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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Faction: Glacier
Thread: Faction: Glacier
gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted December 14, 2011 06:22 AM bonus applied by alcibiades on 01 Sep 2012.
Edited by gnomes2169 at 07:22, 01 Sep 2012.

Faction: Glacier

ICTC idea that I would rather get feedback on, so I decided to make the thread here. When this one is complete, I'll move it to the Colosseum. If you hadn't guessed it by now, this is an ice faction.

Overview
Name: Glacier
Capitol city: Shatter spire
Kingdom name: Doren
Social order: Parliamentary Kingdom
Colors: White, clear blue, grey, gold
Philosophy: "Our society shall maintain its order, at whatever price must be paid."
History (brief): In the frozen south there is a kingdom of humans. These humans are prolific and powerful, thriving where most other races would surely perish, even their own. The main part of their success is their worship of the Water Goddess, Shalassa. They worship the icy deity, and she rewards their favor with her own. Though the nagas hold the place of Shalassa's true disciples, the humans of Doren have gained much power and influence with her. To assist them with survival on their frozen, rocky island, Shalassa has created and summoned many creatures either made of the elements or immune to them to serve the humans. She has also granted them power over many winter weather cycles and effects.
In a nutshell: The humans of Doren would like nothing more than to be left alone, but the chaos that is happening in the north does not make this lifestyle very likely. Even down where only the most intrepid of merchants would venture the effects of the chaos can be felt, mostly through holes in the barrier of Sheogh opening prematurely and sending demons into the world. They are about as obsessed with keeping order as the undead, and they have decided to spread out one powerful arm to stop the chaos upon the mainland. Since they have been pretty much ignored by the rest of the world for centuries, the Dorens have a decent military built up.
Magic schools: Water, air, earth, light, prime
Racial: Flash freeze
Once the gauge fills to 350 from retaliating to attacks (200 x Retaliation damage/ total enemy health) and Terra-forming (20 points per tile), the hero can launch a special attack that works like the spell meteor swarm from H5. All tiles effected are transformed into arctic tiles for the duration of the battle and enemies hit have initiative lowered for 2 turns. Allies are not harmed or slowed by this spell.
Lvl 1: Hits a 4x4 area and deals pathetic magic (water) damage. Lowers initiative by 5.
Lvl 2: Hits a 5x5 area for poor magic (water) damage. lowers initiative by 5.
Lvl 3: Hits a 6x6 area for moderate magic (water) damage. Lowers initiative by 10. Gives friendly creatures 5 more initiative until the end of the turn.
Lvl 4: Hits a 7x7 area for average magic (water) damage. Lowers initiative by 10. Gives friendly creatures 10 more initiative until the end of the turn.

Advantages: Good health, because of magic schools good healing, Terra-forming abilities hinder enemies and aid allies. Lowest amount of Leadership is equal to the average leadership of all factions (high moral).

Disadvantages: Low damage, schools of magic are not the best for offense. Low luck. Hero ability cool downs last longer than most. High cost magic hero specials. Generally low initiative and speed.

Creatures

Core

Enforcer:
Defenders of law and order, Enforcers are also called assassins, but only in hushed tones. They are feared and respected for their ability to seemingly Jump from one place to another, as long as it is frozen. In their homeland this means that none are safe from their knives, and that no lawbreaker shall go unpunished. Often, their grey cloak is all a target sees before the end.
Abilities:
Living creature: This creature is alive, and is therefore affected by moral, healing and resurrection.
Water blessed: Takes 10% less damage from water spells and is immune to this factions offensive cold abilities.
Ice skipping: The Enforcer may use this ability instead of its normal move. If the Enforcer is standing on an Arctic tile, then it may instantly move to any other Arctic tile on the battle. Two charges, no cool down.
Dance of the knives: Attacks that get a lucky strike also hit other creatures around the enforcer for normal damage. Original target is still hit for x2 regular damage.
Growth: 8
HP: 22
Damage: 2-4
Attack (physical): 3
Defense (Might): 5
Defense (Magic): 5
Leadership: 9
Destiny: 1
Initiative: 35
Move: 5

Upgrade, Whitecloak
Veteran and practiced members of the the enforcers skilled enough disappear in plain sight multiple times and rapidly, the Whitecloak has perfected the art of knife throwing and spreads of fan of projectiles when he uses his ice-hopping ability.
New abilities:
Ice skipping: Now has four charges. Still no cool down.
Silver wind: If the Whitecloak attacks a creature at the end of its ice skip, then it will also hit enemy creatures within two spaces with two to three knives each, and deal 20-30% of the damage that it would have normally to the creatures, depending on how many knives hit the stack.
Growth: 11
HP: 25
Damage: 3-5
Attack (physical): 4
Defense (Might): 7
Defense (Magic): 7
Leadership: 10
Destiny: 2
Initiative: 40
Move: 5

Chill drakes
Cousins to the Fairy dragon, the drakes instead live in icy caves and frozen streams, using them for protection by temporarily fading into the ice around them. Still naturally inquisitive, the drake is actually a good bit smaller than most dragon-kin or miniature dragons, though it is equally curious despite its small stature and seems to be able to land itself in the same amount of trouble. Their small pools of magic are generally untouched or are rarely used, so they are in the habit of just giving it away to nice creatures that feed them.
Abilities:
Living creature: This creature is alive, and is therefore affected by moral, healing and resurrection.
Ice creature: Takes 20% less damage from water spells and is immune to this factions offensive cold abilities, is dealt 25% more damage by fire magic and attacks.
Icy sanctuary: This creature may hide inside of a tile of Arctic terrain for up to three turns. While in this tile, all lost mana regenerates and the Drake cannot be the target of spells or attacks, though they can be targeted indirectly. If the tundra they are hiding in is destroyed, then the stack looks around, blinks once, and gets on with its life. Two charges, four turn cool down.
Present for you!: The Frost drake may empty its small mana pool and give it to any friendly spell casting creature or hero it chooses. This ability even works when it is under the ice. Infinite charges, no cool down.
Adorable: It is.
Growth: 12
HP: 16
Damage: 1-3
Attack (magic): 2
Defense (Might): 2
Defense (Magic): 10
Mana: 10
Leadership: 8
Destiny: 3
Initiative: 45
Move: 5
Range: Half

Upgrade, Mature Drake: Mature only in the sense that it is older and knows how to do more things, and better, this drake is still as cheerful, inquisitive and carefree as ever. The Drake has learned by this point how to fly as high as any other winged beast. As the Drake gets older, its body gives of more of a chilling aura, and wherever it lands ice will form on the ground.
Additional abilities:
Flying: This creature may move over walls, creatures and obstacles without penalty.
Frost engine: At the start and end of the Drake's turn, whatever tile it is standing one will transform into an Arctic tile.
Growth: 16
HP: 18
Damage: 2-3
Attack (magic): 3
Defense (Might): 2
Defense (Magic): 12
Mana: 12
Leadership: 10
Destiny: 4
Initiative: 50
Move: 6
Range: Half

Phalanx
The members of the Phalanx are the regular soldiers of Doren. Where the enforcers protect the Kingdom and its citizens from internal problems, the legion, made primarily of phalanx members, protects the border against barbarians and marauders. Their armor has received blessings from mages and priests who see the stability of the border as something that must be preserved, and their lances have become blessed as well, though those enchantments are only to protect the weapons from wear and tear. When standing side by side, the Phalanx creates a wall of flesh and steel that most, if not all, will have trouble even getting close to without becoming impaled.
Abilities:
Living creature: This creature is alive, and is therefore affected by moral, healing and resurrection.
Water blessed: Takes 10% less damage from water spells and is immune to this factions offensive cold abilities.
Wall of steel and flesh: The Phalanx cannot be forced to move by creature abilities. Prevents any creatures besides fliers from passing through this stack.
Spear wall: Deals damage to attacking creatures depending on the amount of tiles they passed over to attack the Phalanx. Deals 3% of normal damage to creatures before the attackers make their attack.
Growth: 7
HP: 31
Damage: 2-2
Attack (Might): 3
Defense (Might): 12
Defense (Magic): 1
Leadership: 15
Destiny: 0
Initiative: 25
Move: 4

Upgrade, Dragoon
Monster hunters and border defenders, these are some of the best equipped and trained common soldiers that exist in the ranks of the Phalanx troops. the blessings of Shalassa cause their armor to glow a brilliant blue and it wards of all enemy curses. After years of guarding the border, they have met time and again aberrations from the norm and have experience fighting giant creatures, giving them good knowledge on how best to take them down.
Additional abilities:
Dragon-blessed steel: Magic cannot lower this creature's attack or defense.
Monster hunter: Any creature with a creature type other than "elf", "dwarf", "orc" or "human" and a status other than "living" takes and additional 10% damage on attacks. If they are large creatures as well, another 10% damage is added (bringing the total up to 120% base damage).
Growth: 10
HP: 37
Damage: 2-3
Attack (Might): 3
Defense (Might): 13
Defense (Magic): 2
Leadership: 16
Destiny: 0
Initiative: 30
Move: 4

Elite

Shadow
Companions to the enforcer, Shadows are used on the blackest missions. Their name comes from the tails surrounding them that whoever speaks too loudly against king or council will fall silent and disappear. Their bows fire shards of impossibly sharp and durable ice that unerringly always strike their target somewhere important. Through years of focus and training, these archers are able to study a particular enemy and predict its movements. Through this practice, they can slip past the protection provided by shields and armor.
Abilities:
Living creature: This creature is alive, and is therefore affected by moral, healing and resurrection.
Water blessed: Takes 10% less damage from water spells and is immune to this factions offensive cold abilities.
Heart seeker: Destiny can never drop below 12. Abilities and effects that raise destiny are doubled on this creature. (This makes the Shadow the luckiest creature in this faction's lineup. Most others have a base of 2 dest...)
Spot weakness: Non-magical abilities that protect enemy creatures from ranged damage do not work against the Shadow's attacks.
Growth: 3
HP: 78
Damage: 15-16
Attack (Might): 15
Defense (Might): 12
Defense (Magic): 12
Leadership: 9
Destiny: 12
Initiative: 40
Move: 5
Range: Full

Upgrade, Silencer
Lethal and efficient, the Silencer is talked about only in tavern tales when those inside can be sure that none but themselves hear, mostly as heroes but sometimes as something... darker. The Whitecloaks and Silencers make the backbone of the enforcement core, which some call glorified assassins. Those that do have a good chance of just not being there the next morning. While in rumor they can do some ridiculous and impossible feats, changing from person to person, two things are common throughout the tales. One, these women fly weightlessly across the snow, and two their arrows shatter on contact, sending a controlled spray of icy shards in their target's ranks.
Additional abilities:
Snow travel: The Silencer is not only unaffected by the Arctic terrain, but it also gains one movement while on Arctic tiles. This effect can be chained up to three times (steps on one Arctic tile to gain 1 move, steps off on to a normal tile and keeps this bonus, then steps on to a new Arctic tile to gain another point of move, etc...)
Shatter shot: Ranged attacks explode in a shower of ice on contact, dealing minor magic damage (water) to enemies around the target.
Growth: 4
HP: 87
Damage: 16-18
Attack (Might): 19
Defense (Might): 13
Defense (Magic): 13
Leadership: 12
Destiny: 14
Initiative: 45
Move: 5
Range: Full

Monk of Order
Through faith, balance and concentration a Monk of Order may defend its order and ideals through focused control of their staves. Expanding some of their mana pools, they can jump over a short range, striking all in their path and freezing the land behind them. Their staves blur, deflecting projectiles and blades with equal ease and crushing bones at the same time. If anything gets in their path, the monks make sure that it will soon be removed.
Abilities:
Living creature: This creature is alive, and is therefore affected by moral, healing and resurrection.
Disciple of Shalassa: Does not take damage from water magic.
Winter walk with me: Every space this creature moves over will become an Arctic tile.
Dance of the white halls: Flowing smoothly from stance to stance, the Monk wards incoming physical and magic damage with their enchanted staves. Blocks 20% of incoming damage before applying defense until the monk retaliates against a melee attack.
Flurry of blows: The Monk's movement is lowered to 4 until the end of the turn, and its movement switches from walker to teleport. Any enemy creature that gets in the way of the Monk is hit for 40% of their normal damage. The Monk may choose a space occupied by an enemy creature to end at. This creature will be knocked back one space, and the Monk will take its place. Arctic tiles are still generated as the Monk passes over them. Two turn cool down. Infinite charges, mana pool is the limiting factor. Mana cost, 8.
Growth: 3
HP: 100
Damage: 12-12
Attack (Might): 10
Defense (Might): 25
Defense (Magic): 25
Mana: 24
Leadership: 18
Destiny: 2
Initiative: 35
Move: 6

Upgrade, Sable monk:
Strongest members of the order, the Sable monks rarely lend their aid to normal armies. They have made a special exception at the behest of the king and council, they have sent their aid to the war front on barbaric northern peoples. The Sable order has long held the legend for holding the strongest mages and warriors of the Doren nations, and they can back the legends up. While dashing with a flurry of blows, the Sable Monks blast away their enemies with a wave of devastating ice. Their armor regenerates water protections cast on them if they were not completely removed.
Additional abilities:
Regenerate blessings: If a spell that absorbs damage becomes drained or harmed in some way, but survives with at least 1 hp or turn of continuation, then it will be re-cast on the Monk at half the original power that it was applied. (400 damage absorb shield regenerates to 200 points). Must be a water spell.
Glacial rush: If the Monk uses Flurry of blows, then this effect is automatically applied. In addition to the base damage caused by the Flurry, an additional 40% magic damage (water) is dealt to enemies. (This means that the Sable Monk has a magic and physical attack stat)
Growth: 4
HP: 120
Damage: 12-12
Attack (Might): 12
Attack (Magic): 14
Defense (Might): 28
Defense (Magic): 28
Mana: 32
Leadership: 18
Destiny: 2
Initiative: 35
Move: 6

Serpent Summoner: Traditionally entertainers, bards and jesters in the empire, Serpent Summoners -or Reti'Man, as they call themselves- have never been held in high esteem and were shrugged off by the military and temples as unskilled, frivolous fools... that is, they were shrugged off until their rebellion. They were widely known as agents for the bandit and barbarian tribes until two moons ago when they unexpectedly rebelled against those who had been there masters. The tribes that sent armies to reclaim their lost property and found something other than the defenseless, manipulable entertainers and women they expected. The barbarians were allowed to come into the center of the Reti'Mans' town square unhindered... and then all Sheogh broke loose. Little sparks that the entertainers created for children's fireworks turned into roaring balls of flame, little, delicate flowers of ice for young maidens shot up as shin-high spears from the bare earth, and those little serpents that the Reti'Man dance and play with jumped from enemy to enemy, ripping and tearing before any of them could react. Needless to say, the barbarian armies ran without much struggle after that, but they did not break without dealing damage. For every serpent that fell, its summoner died as well, and vice-verse. They willingly joined the Kingdom, taking oaths that bind them forever to the King and Council. When asked why they would give up their hard-won freedom, an elder responded, "We have given up nothing, and gained a home."
Abilities:
Living creature: This creature is alive, and is therefore affected by moral, healing and resurrection.
Water blessed: Takes 10% less damage from water spells and is immune to this factions offensive cold abilities.
Two are one: There are actually two different creatures that can move separately from one another, the serpent and the summoner. They are connected, if a serpent dies separately from a summoner, a summoner will die as well. Actual damage does not transferred, a serpent or summoner can have 1 HP left and its counterpart can have full health. The serpent and summoner must be within moving space of one another. They can split and join at will. If the stack rejoins, then the health of both stacks will be added together.
Spellbook (Summoner only): The summoner may cast the spells Fire bolt (30dmg (fire) + 7*# of summoners, four charges) and Ice spikes (hits a cross shaped area for 20dmg (water) + 5*# of summoners, three charges).
Ice creature (Serpent only):
Growth: 2
Together:               Serpent:                   Summoner
HP: 100                  HP: 60                      HP: 40
Damage: 12-16        Damage: 16-18           Damage: 8-12
Attack (Might): 14    Attack (might): 14  Attack (might): 10
Defense (Might): 20  Defense (might): 20 Defense (might): 10
Defense (Magic): 20 Defense (magic): 10 Defense (magic): 20
Leadership: 13         Leadership: 13         Leadership: 10
Destiny: 4               Destiny: 2               Destiny: 6
Initiative: 35           Initiative: 45         Initiative: 35
Move: 5                  Move: 7                    Move: 5

Upgrade, Dragon Priestess: Shalassa rewards her faithful, so the saying goes. If you wish to find proof of this fact, look no further than the Reti'Man. More than half of their people have gone to study under the Sable Knights, and they have come to believe in the Dragon Goddess. They have pleased her in this, so she rewards them by strengthening their souls, which, it has been discovered, is actually the serpents that they summon. From this strength comes a new form for the serpent, a wingless dragon. An unforeseen side effect also came about, the summoners have far greater ability in magic than they once had, and the Sable order has begun to teach these women how to work it. These women are now more suited to combat and as such carry better weapons and wear armor.
New abilities:
Rage of the dragon (Dragon only): The dragon takes 3% less physical damage each time it is hit in melee. This stacks up to twelve times.
Path of the faithful (priestess only): The priestess's spells are more powerful, and she can cast the following spells: Fire bolt (40dmg (fire) + 9*#of creatures, two turn cool down, four charges), Ice spikes (30dmg (water) + 7**of creatures, two turn cool down, four charges) and Ice armor (+30 Might defense +2 every three Priestesses, duration 4 turns, three turn cool down).
Growth: 3
Together:               Dragon:                     Priestess
HP: 115                  HP: 70                      HP: 45
Damage: 12-18        Damage: 18-20           Damage: 10-12
Attack (Might): 16    Attack (might): 18  Attack (might): 14
Defense (Might): 23  Defense (might): 23 Defense (might): 13
Defense (Magic): 23 Defense (magic): 13 Defense (magic): 23
Leadership: 18         Leadership: 18         Leadership: 14
Destiny: 5               Destiny: 2               Destiny: 7
Initiative: 40           Initiative: 45         Initiative: 35
Move: 6                  Move: 8                    Move: 5

Champion

Arctic spirit: A being of the winds, the Arctic spirit was created in a time where the gods all worked together towards a common goal. The spirit is a result of Shalassa and Father sky's work, though they have grown far closer to their mother than their father. Creatures of wind and water, the Arctic spirits take the form of great birds and are a herald of a long winter. There is a constant falling of snow around them, and their bodies and style of creation have given them a strong resistance to most magics. Allied with the humans of the Kingdom, Arctic spirits are loyal, proud and very, very cold, and not just physically.
Abilities:
Spirit: This creature does not count as living or dead. No leadership penalties or bonuses apply because of artifacts, spells or troop mixture. The Arctic spirit is not affected positively or negatively by light magic that damages or heals.
Child of the winter: Water magic does no damage to this creature, and wind has deals only 25% of its original effect on Arctic spirits. This creature takes and extra 45% damage from fire spells and attacks.
Herald of the storm: Spaces within two tiles of this creature are turned into Arctic tiles. Any space landed on is turned into an Arctic tile. Ice (hero-specific), water and wind magic are 25% more effective within 5 spaces of the Arctic spirit.
Chilling breath: Enemy damaged by this creature's attack is slowed by 5 initiative for 3 turns. Each time the creature is damaged by the Frost Spirit, this effect is reapplied and stacks (minimum initiative of 10).
Flying: This creature moves over all obstacles and creatures without penalty.
Large: This creature takes up a 2x2 hex space on the battle map.
Growth: 1
HP: 340
Damage: 40-44
Attack (Might): 28
Defense (Might): 40
Defense (Magic): 42
Leadership: 18
Destiny: 5
Initiative: 35
Move: 7

Upgrade, Ice Pheonix: This is the name given to the elder spirits of winter. The Ice Pheonix is not like its counterpart in that it will be reborn from the ashes, but it is recreated in the presence of winter. An Ice Phoenix is never truly destroyed if there is any ice to be found, their souls are just set adrift for a moment. If its body is destroyed too many times or if its body is destroyed in a place that cannot support it, then this spirit is truly destroyed for good. As it stands, few can kill it in a one-on-one competition, as it attacks freeze mere flesh solid very quickly, and if it is attacked from multiple sides, then the Phoenix can scatter ice shards from its wings in a deadly shower.
New abilities:
Frozen rebirth: At the end of battle or when the stack of Ice Phoenixes is destroyed up to X Ice phoenixes who perished in battle (X being # of Arctic tiles/ 2) are revived permanently. Only usable once, and Arctic tiles are destroyed by this ability.
Breath of winter: All creatures struck by the Ice Phoenix will have their attack and physical defense lowered by 2. This is an add on to the "Frost breath" ability.
Rain of shards: Active ability with two charges, the Ice Phoenix may use this special attack to deal 50% of its normal damage as magic damage (water) to all creatures around it, friend or foe. There is a four turn cool down to this attack.
Growth: 2
HP: 365
Damage: 44-48
Attack (Might): 32
Defense (Might): 46
Defense (Magic): 48
Leadership: 22
Destiny: 6
Initiative: 40
Move: 7

Heroes:

Might

White Captain (Neutral): Honor guard and captains of the Frozen Legions, Frost guard do not carry a blade. Instead they fight their foes with their bar hands, casting rays of cold or draining heat with a mere touch. It is said that when any foe is hit by this attack, the land around them will be drained as well, causing a flash freeze that slows the target.
Ability; Flash freeze: When an enemy stack is hit with any basic hero attack, all spaces adjacent and under them will become frozen "Arctic" tiles until the battle is complete. Enemies that move through Arctic terrain will use 1.5 move for each space traversed, rounded down (A move of 3 spaces with one over arctic will be a move of 2 spaces). Arctic terrain can be "Melted" with AOE fire spells/ attacks, but cannot be targeted directly.

Iceheart(blood): Captains who lead their frenzied soldiers to battle and chaos without fear, the war lords known as Icehearts leave the ground a frozen, red field. Spell casters and skilled warriors have complained about cutting winds that cause them to curl up in pain, preventing them from any spell casting or moving beyond the simplest of movements. Particularly powerful Captains have been known to summon frozen behemoths to the battle.
Ability; Slashing wind: Creatures without cold or water resistance are dealt minor water damage and have their ability cool downs set up by one from their current level (even if they are at zero). 6 turn cool down, mass spell.
Ultimate; Frost Avatar: Creates a creature with the abilities: Frost Creature, Trample (Creature may run over enemies in its path before a melee attack for 10% normal damage), Traverse Ice (1 extra movement on Arctic tiles, no movement penalty for going over Arctic tiles) and Ice Shard (Creature may perform a ranged attack every two turns). The creature's power is based on how many Arctic tiles are on the field and the hero's level (Base defense/ magic defense is = to number if Arctic tiles and hero level combine. Attack (physical) and Damage minimum are equal to the number of Arctic tiles. Maximum damage is equal to Arctic tiles and hero level combine. Health is fifty times hero level.) Lasts until the end of the battle. May only have one Frost Avatar at a time. 9 turn cool down.

Lord Tactician (Tears): Given the name of the king's sword, these Knights are his personal honor guard. They specialize in keeping their men alive and creating barriers that enemies will have some trouble breaking through. The strongest of their number will be able to do all their normal tasks at far greater rates, as they have become masters of defensive techniques.
Ability; Glacial wall/ shield: Depending on the target of the spell, this spell will create a shield or 5X2 barrier that absorbs a large amount of damage, based on hero magic defense. 5 turn cool down.
Ultimate; Barrier mastery: Cool downs for water and earth spells/ abilities that create walls, raise defense/ resistances or absorb damage is decreased by 2. Passive.

Magic
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted December 14, 2011 10:47 AM
Edited by blizzardboy at 10:47, 14 Dec 2011.

I stewed over making a similar kind of faction before, with frost elves that were going to live in massive underground ice caverns where there were magically-sustained forests.

It's a cool concept (cool concept, get it? Ahahahaha. **** yea Bliz, you're the man) that could certainly develop into something really cool (really "cool". boo ya.)

In fact, if you decide to go with something else let me know, because this conversation sort of gave me the urge to revisit it.  
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"Folks, I don't trust children. They're here to replace us."

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted December 14, 2011 09:54 PM

Bro, you've got your Mirage idea. I'll leave that to you.

/and early support from Blizz... I feal so cool! (Seriously, it's like 34 F here...)
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted December 14, 2011 10:34 PM

Quote:
(Seriously, it's like 34 F here...)

You consider THAT cold? You're not worthy of making a glacier faction!

It ain't even cold until at least -22 F.



Proper Nord right here.

Quote:
Terra-forming abilities hinder enemies and aid allies.

Ohhh. That might turn out cool.
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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted December 15, 2011 12:28 AM

It's only cool at 34 F. :/ Not even enough of an excuse to put on a sweater. When the windchill is -60 (happened for the last 10 years), then I consider it to be "Too cold to play."

And we still have school. We would if it snowed a meter Monday morning, because this is PRIOR LAKE MINNESOTA! At most we will get a two hour late start. **** you, Minnesota board of education...

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted December 15, 2011 01:02 AM

It's cool man (hah), I just wanted an excuse to post that pic
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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted December 15, 2011 01:11 AM

Someone forgot to draw a beard (but I digress)

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DagothGares
DagothGares


Responsible
Undefeatable Hero
No gods or kings
posted December 15, 2011 01:13 AM

That looks as if it's made by Harry Partridge.
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If you have any more questions, go to Dagoth Cares.

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted December 15, 2011 01:29 AM

Indeed

But enough derailing. Sorry.
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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted December 15, 2011 01:31 AM

And we have our first heroes.

@ Ad: Derailing is fine, just don't over-do it.
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Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted December 16, 2011 10:14 AM
Edited by blizzardboy at 10:16, 16 Dec 2011.

So anyway, I started working on a human kingdom in the arctic with a parliamentary government that's bent on maintaining order at any price. They're going to have like, chill drakes and stuff in their army. I hope you don't mind.
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"Folks, I don't trust children. They're here to replace us."

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted December 16, 2011 10:30 AM
Edited by blizzardboy at 10:49, 16 Dec 2011.

Quote:
Chill drakes
Cousins to the Fairy dragon...


!!!!!

COPYWRIGHT COPYWRIGHT COPYWRIGHT

*dials OmegaDestroyer's number*



---

Anyway, some initial impressions on the names. "Whitecloak" is a totally badass upgrade name for the Enforcer. I like it very much. "White Captain" is also pretty cool (be careful how many times you use "white" though).

I think Crimson Knight and Frozen Defender are both turbo-gay. It's just the generic words "knight" and "defender" with an adjective stuck in front of them that fits with the faction. It's not to my taste anyway, as it sort of feels like how a hero or villain in Power Rangers would be named.

I like how you have a highly order-based faction in the arctic that is bent on maintaining the status quo. It's very symbolically fitting to the arctic landscape around them, where molecules slow down and things come to a standstill in the cold. I definitely think you can develop on that parallel some more.

edit: I'm such a picture-whore. As I read your faction I can already think of several images that would go great with it.
____________
"Folks, I don't trust children. They're here to replace us."

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted December 16, 2011 09:46 PM

Quote:
edit: I'm such a picture-snow. As I read your faction I can already think of several images that would go great with it.

I would love to hire you out for a night. What were you thinking?
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted December 16, 2011 10:29 PM
Edited by blizzardboy at 22:49, 16 Dec 2011.

Well I know two great images for the 2 units you have down so far.

Mind you, I normally have to do some editing even with the images I use to make it fit better, although there's a lot of good material out there for an arctic faction. Pictures are kind of lame in the sense that it's not exactly how it would be if you actually had a professional artist make them for you, but I love to include them anyway just because it makes the faction look pretty.
____________
"Folks, I don't trust children. They're here to replace us."

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted December 17, 2011 05:56 AM

I've linked urls for the creatures that I have so far (they're not just a pretty blue like other parts of the faction, that is actually attached to something!) I have no picture editing device or experience, so I have to make due with what I can find...
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted December 18, 2011 02:23 AM
Edited by gnomes2169 at 06:41, 09 Jan 2012.

Hello there HC. I have finished the creatures (finally), and I await your feedback.
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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Thunder_Titus
Thunder_Titus


Disgraceful
Famous Hero
Inventor
posted August 31, 2012 09:13 PM

Nice!

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ChrisD1
ChrisD1


Supreme Hero
posted October 12, 2012 07:22 PM

looks nice and we all love ice but i would replace a core human unit with good ol' wolves.
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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted October 12, 2012 08:01 PM

I would actually replace an elite creature (Most likely the Sable knight), since all three of them are humans to some degree. The cores are alright for now, the sable knights on the other hand are just sort f there. The wolves (if I chose to implement them) would be another kind of arctic spirit that was there before Shalassa or anything came to the south, and they would have a few fun abilities...

If I were to edit this, I would want to fix the damage and defense of these creatures as well. Didn't know that attack was just the average damage when I created this faction, and their function is to be a heavily defensive faction without having to rely on healing. (Hence the lack of a healing creature) So I would have to bump their defense up accordingly...

And I just realized that the Silencer's ability that doubles the intake of destiny is slightly OP with the modifications to destiny gain skills... Normal gain: 13. their gain: 26. Basically every other attack would be a critical...

Thank you for reading~!
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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