already set down, or are we allowed to use any theme we wish (so say Haven is chinese)?

Oh, and we know some basic about the town buildings Nightterror, we're allowed only 4 special buildings, but only two can be built at any one time.

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted December 06, 2010 09:39 AM
Edited by Zenofex at 09:42, 06 Dec 2010.

I may join as well, but as it will take quite a lot of time to come up with a good suggestion given the requirements (and I don't exactly have much of it), it might take a while.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 06, 2010 10:17 AM

You are not fixed on the theme that we know, you can alter it...though ti shouldn't stray too far off and still be haven...chinese would be totally okay for me As would, for me, for example, be a not so human-based haven.

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admira
admira


Promising
Famous Hero
posted December 06, 2010 10:39 AM

count me in, pls. Is there specific template as for description, etc?

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted December 06, 2010 10:46 AM

naturally I'm in.
____________
Love, Laugh, Learn, Live.

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MattII
MattII


Legendary Hero
posted December 06, 2010 11:01 AM

When are we allowed to start posting?

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 06, 2010 11:07 AM

You are allowed to begin anytime, since I declared the first sub-round opened yesterday. remember that it's just about the creatures for now!

@admira: No, you can give the descriptions as you want.

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WitchHunter
WitchHunter


Adventuring Hero
Problem Drinker
posted December 06, 2010 01:45 PM

Count me in. Though i'm probably not going to do well.
____________
I'm taking my talents to South Beach. I'm leaving my brain in Cleveland though.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 06, 2010 02:22 PM

That doesnÄ't matter. The more proposals, the better!

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SkrentyzMienty
SkrentyzMienty


Famous Hero
posted December 06, 2010 06:51 PM

Even though I was never a fan of Haven (the monotony of almost only human units being present there) I am quite happy with the H6 Haven lineup; I would make a few modifications though, so here they are:

CORE: Pikeman/Praetorian, Archer/Crossbowman, Warhound/Imperial Hound
ELITE: Griffin/Imperial Griffin, Priestess/Vestal, Sun Rider/Sun Crusader
CHAMPION: Angel/Archangel (or could be Seraph, I don't care about the name)

As you can see, I have moved the Priestess to Elite(replacing Radiant Glory) and placed the Imperial Hound in Core(to make the ratio of humans to other creatures at least 5:2 instead of 6:1)

HOWEVER

I like the idea of Radiant Glory, and wouldn't want to leave it out, therefore, I'd place a special building(Temple of Light for example) to make them recruitable as bonus magical creatures/spirits (just like it was done with the Portal that allowed recruitment of Elementals in H4 Nature) So in the end Haven would have 8 units available(but only 7 army places, of course). To balance everything out, I might include some special/additional creatures in the next factions in consequtive rounds

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted December 06, 2010 09:27 PM

here's my haven shot

Core:

Crossbowman -> Widowmakers
Recruited from a number or realms within the empire, the crossbowmen form the ranged corp of the infantry. Armed with the traditional crossbow, their job is to rain shafts down on their enemies with the fury of their god. The Widowmakers are the more experienced members of the corps, capable of shoting twice the amount of shots to make their enemies fall and their loved ones to weep.

Defender -> Sentinels
The Defenders holy duty is the defense of the people and the faith of the imperial throne and the imperial church. Drawn from the sacred basilicas and cathedrals, these warrior monks, armed with enormous sheilds and spears, defend the empire at any cost. The unspeaking, humourless sentinels take this one step further, and are under a special spell to defend holy ground till the last.

Galants -> Crusaders
The Galants of the empire are the dashing and fearless nobles, charming to the ladies, not so charming to each other. Following a strict, and often confrontational, code of honour, the Galants are expert duelists with their two-handed swords, happy marching into battle, knowing that they shall come back to nights of passion. Crusaders are the older, more experienced members of the class, having been ordained with specially blessed swords to dash the souls of the unclean from this realm.

Elite
Griffon errant -> Griffon knight
The Griffons are rare and territorial beasts, incredibly dangerous and highly suspecious of humans. Rarely, however, a griffon can respect a few humans, often either raised of cared for by those who have lost loved ones during wars. Griffon errant are the unofficial flying attack force of the empire, made up of strong hearted women upon even stronger steeds. The griffon knights are those deemed worthy by the king to knight, giving them access to much needed armour and weaponary.

Cavalier -> Paladin
The powerful Cavaliers ride into battle, members of noble houses poised to do battle with their enemies, utop powerful white chargers, clad in personal coats of arms, weilding bone-crushing lances. Paladins are specially chosen by the theocrats, carrying lances forged in holy fires and riding stallions bred of the finest stock, bound to the spirit of the empire itself.

Inquisitor -> Blessed Inquisitor.
The imperial church is not a pascifistic affair, and even the higher eclesiasts must still prove their metal on the battlefeild. The Inquisitors stride into battle, forming holy glyphs from sacred texts whilst muttering purging hymns, smiting the enemy dead even before they can taste the steal of their hammers. The blessed inquisitors, having taken a special ritual where they bath in the tears of martyrs, are able to summon cherubs into battle, the tiny holy mites serving their masters well.

champion
Angel -> Archangel
sometimes children go missing within the empire. most of the time they get lost in the woods, never to return, and others are spirited away by demons and witches. However, some are found in an old abandoned church, their bodies transformed and their eyes opened, dancing lights surrounding them, with glorious golden-white wings hoisting them into the sky. They become the gracious protectors of their families, homes and their kingdon, some even being ordained as Saints within the empire. The Eldest of these children are scarcely human, but living embodiements of their powerful deity, able to absolve and smite enemies with a thought.
____________
Love, Laugh, Learn, Live.

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SkrentyzMienty
SkrentyzMienty


Famous Hero
posted December 06, 2010 10:13 PM

@Bixie I really like your idea, but of course it's not for me to judge

Btw did you HAVE to write unit Bios? If so, I'll edit my previous post tomorrow and add mine.

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MattII
MattII


Legendary Hero
posted December 07, 2010 12:04 AM
Edited by MattII at 08:37, 08 Dec 2010.

Here's mine: (work in progress)
Core
Spearmen > Skirmisher
Bio
* Unlike regular soldiers, these irregulars - pressed into service in times of need - are forced to buy their own armour and weapons, and since many are poor farmers or craftsmen such items that are acquired are generally of poor quality.
* The lowest of the permanent soldiers, these troops are nevertheless better equipped and trained than most irregulars, and as such are used to wear down the enemy with ceaseless raids in small numbers.
Abilities
* None
* Shooter, No Melee Penalty

Watch Dog > War Dog
Bio
* Keen minds in the empire have noted that while men make proficient soldiers, hours of guarding a single spot can wear down even the finest of troops, and so for those places that need guarding, but which would require an extensive number of troops to combat boredom, dogs were trialled, and found to quite efficient.
* Noting the efficiency of dogs as guards, some officers decided to armour the beasts and send them into battle. Of course, while the inability to hold a sword or spear was something of an imposition, the dedication to the fight, and the fact that animals don't need to be payed overcomes such disadvantages, at least in the eyes of the clerks forced to balance the army's budget.
Abilities
* Enraged
* Enraged, Bravery

Healer > Chaplain
Bio
* A wounded soldier is an inefficient soldier, and so every effort has been made to deal with wounds as quickly as possible, especially in the area of healing magic. The lightly armoured but dedicated men who wield this power to close wounds and mend broken bones are a wounded soldier's best friend.
* Oh course, some healers join the corps not to help their fellows, but to further their own aims, and healing magic is just the first step on the journey. Those who wish to go further, to reach greater heights, become Chaplains, and are oft-rewarded for their dedication.
Abilities
* Healer (2 hp/unit) [heals other creatures or themselves], Caster (Cleansing, Basic, allies only)
* Healer (2 hp/unit), Caster (Cleansing, Advanced; Endurance, Basic; Divine Strength, Basic)

Elite
Bio
Legionnaire > Sentinel
* The very backbone of the Imperial armies, these well armed and armour troopers cut a swathe through the enemy.
* Even more heavily armed and armoured than the Legionnaires, these elite troopers are only committed in the more necessary circumstances, but when they are committed, they can turn the tide of battle.
Abilities
* Shield Wall
* Shield Wall, Shield Allies, Armoured

Gryphon > Battle Gryphon
Bio
* Created from magic in time immemorial, these immense flying beasts have long been a part of the army of the Empire, where their cawing provides a modicum of confidence to the troops as they wheel over the battlefield, looking for a target.
* Propelling a body the size of the gryphon's into the air requires a lot of muscle, so a lot of them go into battle wearing only the lightest armour, which can have a calamitous effect on their survivability. As such, many trainers tend to seek out the strongest, most energetic gryphons, for while these beasts are often the hardest to train, this is generally well offset by their increased survivability due to the heavier armour they can drag into the air.
Abilities
* Large Creature, Flyer, Enraged
* Large Creature, Flyer, Enraged, Battle Dive

Cavalier > Cataphract
Bio
* Not every recruit is content to weary themselves with walking everywhere, and so, may of the sons of nobles forgo armour in favour of being able to afford a horse to carry them into battle.
* Veterans of many battles, Cataphracts are far more cautious than they once were, choosing not only to wear armour, but also to hurt the enemy as much as possible before charging in, and as such many carry a small but powerful bow as well as their other weapons.
Abilities
* Large Creature
* Large Creature, Shooter, Range Penalty

Champion
Angel > ArchAngel
Bio
* High servants to Elrath, these beings of light are almost the ultimate soldiers in the armies of the empire, bringing not only swift death to their enemy, but also Elrath's blessing to the soldiers on whose side they fight.
* Even more powerful than mere Angels, ArchAngels are noted for not only bringing Elrath's blessings, but also new life to those who have become martyrs to the empire.
Abilities
* Large Creature, Flyer, Caster ()
* Large Creature, Flyer, Caster (), Resurrect Allies

Oh, and just a couple more questions:
Are we allowed to post our hero stuff now?
Are we allowed to create a racial skill in the H5 style?
How do we work the cost/growth thing since the growth is across the entire tier, not just the unit?

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 07, 2010 06:40 AM

No
Yes
As you wish

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admira
admira


Promising
Famous Hero
posted December 07, 2010 09:56 AM
Edited by admira at 04:59, 09 Dec 2010.

Here is my entry. I hope it is good.

Haven
Haven is a faction of Holy Knights and Fanatic Follower of Elrath. They nature is Order and Lawful. They have the best defense tactical advantages compares to other in return of their lower damage output. But it is covered by their enhancing capability by their casters.

Line-up
CORE
Sentinel-Preatorian
Sentinel and Praetorian are the backbone of Haven's army. They are the ones fighting in the front line and defend other with their shield.
Appearance:
Not a single change from the current sentinel, in fact I like the Sentinel a lot, which maybe the best unit design of Haven IMHO.
Ability:
Sentinel:
- Large Shield (Passive): Reduce 25% range damage on self and adjescent unit.
- Armored (Passive): Reduce 10% melee damage
Praetorian:
- Larger Shield (Passive): Reduce 30% Range damage on self and adjescent unit.
- Armored (Passive): Reduce 10% melee damage
- Holy Shield (Passive): Reduce 30% Magic damage on self.
Strength: Great Def statistic, Great meat wall for range attacker and caster
Weakness: Low Damage

Crossbowman-Marksman
Crossbowman and Marksman is the core of Haven's projectile capability. Their power lies in the well-designed crossbow. The unique mechanism on their crossbow enable to deliver a powerful peircing damage on even the very powerful armored ones.
Appearance:
A slight change on the bird at the helmet, by replacing it with simpler decoration and added the "sun" symbol on their armor. A small one, like a badge.
Ability:
Crossbowman:
- Shooter (Trait): Creature do range damage
- Melee Penalty (Trait): Creature deliver 1/2 damage on melee
Marksman:
- Shooter (Trait): Creature do range damage
- Melee Penalty (Passive): Creature deliver 1/2 damage on melee
- Piercing Damage (Passive): Creature deliver 15% more damage on armored creature
Strength: Range attack, Anti-armored
Weakness: Low Def and HP, Low damage on melee

Priestess-High Priestess
Priestess and High Priestess are weak fighter but their role in supporting the army is critical in any Haven's army. Although they have rage attack capability but it is consider to be very minor in term of damage.
Appearance:
I just played Clash of Heroes and I think a Priestess with a hood and a staff with Haven's Sun symbol is great. So I will go with this one. The overall appearance is a combination of the current Sister-Vestal and hooded Priestess on Clash of Heroes, bearing the "Sun" Staff. The Priestess doesn't wear any hood, while the upgrade wears one.
Ability:
Priestess:
- Shooter {Trait): Creature do range damage
- Melee Penalty (Passive): Creature deliver 1/2 damage on melee
- Caster (20 Mana): Bless, Mass Bless, Divine Shield
- Mana Regeneration: Regen 3 Mana per round
High Priestess:
- Shooter (Trait): Creature do range damage
- Melee Penalty (Passive): Creature deliver 1/2 damage on melee
- Caster (30 Mana): Bless, Mass Bless, Divine Shield, Ressurect
- Mana Regeneration: Regen 3 Mana per round
Strength: Great support, range attack, in Great number the spell power is immerse.
Weakness: Low combat capability (e.g: low damage, low def, low HP)

ELITE
Griffin-Imperial Griffin
The noble beast, tamed by the royal family, their battle dive is not to be underestimated. Fearless and powerful as Lion, Fast and Sharp as the Eagle.
Appearance:
I am satisfied with the current Griffin and Imperial Griffin so I will go with that.
Ability:
Griffin
- Large Creature (Trait): Creature take 2 x 2 square
- Unlimited Retaliation: Always retaliate any melee attack
- Sharp Eye (Passive): Immune to Blind
Imperial Griffin
- Large Creature (Trait): Creature take 2 x 2 square
- Unlimited Retaliation: Always retaliate any melee attack
- Sharp Eye (Passive): Immune to Blind
- Battle Dive: Fly over for 1 Turn and deliver a powerful dive attack the next one on the enemy target
Strength: Fast, Good Damage, Decent Defense
Weakness: High Price, Difficult to use

Sun Rider-Sun Crusader
The champion of the champion. Sun Rider and Sun Crusader expert on riding battle making them the best cavalier in entire Haven's Kingdom. Their steed called Virtue, the lower grade Virtue has appearance of normal white horse, but the high grade Virtues are blazing with light of Elrath, that they look like etheral Horse with fiery feels on it.
Appearance:
Just like the current Sun Rider and Sun Crusader but the unupgraded one doesn't ride spiritual horse, only the upgraded one rides the spiritual horse.
Ability:
Sun Rider:
- Large Creature (Trait): Creature take 2 x 2 square
- Jousting (Passive): Each tile on the move before strike will add 10% bonus damage.
Sun Crusader:
- Large Creature (Trait): Creature take 2 x 2 square
- Jousting (Passive): Each tile on the move before strike will add 10% bonus damage.
- Blinding Speed (Active): Sacrifice 1 turn, granting Blinding Speed buff for the next 2 turns. Blinding Speed provide the creature with no-retaliation and first strike (will do the first damage in retaliation)
Strength: High Damage, Relatively High Speed
Weakness: Low Initiative, High Price on upgrade

Archon-Hierophant
Haven's protector of faith. While they didn't have great combat capability, not even some range damage, but they have high defense and decent melee damage.
Appearance:
Old man with long white beard, in pope-like robes. The unupgrade version wears a hood while the upgraded version wears a tall hat the ones you usually see on Cardinal and Pope. The upgrade version has this "light" feel on him, with eye glowing a bright yellow light. Their weapon is a great large mace.
Ability:
Archon:
- Martyr (Passive, Triggered on Defend Command): Whenever adjescent unit next to Archon/Hierophant received damage (Physical, Range, Magic), 20% of the damage is transfered into Archon/Hierophant.
Hierophant:
- Martyr (Passive, Triggered on Defend Command): Whenever adjescent unit next to Archon/Hierophant received damage (Physical, Range, Magic), 20% of the damage is transfered into Archon/Hierophant.
- Holy Vengence (Active, 3 turns Cooling down): Target 1 friendly unit stack, every time the unit stack received damage, the attacker gain damage equal to Hierophant Physical attack. Holy vengence activated for 3 turns.
Strength: High Defense, High HP
Weakness: Low Damage, Passive ability difficult to use

CHAMPION
Holy Swordian-Divine Swordian
The most powerful army in the Haven's arsenal. The best Sword Knight gathered and gained a Radiant Spirit blessing, granting them the "near" Angelic strength. The blessing of the Spirit enable them to gain great strength in wearing heavy armor without even burdened by weight of the armor. The Great Sword shines brightly as they swing their blade.
Appearance:
Heavily armored fellow with a large great sword. The Holy Swordian and Divine Swordian have the size of 1.5x the normal adult human. All their body is well covered with a heavy armor. Their idle pose is hold their large sword upside-down, stabbing the earth below them. The upgraded version wears cape and their eyes shines a bright yellow light beneath their helmet. The upgraded version also Dual wielding 2 Great Sword on each hands. The idle pose is replaced with battle-ready 2 hands wielding pose.
Ability:
Holy Swordian:
- Large Creature (Trait): Creature take 2 x 2 square
- Radiant Spirit (Passive): Each 5 fallen Holy Swordian will summon a Radiant Spirit. If a number Radiant Spirit remains after battle, the same number of the Holy Swordian will be resurrected after the battle. (number of Death counter is displayed at the stack's potrait on upper left corner, ranged from 0-4)
- Sword Expert (Passive): On each attack and retaliaton there is 15% chance that Holy Swordian will deliver another hit. (It would be great if the animation is well-connected)
Divine Swordian:
- Large Creature (Trait): Creature take 2 x 2 square
- Greater Radiant (Passive): Each 3 fallen Divine Swordian will summon a Greater Radiant. If a number of Greater Radiant remains after battle, the same number of the Divine Swordian will be resurrected after the battle. (number of Death counter is displayed at the stack's potrait on upper left corner, ranged from 0-2)
- Sword Master (Passive): On each attack and retaliaton there is 30% chance that Divine Swordian will deliver another hit. (It would be great if the animation is well-connected)
**SPECIAL: Radian Spirit/Greater Radiant
Has lower battle capability compares to Holy Swordian-Divine Swordian par in term of battle capability and possesed only 1 ability (No Retaliation)
Ability: No Retaliation
**SPECIAL: Radiant/Greater Radiant System:
1. Resurrecting using spell on Holy/Divine Swordian will not reverse Radiant number already summoned in combat.
2. Only the death counter will be reversed.
3. Fallen Radiant cannot be resurrected using Hero or Priestess spell
4. The number of Radiant may exceeded the number of fallen Holy/Divine Knight due to the scenario but the number of resurrected Holy/Divine Knight post-combat will not exceed the max number of Holy/Divine Knight pre-combat.
Strength: High Damage, High Defense, Decent Speed
Weakness: Very High Cost


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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted December 07, 2010 03:13 PM
Edited by War-overlord at 18:17, 10 Dec 2010.

Here is goes. I will post pictures later as, I have no acces to my vast database of pics from uni.
This is work in progress and may change as I change my mind. I will post a general background later. At the bottom will be an explaination of the abilities.

Core: Pikemen > Halberdiers | Crossbowmen > Arbalists | Squires > Footknights
Elite: Gryphon > Mountain Gryphon | Cavalier > Crusader | Scholar > Holy Magus
Champion:



Core:

Pikemen Pic
Background: Pikemen are soldiers lifted from the populace of the Empire. Called to arms, these free men join their lords into war in hope for favour and spoils. Equiped with long pikes and light armour, they stride into war in large formations, hoping that their meagre training is enough.
Abilities:Charge Resistance, Dig In, Lads!

Halberdiers Pic
Background: Halberdier are more often than not proffessional fighters, with better armour and weapons and experience to boot. These men are either the household troops of their lords or mercenaries that were looking for work at the time. Drilled and disciplined, squads of Halberdiers are the backbone of the Empires armies.
Abilities: Charge Resistance, Dig In, Lads!, Lash out.
Role: Slow and Defensive Melee troops, usefull for blocking and protecting of other troops.

Crossbowmen Pic
Background: A smart father teaches his son how to use a crossbow. In times of peace, they can be employed as hunters and gamekeepers or poachers if the lords are unwilling. In times of war, the lords will call upon these men to join the armies, giving them a good pay and have them rain down their arrows and bolts upon the enemy.
Abilities: Shooter, Arrow Rain.

Arbalists Pic
Background: Arbalists are the best shooters of the Empire. Their complex crossbows are accurate and their training have made their hands steady and their eyes focused. Hiding behind their large shields, these men will fire their bolts upon all who dare to come their way.
Abilities: Shooter, Arrow Rain, Defensive Shooting
Role:Support shooter

Squires Pic
Background: The sons of the rich farmers and lower nobility, who will not inherit lands from their fathers, often flock towards the castles of the the high nobles. They offer their sword-arms in service in the hopes to become a knight one day. The blades sharp and their skills honed, they march to war for their own glory more than anything else.
Abilities: High Morale, Cleave

Footknights Pic
Background: Having passed the stage of squires, these men are knighted with full honors. Donning the plate armour of their status, these men stride into the battle to have their sword cut their paths, for the Glory of themselves and of the lord they've sworn fealty to
Abilities: High Morale, Cleave, Armored
Role: Offensive Melee troops.



Elite

Gryphon Pic
Background: These noble beasts have been trained and bred by the Empire for ages. Gryphons are the living symbols of the Nobility, fierce in battle and proud in stance. Trained from hatchings, these creatures fly into battle to please their trainers.
Abilities: Large Creature, Flyer, Dive Attack

Mountain Gryphon Pic
Background: This tougher and hardier breed of Gryphons hail from the Mountians of the Dwarf King. As a sign of friendship the Dwarven kings of yore sent clutches of their eggs. Now carefully bred on their toughness by the Imperial Breeders, these beasts dare where no other Gryphons do and survive wounds that would slay any other Gryphon.
Abilities:Large Creature, Flyer, Dive Attack, Viscious
Role: Flying Spearhead.

Cavalier Pic
Background: The tough warhorses of the empire are well known throughout the world, as are their riders. Trained and honed in the joust and experts in mounted combat, the charges of the Cavaliers are rightly feared.
Abilities: Large Creature, Cavalry Charge

Crusader Pic
Background: The finest of the Empires Knights flock to join the ranks of the Crusaders. Knowing that they fight for a just cause, they charge into battle with great determination and even greater zeal zeal.
Abilities: Large Creature, Cavalry Charge, Cause of the Crusade
Role: Offensive Melee troops, secondary spearhead.

Scholar Pic
Background: Scholars are the learned men of the Cloth. They have studied the teachings of Elrath and magic for years. Their knowledge is vast and they are called to battle to lend their knowledge to their countrymen in time of need. Carying heavy tomes filled with incantations, the Scholar fill the battlefield with the Light of Elrath.
Abilities: Shooter, Caster, Adept of Light

Holy Magi Pic
Background: Those Scholars that please Elrath highly recieve His blessing to become Holy Magi. These men have the Dragon of Light ever watching over their shoulders, enhancing their magic and warding them from evil. These men are a beacon of light and their fellows know that their God is watching over them through the Holy Magi
Abilities: Shooter, Caster, Adept of Light, Chosen of the Light
Role: Support Shooter/Caster



Champion

Angel Pic
Background: While the Humans of the Empire are Elrath's most numerous worshippers, his first chosen race were the Angels. Angels have helped the faithfull of Elrath in ages past and their numerous kinds have flown over the face of Ashan. However most Angels are called by Elrath for more pressing matters than those of the Humans. Only the humbler Angles are sent to Ashan now, armed with little more than a heavenly sword and the blessing of their God.
Abilities: Large Creature, Flyer, Smite

Angel PaladinPic
Background: The Paladins are the true warriors among the Angels. Armoured in metals unknown and their swords aglow with divine light, they strike fear and awe into the hearts of those who dare stand against them. In the absence of Archangels, the Paladins are granted to gift to redeem the warriors they see worthy. Redeeming their souls of purgatory and granting them another chance in their blessing.
Abilities:Large Creature, Flyer, Smite, Redemption
Role: Offensive melee creature, ressurector.



Abilities legend
note: I consider Shooter, Caster, Flyer and Large Creature to be known to you all.

Adept of Light: Light Magic is cast with 1.5x normal Spellpower.
Armored: Defence can only be lowered with Armor-breaching spells/attacks.
Arrow Rain: Activated ability; Shoots a 3x2 area for half normal damage.
Cavalry Charge: Every tile moved grants a 5% damage bonus upon attack that turn. (Charge ability)
Cause of the Crusade: Activated ability; Calling a crusade upon an enemy, the Crusaders attacks that enemy with double Attack and is able to move 1.5x times it's normal movement. First attack after this made upon the enemy is done with 1.3x attack.
Charge Resistance: Negates any form of Charge ability and does double retaliation damage upon creatures that would normally use a charge ability.
Chosen of the Light: Any Light Magic blessing is cast upon this creature as well, any curse has an extre 25% chance of failing to be cast upon this creature.
Cleave: If an enemy is killed, this creature will strike a second time after retaliation.
Defensive Shooting: Any creature that attacks this creature will suffer a shot if it is within 3-1 tiles before attacking. Does not activate if there is an enemy in contact.
Dig in, Lads!: Activated ability; This creature becomes a 2x2 block within movementrange, doubling it's defense. Using this make the creature immobile for 2-3 turns
Dive Attack: This creature makes a delayed dive attack upon a selected tile of the battlefield for double damage. Will damage any creature standing upon that tile upon time of attack and will return to a random empty space upon the battlefield afterwards. This creature is untargettable while making the delayed attack.
High Morale: Morale never goes lower than 1, has an initial morale of 2.
Lash out: Any enemy creature that passes this creature will receive 0.3-0.6x normal damage upon passing, unless this creaturestack is wiped out, it will not stop it from moving. Remains active while in Dig in, Lads!
Redemption: Using it's turn, this creature may ressurect a target friendly wiped out creaturestack. The ressurected stack will have an unlowerable 3 morale until end of combat.
Smite: Creature of a faction that is considered Evil will recieve 1.5 times damage upon attack.
Viscious: This creature will always retaliate and it's attack will go up 1.5x every time it is attacked.



General Background
From Historia Ashani, by father Oswald of Vigil.
"We speak of the year 1000 after the Seventh Dragon. It has been several years since the prophecy of the Demon Messiah has come true. The spawn of Urgash have settled upon this world, destroying the Free Cities of the East. Carving out their hellish realm, the Demons have fallen to infighting. Every day refugees from the former Free Cities flock to the villages and cities of the Unicorn Empire. The priests of the Church of Elrath are trying to convert those refugees that are given asylum, but the Nobles have decreed that the Inquisition is to stay their hand. After Queen Freyda and her consort Duke Duncan have ascended the throne, the nobility have taken a firmer hand on the affairs of the Empire, further and further pushing the Church from these affairs. After the regrettable death of their mayesties Freyda and Duncan, their infant son Godric is king. Untill he is old enough to ascend the throne, the council of Dukes rules in his name. Each Duchy is represented in this council, each has sent their ruler or a person in their stead, even the refounded Falcon and Griffin Duchies. The Archbisshop of Talonguard is degraded to peacekeeper of these nobles. The council bickers and debates on all manner of things and only rarely agree with oneanother. Their few agreements can be found in the upkeep of the armies, the protection of the borders and the further shackling of the Church in favor of the Dukes. The armies train daily, to act once the council agrees how to destroy and retake the Demon Cities for all of humanity."
____________
Vote El Presidente! Or Else!

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vitorsly
vitorsly


Known Hero
Joker!
posted December 07, 2010 03:23 PM
Edited by vitorsly at 18:30, 07 Dec 2010.

I'm thinking about making something like this:
Palace:
Core:
Peasant/Militia
Archer/Crossbowman
Footman/Guard
Elite:
Grifin/Royal grifin
Monk/Zealot
Kight/Champion
Champion:
Angel/Arcangel

And then some extra units in a new faction:
Castle:
Core:
Hunting Hound/War Hound
Musketter/Cannoner
Pikeman/Halberdier
Elite:
Light Glory/ Light Spirit
Palladin/Crusader
Falconner/Eagle eye
Champion:
Sun Rider/Solar Jouster

'nouf for 2 factions!

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 07, 2010 07:36 PM
Edited by Jiriki9 at 19:39, 07 Dec 2010.

Some few words in between:

I saw that at least nightterror has a slightly different tier system. That's perfectly okay But we have to consider that all following factiosn hall use the same general system as the first one...this shall, in the end, be a set of factions, whoch theoretically could form ONE game, after all...

@vitorsly:

Only one lineup counted here - and that haven^^ You can, however, propose your other faction later, when we come to the creative parts

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admira
admira


Promising
Famous Hero
posted December 08, 2010 05:46 AM
Edited by admira at 07:12, 08 Dec 2010.

Deleted town building...
Sorry, my bad, I thought the sub is about Haven overall including building.

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