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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Xerox's H6 Academy
Thread: Xerox's H6 Academy This thread is 2 pages long: 1 2 · NEXT»
xerox
xerox


Promising
Undefeatable Hero
posted December 11, 2011 10:15 PM bonus applied by alcibiades on 09 Jan 2012.
Edited by xerox at 00:55, 09 Jan 2012.

Xerox's H6 Academy

My proposal on how Academy could look in a H6 expansion pack.

Academy
Sands of the Seven Cities



“All secrets will be understood, and mastered, in time.”

The Seven Cities are a mageocracy based in the deserts and jungles of Al-Shazzar, in southern Thallan. They are ruled by High Mages and intellectuals. Famous Wizards include Sar-Elam: the Seventh Dragon who sacrificed his life to seal Sheogh.

Through out history, various creations have made up the bulk of their forces. These include Orcs, who started a bloodstained rebellion and Beastmen, their successors. The Engineers of the Seven Cities have come up with several powerful constructs such as Golems and even Titans.

To other factions, the Wizards are seen as a bit xenophobic, prefering to isolate themselves upon their great Sky Cities, and very elitist. There is a common saying among most of Ashan's races that the only thing that the Wizards worship are themselves. They do not have any relation to the Dragon gods, something which has put them at odds with the zealous Holy Empire and the Necromancers.

The Necromancers started out as a small cult, but has grown to a strong political and military faction within the Seven Cities. The Necromancers have not been viewed as a threat to the Wizards untill now that new, more militarly idealistic leaders have taken control over the Necromancers. Weakened by the recent demonic eclipse, the Wizards prepare for a potential civil war as rumors say that the Orcs are planning to launch an invasion of vengeance upon Al-Shazzar.

Influences and architecture: Mesopotamian and Arabic mythology but also influences from Hindi mythology and Indian architecture.
The Silver Cities are filled with domes and spires. Living among the clouds, the Wizards have managed to harness the powers of the winds and used it to shape their buildings. Sometimes, buildings appear to vanish into clouds. Transportation through all the floating platforms and major cities is done through Sky Ships. Previouly, transportation was done through teleportation and levitation but these methods required large amounts of expensive energies.

Colours: White, sky blue, gold, royal purple.
Worship: No one except perhaps themselves.
Kingdom: The Seven Cities.
Capital city: Al-Safir, the Sky Dome.
Major cities: Al-Rubit, Al-Betyl (seat of the Necromancers)
Leader: Ayesha, First of the Circle.
Schools of Magic: All.
Races: Mostly humans, a few types of beastmen, spirits and constructs.
Terrain: Desert. Small areas of jungle.


Social structure: The Seven Cities are ruled by the Circle of Seven. Its members are not equal in power, the First of the Circle has the most power, the Second of the Circle the second most power et cetera. Contray to popular belief, each member does not rule over one of the seven major cities. The leader of each city and region of Al-Shazzar is called an "Emir". It is possilbe and common for an Emir to be a member of the Circle at the same time.

The citizens are expected to have skills in either magic or engineering. Engineering in particular has become very important recently, as the Circle seeks solutions to replace the old beastmen armies. The Seven Cities study the ruins of the ancient Shantiri Empire in hope of learning new technologies from the advanced civilization.

Wizards always seek time to study so labor is performed by bestial, elemental or even mechanical slaves. Most citizens own a servant or slave which helps them do all work at home. The Wizards are on top of the ladder, followed by the Tinkerers and Engineered. Cruel and sometimes even twisted laws such as getting turned into a beastman keeps order in the society and it is not unusual for the upper castes to censure the complaints of the lower.

Relation with other factions

Haven: The Empire is far to zealous for their own good! The Angels and especially those Glories seem to have blinded them. While we do trade, they did not ask for our help during the Eclipse and we will most definetly not ally with them any time soon.

Inferno: While we are not as concerned about the so called balance between order and chaos as other races, we do think it is quite annoying to have those rabid Hellhounds running around all over the desert every few hundred years. Fortunaly, those primitive dogs are easy to kill and we'll have hound steak for years to come...

Necropolis: It was a mistake to show any kind of tolerance to these zealous extremists from the start. While we have been critized for questionable ethics, we are not raising the dead. The Necromancers are mad, they believe they do our dead a favor by enslaving them in undeath. The other High Mages have those cultists crawling around their cities. I seem to be the only one who is of the opinion that we need to eradicate every single one of them before we end up as stinking Ghouls!

Stronghold: The Orcs are nothing more than an expended resource that were consumed ages ago. It suprises me that these barbarians have been able to survive on their own. When the Orc resource was expended, we released them and yet the spit down on the shadows of our great sky cities. They are no threat though it may be wise to terminate their race before the Necromancers get a chance to overrun our cities with armies of dead savages!

Sanctuary: The Naga are clearly jealous of our great cities. Those Sharkmen are a bad influence on them. They don't seem to understand that we threw away the so-called "wanimaze" for a reason. Nevertheless, we are trade partners and have exchanged knowledge. We would not assist them in a war, unless it would be fought against a common enemy that may arise to become a true threat.

Fortress: The dwarves use Rune magic. It is an interesting branch of magic that could potentially be used to enchant artifacts and equipment. The dwarves hide under their mountains and haven't really made much of an impact on the world.

Sylvan: Irollan is still recovering from the death of that big tree, Brythigga. Apparently, the entire forest started to wither. We should have grabbed some land up there will we had the chance, the Elves are certainly not known for utilizing their resources. Just look at Al-Shazzar, there is a reason that we live in a desert - we used our resources in an extremly efficient way.

Dungeon: I am aware of that the Empire is hunting down worshippers of Malassa like its the plague. There can be no doubt that the Angels must pulling the strings there. Still, the Faceless are skilled manipulators and their return could prove to be an actual threat. Oh, and then there's the Dark elves. They seem to be the Necromancers of the elves. Some people just have to be different and just weird, right?



Special Buildings


Lv1 Mana Vortex


Visiting Heroes get permantly increase their Mana pool by 10, and mana is replentished when visiting this town.

Useful early in the game when your Mana pool is weak, especially for Might heroes! Of course, the mana regenration is always useful.

Lv1 Summoning Circle


Allows you to recruit any of the elementals except the Phoenix every week. The elementals share the growth pool, so you won't get X of each elemental every week. You choose. The Elementals are free.
Growth is linked to your main hero's level. +1 Elemental / level.

A fun and useful building that lets you control the elementals. The elementals can add several new utilities to your army such as Petrify, Blind, Ice Bolt and Dispell. Also, free troops!


Lv2 Gateway


Reduces the mana cost of the Teleport spells and lets you take free one-way ports from a town to a controlled Fort of your choice.

The Gateway really makes it easier to control the map!
In addition, your enemies will never feel safe attacking knowing that an Academy army could appear!

Lv2 Beacon


Reduces the movement cost of the Teleport spells and everytime an enemy attacks one of your towns with this structure, your strongest army automatically gives you the option to instantly teleport to it and defend it. If an enemy decides not to attack, he is teleported to his closest town or fort.

With this structure you can feel free to explore the map without needing to have large stagnant defending armies in your towns. Keep in mind that your enemies can also exploit it, interupting your hero's adventures!



Magic: Wizards are masters of all magic but have since long shown a special affinity to Prime and Air magic. The Wizards invent many spells themselves and are masters of teleportation, making their forces extremly mobile.

Magic Hero: The Wizard.
Heroic Strike: The Wizard gains 2 Mana for every tile that one of your creatures warp through.
Overload: Casting spells generate 5 Gauge energy.

Magic Blood Hero: The Blood Sorceror.
Arcane Blitz: When a creature Warps, the cooldown of its abilities is cleared.
Spellstorm: Creates a 3x3 Spellstorm which lasts for 5 turns, dealing Prime damage to all targets inside it and draining 10 Mana from the enemy hero for each enemy creature that passes through it.

Magic Tear Hero: The Mystifier.
Magic Mirror: The first offensive spell cast by the enemy hero is reflected back to his army.
Conjure Phoenix: Summons a Phoenix stack at the target location.


Might Hero: The Engineer.
Heroic Strike: Heroic Strike places a bomb on the enemy, causing it to detonate for 2x2 area Fire damage after its next turn.  
Artilerist: War machines generate 5 Gauge power when they hit.
War machines return in the expansion!

Might Blood Hero: The Saboteur.
Minecraft: Creates a 1x3 line of mines that explode and slow enemies down by 50% on impact.
Kaboom!: Puts down a indestructable bomb that will explode for major 4x4 Fire damage after the next turn. The explosion hits both allied and enemy creatures.

Might Tear Hero: The Tinker.
Repair: Heals and cures a mechanical creature from all negative effects. 3 turn cooldown.
Probot: Creates a 1x1 large Probot at the targeted location. The bot produces a 3x3 Barrier around it, reducing the movement speed of enemies passing through it by 50% and making all creatures standing inside it immune to magic. The bot can be destroyed.


Racial Skill: Warping
When your creatures focus fire on a single enemy, Gauge energy is generated. The energy can be used to activate Warp, teleporting one of your creatures and giving it the turn if it has not acted yet.

Basic Warp: Warps one of your Core creatures to another location and gives it the turn if it has not had one yet.

Advanced Warp: Warps one of your Core or Elite creatures to another location and gives it the turn if it has not had one yet.

Expert Warp: Warps one of your Core, Elite or Champion creatures to another location and gives it the turn if it has not had one yet.

Ultimate Expert: Warps one of your Core, Elite or Champion creatures to another location and gives it the turn even if it has already acted once.


Academy Military Strategy
"Adapt, improvise and overcome."


Commanders of the Seven Cities have to make tough choices between acting in a defensive or offensive way as most of their creatures work well in both situations. Wizards need to protect their shooters and spellcasters, who bring heavy firepower and utility to the army. Warp allows their forces to rush boldy into enemy lines, and then return to their own lines in an instant. Warp makes it impossible for the enemy to always be fully prepared.

Strenghts: Strong synergy between creatures, many abilities that negates and improves spellcasting, great mobility and utility with Warp.

Weakesses: Low Might survivability, no particularly strong stat, dependant on synergy between creatures.


Armies of the Seven Cities

Wizards prefer to stay behind the front lines together with other Magi and supportive constructs. The traditional Mageblades are the only human warriors on the battlefield and they are strongly backed up with constructs, spirits and beastmen.

Core
Golem -> Magnetic Golem
Rain Bird -> Huma Bird
Battle-Mage -> Mageblade

Elite
Djinn -> Marid
Gana -> Gana Matah
Kheprakh -> Kheprakh Vizier

Champion
Colossus -> Titan


Core Creatures










Elite Creatures












Champion Creature


____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Vindicator
Vindicator


Supreme Hero
Right Back Extraordinaire
posted December 11, 2011 10:22 PM

First off all, can you separate the creatures into different blocks, please?

That being said, I like the lineup so far, and Warp sounds like a fun ability to use in battle.

and lol at minecraft.
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xerox
xerox


Promising
Undefeatable Hero
posted December 11, 2011 10:25 PM

Happy?

actually the blocks made it look a lot better O.o
much less blurry now (suprised me)
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Kivo
Kivo


Famous Hero
posted December 11, 2011 11:25 PM

Love it!!!

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Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted December 11, 2011 11:31 PM

Very nice work Xerox. I like the way you make a complex work on everything. I just have a single doubt. I do not think that Warp would be an sufficiant skill if compared to other skills.
Not questioning its tactical value, that is 100% sure to by high. I think it lacks the potential and impact of other skills.

How would you feel about if the teleportation of a freindly unite would cause penalty to Magic defence to enemy stacks next to it?

Eventhough lowering Magic defence was one of my ideas for the Dungeon Racial

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted December 11, 2011 11:45 PM
Edited by Adrius at 23:49, 11 Dec 2011.

This is very good work.

The presentation, theme, descriptions and abilities are all top notch.

I especially like the Rain Birds... you took the seemingly inevitable "magic-bird" that people love to place as high level units in Academy factions, and made an interesting core shooter of it. Kudos.

I think Warp is fine, and it sure as hell can have an impact... just imagine what you can do with a well-timed Warp on a Golem that sends it into the thick of the enemy followed by a powerful destruction spell. KABOOOM.

Quote:
Transportation through all the floating platforms is done through teleportation, levitation and portals.

Would be cooler if they used small skyships instead. You know... to preserve magical energies or something, or to prevent teleportation-sickness.

You could have a Venice in the sky where levitating ships transport the people between the numerous platforms.
____________

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xerox
xerox


Promising
Undefeatable Hero
posted December 12, 2011 12:04 AM
Edited by xerox at 20:54, 13 Dec 2011.

UPDATE: ADDED THE DJINN!
It's really one of my favorite creatures, Transmogrify has so much potential and I love their backstory!
Also added a little bit more info on who their leader is and more info in the "Social Structure" section.



Thanks.
I don't think Warp is underpowered, but it is a different kind of racial that is more about utility and strategy than improving numbers.

Even though the idea is that engineering is a new thing for the Wizards, I love the idea of having skyships!
Perhaps they could somehow be incorporated into the actual gameplay, as part of one of the racial buildings.

As for the Golems, I love their abilities but feel that they have potential to be really OP, so it might be wise to nerf Conductor so that the effectivness of the conducted spell is 50%.

Also I forgot to include it, but Djinn deal Prime damage.
Transmogrify can not be cancelled untill its duration has run out.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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RollingWave
RollingWave


Adventuring Hero
posted December 15, 2011 04:01 AM

very interesting, though a couple note.

A. The mother tree isn't destroyed (yet) as of H6, though that's most likely (like 99.9%) the main plot of he expansion

B. At least according to the chronicles released in H5 the Wizards and Necromancers havn't really broken up yet at this point.

C. I have a feeling mage blade might be the might hero, though it would be really cool if it's a unit too .



I would think that the Wizard's special would be to cast another spell that turn (level determine what level spells can be cast) but your warp idea is good too.

____________

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xerox
xerox


Promising
Undefeatable Hero
posted December 15, 2011 07:07 AM

A: Opps, that's an error then. ^^
Yeah, Brythigga dying was featured in my H6 Sylvan Proposal idea.

B: I know, but I think the majority of their forces being exiled to Heresh will be retconned to take place after H6.

C: Me too, but I've always wanted an Engineer Hero and I also really want to see some kind of melee Battle-Mage as a creature. ^^
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Kenishi
Kenishi


Famous Hero
passed out drunk in Tavern's
posted December 18, 2011 03:09 PM

I love the way you created the faction I find the ideology and the creatures for the line up, so fare, fitting.

 If I may say so an another alternative motto for the wizard would be.

  Dragon Gods are nothing but shackle's for the intellect, and intellect is the true path to power.


 Now i feel that it would best suited for The Engineer to replace The Tinker and in its place would be The Alchemist, i think that it would be more expressive that way. What do you think?
 
  Also a unit that would fit just right in would be an elemental type that is engineered by the mages them selfs ... like the Mercuryal/Pure Mecuryal it would be like the water elemental from the HIV in design with the reduce dmg from might attacks susceptible to cold attacks and with the ability to poison or beater yet weaken the units adjacent to him, the upgraded version would have it's abilities more potent and an ability to spray mercury drops when attacked that would inflict dmg on its attacker.

Or an elemental related to the space stares ,  Astral/Void ...and ability like killing adjacent units buy sucking them like a black hole and slowing movement and initiative tot the units adjacent... or something on those lines.

Another possible unit I would love to see is the Anubit (on the lines of the creatures from the movie Mummy 2)
....

Any way I get a little carried away and becoming to presumptuous, hope you find something to use from my ideas but I must say I wait to see the rest of the units you will come up with for the lineup.\

So keep up the good work.
____________
No Gods, no Masters. Knowledge is Power, and Power is Freedom

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Nocturnal
Nocturnal


Promising
Supreme Hero
posted December 18, 2011 04:23 PM

-Nice faction background and artwork.
-Loved relations to other factions.
-Warp seems to be "Teleport Assault" from H5. But we don't have it in H6 so its good. But you didn't tell what is its benefit if the creature hasn't used its turn already. It will attack twice? That would be too strong.
-I would like to see how many charges the racial abilities have and their cooldown.
-Heroic Strike is nice but we have the same name for another ability in H6.
-Spellstorms's mana drain function is OP. %10 for each creature. %5 would be enough.
-We have a third Heroic Strike now
-Saboteur abilities are nice.
-Repair is only for Golems it seems. That's way limited for a Hero ability.
-Probot kicks ***
-One active ability to Golem would be nice. Good passives.
-What Electrify does is a little flu. If "loses ability to retaliate" means that attacked creature cannot retaliate during the whole match then it is very very OP . This creature will make everyone in the enemy army devoid of the retaliation ability. If it means it will not retaliate to Rain Bird, its OK, it is an improved "no enemy retaliation" then.
-If the first meaining of Electrify is the true one, it means Storm Strike will remove several creatures' retaliation, and it is broken. If the second one is true, it doesn't affect Storm Strike and Storm Strike is good.
-Battle-Magi are nice overall.
-If Arcane Vortex can cast top tier spells, that can be too strong. Imagine Level 3 Implosion or Time Statis cast on an enemy for free just because Djinn is attacked with a ranged attack.
-Transmogrify is interesting but unpractical. Why would I change my creature?
-As it is still in development, no overall comment yet. But liked artworks, backgrounds, some blood/tears abilities and 2 of the creatures but not Djinn. Rain Bird depends on Electrify's explanation.
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xerox
xerox


Promising
Undefeatable Hero
posted December 18, 2011 10:28 PM

Nice ideas Kenishi! But I will probably not change the hero classes and the motto.  

I have decided what the Champion will be but I am not completly certain of the remaining Elites except that one of them must be a beastman, one a defensive creature, one an offensive creature and it won't be a Rakshasa, they will have another role.
Anubites are probably not going to be one of them, I've already made a good Egyptian faction once.

I love the idea of the Mercury elemental! I have considered having some kind of astral/void creature based on the H3 Psychic Elemental.

Nocturnal; thanks!
Warp wasn't based on Teleport Assault in H5, but I played H5 again now and liked the skill! The description says that it won't act again if it has already had its turn. Ultimate Warp allows a single creature to act twice though!

I will edit the racial skills a bit after I add the next Elite!
Spellstorm doesn't drain percentages, it drains 10 Mana for each creature, not 10%.

Heroic Strike is the name for the standard Hero attack in H5 and H6.

I like the Saboteur and Probot too!
There is another use for Repair! Also War Machines are affected by it.

I don't think the Golem needs an active ability, it already has a very good tactical value with the importance of it's positioning and synergy with Warp etc.

Electrify lasts for 1 turn.
Storm Strike only jumps between creatures that stand adjacent to each other, so it isn't exactly like Chain Lightning.

The description says that Arcane Vortex only casts Tier 1 spells.
It always triggers when the Djinn makes a ranged attack.

There are a lot of possibilities with Transmogrify! Maybe you want a Heal or Dispell? Transmogrify to Vestals or Pearl Priestesses.
Maybe you need to absorb some damage? Transmogrify into a Praetorian.
Maybe you need to CC an enemy? Transmogrify to a Blazing Glory or Lilim.

____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Nocturnal
Nocturnal


Promising
Supreme Hero
posted December 18, 2011 10:41 PM

Oh, Ok I've interpreted "Random Tier One Positive spell" as "one positive spell of a random tier"
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xerox
xerox


Promising
Undefeatable Hero
posted December 19, 2011 11:42 PM

Added the second Elite creature, the offensively defensive GANA MATAH!

I've also got a great idea for the final elite, but it's such a different creature that there's ZERO art of it on the internet! So it's going to be something completly new.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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MattII
MattII


Legendary Hero
posted December 20, 2011 06:24 AM
Edited by MattII at 06:26, 20 Dec 2011.

Looks pretty good so far IMO.

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted December 20, 2011 04:30 PM

You didn't write what the Spirit Form ability does.
____________

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted December 20, 2011 05:14 PM

He probably missed it because Spirit Form is an ability for several creatures in Heroes 6.
____________
"Folks, I don't trust children. They're here to replace us."

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xerox
xerox


Promising
Undefeatable Hero
posted December 20, 2011 10:22 PM

Update! Added the Kheprakhi - hope you appreciate a dark creature in Academy! The campaign should raise the question if the Wizards really are that much better than the Necromancers.

Fyi: It was originally intended to be a Might scorpion man from Age of Mythology. >.>



Yeah, i'm not going to explain what stuff like Living, Spirit Form, Flyer et cetera means.

But if you haven't played H6 yet, it pretty much means that the creature takes 50% less damage at the start of the turn.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted December 21, 2011 01:16 AM

It's kind of cool that you have the creatures tucked into those compact cards, but I think it's really limiting you with what you can talk about. I think you should give yourself more room.

I don't at all like the addition of the insect creature, but that's just me. Doesn't feel like it fits, plus I don't think you need to try to prove that the wizards are shady characters since that's already been shown a lot in the story. Between what they did with the orcs and all the beastmen that they made and enslaved, it's generally accepted that they're pricks.
____________
"Folks, I don't trust children. They're here to replace us."

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted December 21, 2011 01:17 AM
Edited by Adrius at 01:29, 21 Dec 2011.

Blargh H6. Soon I won't be able to communicate with you new-agers.

I'd shoop the scorpion thingy into a more yellow/orange colour and rename its ability to something less obviously evil. It can be dark and wicked without actually appearing dark and wicked... if that makes any sense.

You break the theme with that creature otherwise imo.

EDIT: Look at us agreeing as we poke Xerox with our supreme knowledge and taste... a cozy atmosphere.
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