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Heroes Community > Age of Heroes Coliseum > Thread: ICTC 6- Nocturnal's Dungeon
Thread: ICTC 6- Nocturnal's Dungeon
Nocturnal
Nocturnal


Promising
Supreme Hero
posted January 15, 2012 01:35 AM bonus applied by Mytical on 30 Mar 2012.
Edited by Nocturnal at 16:55, 15 Jan 2012.

ICTC 6- Nocturnal's Dungeon

                                                                                                     DUNGEON

Main Hero Of The Campaign
Tuidhana


The Campaign Story- Seperating from Arniel's order, Tuidhana has chosen to stand alone for 40 years now. When the War Of Bitter Ashes came, she turned to the Faceless for support and claimed her loyalty to Malassa and the Dark Elves was born. Now, in YDS 566, Elven Capital is burnt down with the 2nd Eclipse and Brythigga, the Mother of Trees, is also burnt down. For this, Tuidhana and the Dark Elves are blamed. Given the choice between exile and death, some dark elves chosen one, while some have chosen the other. Yet, some chosen to stay with Tuidhana. These reduction is why the Dungeon population is very low. But Tuidhana is determent to stay on her land. And she has few but very powerful creatures with her, including the Faceless. She will resist the Elven forces, and the Demon invasion and will also stand her ground against all who try to invade her lands.

Faction Approach- Dungeon is a faction that would do anything to hold the victory. Treachery, sorcery, they can use any means to reach their goal. They deal heavy damage,their units are hard to kill, but they are very few and every creature is very expensive. Units are gathered by the Faceless, and chosen by Tuidhana. Most of them are from swamps or are captured creations of the wizards.
Darkness and Earth are their main magic sources.

Heroic Strikes

Fear Injector- The enemy unit's morale decreases by 3. +2 for every creature (enemy or ally) killed since the beginning of the combat. Only one stack can bear the injected fear, the effect disappears from the formerly hit creature and carries onto the new one.

Faction Color- Black, purple, red, yellow.

Faction Emblem



Relationships

Elves- Elves are the true enemy of Dungeon. The dark elves regard them as an unfair, cruel society which play the role of the good, pieceful ones successfully to mask their hideous nature. That is the main difference between them for the Dark Elves: Elves hide their evilness, but Dungeon never does.

Inferno- They are the second enemy of Dark Elves. Dark Elves regard them as brainless, mess creators. They were responsible for the happenings in the Elven lands for which Dark Elves were blamed. More than an enemy, they see Demons as worms that should be stomped on.

Haven- They bring chaos in the name of peace. Trying to assure peace, they bring massacres. Their hypocracy is obvious in the eyes of Dungeon. For them, the only thing Haven wants is to bring total annahilation of other races, destroy everyone and stand alone. The twisted nature of the Angels are a true justification for this.

Stronghold- Dungeon sympathises the orcs and what they have gone through. They are impressed by their power and how they achieved independence. They are unaware if this liking is mutual or not and they don't care. What they know is the orcs are the most noble of all the other races cause they are  the ones that are most true to their nature.

Sanctuary- Dungeon doesn't even know what this water worshippers have in their minds or if they have anything. They are harmless and empty cratures that have no aim and are truely lost.

Wizards- Dark Elves have high regards for the Wizards' knowledge of every kind. But their vanity, their avarice and their heretic nature is what they hate. They believe the Wizards can do anything to anyone if it serves them right, if it contributes to their science.  If a real treat comes from them, Dungeon would respond without any hesitation.

Necropolis- Dungeon finds the practice of Necromancy a pathetic way. Dead must remain dead. If one has fallen in the battle, he died an honorable death. But raising the dead without their will and using them as soldiers is enough for the Dark Elves to hate the Undead hordes.


Town





Special Buildings

First Building:

The Eyes Of Dungeon- This puts scout sculptures in the entrance of a Dungeon town. This scouts are the heralds of coming enemies and if an enemy hero is in their sight, any Dungeon hero can town portal to this town disregarding if its the closest town or not and doesn't waste movement points.

OR

The Orifice Of Dungeon- The same sculptures are put. But this time they will curse any coming enemy. The curse will cause the enemy hero lose the half of one of the stat points the Dungeon hero chooses. The loss will only happen during the siege match if the enemy attacks the castle.

Second Building:

The Red Illumination- A red light shines on the town's gate. The Blood abilities of enemies are weakened in the town's area of control.

OR

The Black Illumination- A black light "shines" on the town's gate. The Tears abilities of enemies are weakened in the town's area of control.

Soundtrack

Town Theme: Anathema- Black Orchid
Adv. Map Theme: Emperor- The Wanderer
Battle Theme: Moonspell- Proliferation
Siege Theme:  Immortal- Mountains Of Might (without vocal)

Racial Ability - Oppressive Revenge

Trigger for the gauge to fill: When ally units suffer magical damage. (Including Spells)

Level 1: Gives a friendly core unit a %100 guarantee to have both morale effect and lucky strike (for both attacks) in its next turn. The effect dies if the unit doesn't attack in that round.

Level 2: Gives a friendly elite unit a %100 guarantee to have both morale effect and lucky strike (for both attacks) in its next turn. The effect dies if the unit doesn't attack in that round.

Level 3: Gives a friendly champion unit a %100 guarantee to have both morale effect and lucky strike (for both attacks) in its next turn. The effect dies if the unit doesn't attack in that round.

Level 4: Gives all the units in the Dungeon army a %50 chance to have both morale effect and lucky strike (for both attacks) in their next turn. The effect dies if the units don't attack in that round.

                                                           Blood/Tears Paths




                                               Fuscoferuginous (Neutral)

                                                        Lights Out
    (One charge) Darkness descends on the battlefield. Speed of every enemy unit is dropped by 2 (cannot become less than 1) for 1/2/3 turns.
               
                                                  Shadow (Blood)

                                               Advanced: Plague
    (One charge) All enemy creature's health is reduced %15/17/20 for 3 turns.

                                              Ultimate: Treacherous Plot
    (One charge) The enemy units stay where they are, while the Dungeon hero enters the tactics phase once more, but this time he/she can put the Dungeon units anywhere on the battlefield.

                                                 Silhouette (Tears)

                                              Advanced: Enemy Unseen
   
     (Passive) The Silhouette cannot be seen on the adventure map, until they get close to the hero, the fort or the castle. The distance limit is  %100/%75/%50 of the walking points of the observer hero. (Say the observer hero has 40 movement points. He will be able to see the Dungeon hero if the Dungeon Hero is 40/30/20 movement points away from a controlled fort, castle or that hero)


                                             Ultimate: Blockage
    (Passive) Gives %15/20/25 chance to block spells and abilities casted by the enemy hero.



                                               Deciever (Neutral)

                                                  Prophecy Of Lethos
    (Passive) Random 2/3/4 enemy units start the combat already poisoned. The effect lasts 3 turns.

                                              Blood Catalyst (Blood)

                                            Advanced: Smokes Of Confusion
    (Two Charges- 5 turns cool down) The Catalyst hauls a 3x3cloud of smokes to the battle map. The enemy units in this cloud, cannot deal critical hits and have morale effect. Lasts for 3/4/5 turns.

                                           Ultimate: Return To The Void
    (One Charge- Only after the 8th turn) %75/85/100 of the resurrected, reanimated number of units in enemy stacks and summoned units leave the combat.

                                           Ensurer Of Suffering (Tears)

                                           Advanced: Sabotage
    (Passive) At the beginning of each combat, the enemy hero's inventory will be seen. The Dungeon hero will block the usage of 1/2/3 artifacts in that battle and their effects. (Invalid for dynatsy weapons)

                                           Ultimate: Malassa's Breath
    (One Charge) The enemy hero feels Malassa's dark breath on his neck. For 1/2/3 turns, she/he will not be able to cast any spell, attack or activate racial ability.

                                                                       UNITS

Note- All stats are seperated into 5. From worst to best: Pitiful, Poor, Decent, Good, Very Good. All are compared to other factions' respective class. And the same stat comment goes for the upgrade of the creature.

                                                                  Core

                     

Assassin

Creature story- These assassins are Tuidhana's personal chosen Assassins. They are trained professionally. And are sworn to her cause no matter what.

Creature size: 1x1
Ranged Attack: Full Range
Weekly growth: 6 (Poor)
Might Damage: 4-6 (Good)
Might Defense: %10 (Decent)
Magic Defense: %8 (Decent)
Initiative: 50
Speed: 5
HP: 30
Leadership: 6
Destiny: 4

Skills

Living
No melee penalty
Poison Daggers - The throwing daggers of assassin has a potent poison which deals earth damage over 3 turns. (The total damage of one physical strike is divided to 3 magical strikes) Every attack adds on to the current poison roaming in the target's veins. Undead are immune to the poison.

Abilities

Nail - (Two charges- 4 turn cool down) Assasin will nail the target to its tile with his daggers along with its regular damage and poison. The nail effect will remain for 2 turns.

Malevolent Assassin (Upgrade)

Creature size: 1x1
Ranged Attack: Plus Range*
Weekly growth: +3
Might Damage: 5-7
Might Defense: % 10
Magic Defense: % 10
Initiative: 55
Speed: 5
HP: 35
Leadership: 7
Destiny: 4
*Town walls also doesn't hurt Signer Assassin's range.

Skills

Living
No melee penalty
Poison Daggers

Abilities

Nail
Red Mark - (One charge) The Assassin chooses an enemy unit and marks it. The unit marked will be dealt increased (+%50 from the caster Malevolent Assassin and +%25 from Assassin's allies) physical and magical damage (not from the spells) until the end of the combat. This doesn't include damage dealt by special abilities. This cannot be cleansed by any spell but will wear off if the assassin dies.

               

Minotaur

Creature story- Created by the wizards, captured and trained by the Dark Elves, Minotaurs are subjected to unbearable physical pains to become the tanks of the core group of Dungeon army. The reason for their exposure to these pains by the Dark Elves also have a second reason; they will know how to deal the same pain to their enemies.

Creature size: 2x2
Weekly growth: 5 (Pitiful)
Might Damage: 9-9 (Very Good)
Might Defense: % 20 (Very Good)
Magic Defense: % 5 (Poor)
Initiative: 30
Speed: 4
HP: 35
Leadership: 15
Destiny: 2

Skills

Living
We Know Pain - The minotaurs have been through massive sufferings both by their slavers and their enemies. That made their pain threshold extremely high and their skin is said to be ticker than a Preatorian's armor. That's because every might defense point of the hero is added to the minotour's as doubled.

Abilities

Trample - (One charge) Dealing his regular damage, minotaur will rush through a path chosen by the hero. It will have +2 to his speed during this ability, will destroy any terrain obstacle and trample, not choosing enemy or ally, every small creature on the tiles he runs trough which will make them bleed with one third of the damage dealt by this attack each turn for 5 turns and lose 1 point of its speed until the end of the combat. The large creatures will only bleed. The trample deals +%100 damage to undead as their bones are crushed but they won't bleed. The number of units that bled (or crushed) to death by this attack are dead for good, meaning this number of that unit's stack cannot be resurrected in any way.

Berserk Minotaur (Upgrade)

Creature size: 2x2
Weekly growth: +2
Might Damage: 10-10
Might Defense: % 25
Magic Defense: % 7
Initiative: 45
Speed: 4
HP: 33
Leadership: 15
Destiny: 3

Skills

Living
We Know Pain

Abilities

Tremple
Brutal Anger - (One charge) The creature will enter a frenzied state; it will get half his defense points taken away and add them to his attack. This cannot be reversed. After this is activated the minotaur loses "Trample" if it wasn't used.

         

Gator

Creature story- Dark Elves have always been amazed by the natural power the swamps hold and seen how these creatures from the Swamp posed a treat for everyone in the old days. They have seen it as an opportunity that noone takes those creatures and train them. Now, Dark Elves also have the dark side of the nature as their weapon.

Creature size: 1x1
Weekly growth: 6 (Decent)
Might Damage: 3-7 (Good)
Might Defense: % 7 (Decent)
Magic Defense: % 10 (Decent)
Initiative: 35
Speed: 5
HP: 25
Leadership: 6
Destiny: 5

Skills

Living
Earth Affinity
Horrible - The horrific appearance of the vertebrate drops the morale of all enemy units by 2.

Abilities

Calming Bite - (One charge) Gator bites the target with its regular damage while injecting his calming toxin and suffers no retaliation. Overcome by the idea that it cannot win, the target's initiative drops by 10 until the end of combat as it loses the will to fight.

Basilisk (Upgrade)

Creature size: 1x1
Weekly growth: +4
Might Damage: 3-7
Might Defense: % 10
Magic Defense: % 14
Initiative: 35
Speed: 7
HP: 30
Leadership: 8
Destiny: 8

Skills

Living
Earth Affinity
Horrible

Abilities

Calming Bite
Twisting Bite - (Two  charges - 5 turn coold down) The basilisk bites the target with its regular damage while injecting its nightmare toxin and suffers no retaliation. The target suffers unbearable mental pain and immediately attacks itself with the aim of suicide to get rid of the pain. The self-attack, thus, is always a critical hit.

                                                     Elite

         

Corrupt Siamese

Creature Story- When the Minotaurs were found, there were reports that some other distorted creatures by the Wizards Of The Seven Cities were loose from their hands with the Minotaurs. At first, the Necropolis forces have captured these creatures, The Siamese Twins.  But every time they have killed one of the twins, the other one healed her, and the healed one stiked at her Undead Lord. Understanding, there was no way to turn these creatures into undead, they were released. Tuidhana, hearing of this, sent her Hydras to take these creatures into her command. Now they are the backbones of the Elite army of Dungeon; both as the healers and the killers.

Weekly growth: 2 (Poor)
Magic Damage: 13-16 (Dark and Earth) (Decent)
Might Defense: % 25 (Decent)
Magic Defense: % 25 (Decent)
Initiative: 45
Speed: 6
HP: 90
Leadership: 10
Destiny: 0

Skills

Living
Dark Affinity
Spirit Form
Conjoined - Conjoined from their back, the siamese can attack two units at the same time adjacent to tiles their faces look towards. One of them attacks to the one side the other attacks the opposite side, the side the other sister's back is turned. One of them attacks with Dark magic damage, the other with Earth magic damage. In case of a single target attack you can choose with which sister to attack and the damage is not halved in single target attack; so the damage is not also devided between the two enemies that are being attacked. The chance of morale and luck is rolled for each sister and only the one who had luck or morale will deal critical strike or the second attack. In case of a morale to one sister, altough it didn't come to the other sister, they can walk.

Abilities

Waste And Throw - (Two charges- 3 turns cool down) The siamese attack with their regular damage, and not giving the enemy the opportunity to retaliate, they throw the enemy to the edge tile (the furthest unoccupied one) of the line they face. If they attacked two units at the same time, each sister throws the enemy to the edge tile she faces.

Siamese Terror

Weekly growth: +1
Magic Damage: 15-20
Might Defense: % 30
Magic Defense: % 30
Initiative: 47
Speed: 6
HP: 95
Leadership: 15
Destiny: 0

Skills

Living
Twin Affinity - The Siamese has both Dark and Earth Affinities.
Spirit Form
Conjoined

Abilities

Waste And Throw
Grab And Heal - (One charge) The siamese heals their friendly units by coming adjacent to them. The healed HP is equal to the damage the siamese have done in the battlefield since the beginning of the combat. They can heal two units at the same time as in their attacks, but the healing HP is divided between the two in that case. Also, if they come between one ally and one enemy, one can heal the ally and one can attack the enemy. The damage the attacker one does is transferred to the healer's healing HP.

             

Hydra

Creature Story- Impressed by the Basilisks, Dark Elves have made a deal with the Wizards. They have given them objects they have found, called Gems, which were sought for by the Wizards and the wizards agreed to make an experiemental creature from the Basilisks, but stronger. What are the wizards are doing with the Gems they've got is unknown.

Weekly growth: 2 (Poor)
Might Damage: 4-5 (for each head) (Pitiful for each head, Decent in total)
Might Defense: % 40 (Good)
Magic Defense: % 35 (Good)
Initiative: 50
Speed: 8
HP: 130
Leadership: 8
Destiny: 4

Skills

Living
Earth Affinity
Flier
Strike And Return
Six Heads - The hydra will always attack a 2x3 area. Every head deals its own damage to one tile, the heads whose responsible tiles are empty, doesn't strike anyone. The retaliation of Hydra is done with only one head.

Abilities

Concentrated Attack - (Two charges- 4 turns cool down) Hydra, with its all heads will strike a single target.

Vile Hydra

Weekly growth: +1
Might Damage: 4-6
Might Defense: % 45
Magic Defense: % 35
Initiative: 50
Speed: 8
HP: 140
Leadership: 8
Destiny: 6

Skills

Living
Earth Affinity
Flier
Strike And Return
Six Heads
Concentrated Retaliation - Vile Hydra retaliates with all his heads.

Abilities

Concentrated Attack - Three charges
Vomit - (One charge) Vile Hydra will vomit from the sky on a 2x3 area which will deal his regular one attack but in nature damage. That area of the battle field becomes magic-free for the enemy and its units, meaning they cannot cast any spells to the ally or enemy creatures that stand in one of these tiles and the already cast ones (cast by the enemy) will become cleansed if that spelled enemy or ally unit enters that area. The damage done by the vomit however, can also damage allies if they are in one of these tiles.

       

Matriarch

Story Of The Creature- The first Matriarch to be known was Tuagritha, Tuidhana's sister. She has developed different skills from all the dark elves and unknown spells even to the Wizards. After her sister's death from the hands of Arniel, Tuidhana has found her sister's grimoire. And she started to teach her skills to maidens in Dungeon.

Unit size: 1x1
Ranged Attack: Half Range
Weekly growth: 2 (Poor)
Magic Damage: 20-22 (Good)
Might Defense: % 22 (Decent)
Magic Defense: % 50 (Very Good)
Initiative: 40
Speed: 4
HP: 110
Leadership: 8
Destiny: 10

Skills

Living
Dark Affinity
Malassa's Chosen - Every Dungeon creature respects the Matriarch. In a battle field where they are, all the ally units' leadership is increased by 5.
Respectless - If another ally (ally to Matriarch) creature is in the reach of an enemy Champion creature, it cannot attack Matriarch. Not valid for ranged attacks and special abilities.

Abilities

Neutralise - (Three charges- 3 turns cooldown) Matriarch will neutralise an enemy unit for 2 turns. The unit will lose all its affinities, resistances and immunities that come with its race or hero's abilities and artifacts. (Only the original values will remain)


Reverser Matriarch

Unit size: 1x1
Weekly growth: +1
Ranged Attack: Full Range
Magic Damage: 22-25
Might Defense: % 25
Magic Defense: % 60
Initiative: 43
Speed: 4
HP: 125
Leadership: 8
Destiny: 10

Skills

Living
Dark Affinity
Malassa's Chosen
Respectless
Protector Of The Kin - When an enemy units does a critical strike on an ally unit, Matriarch will attack that enemy unit, doing %10 of her damage (no lucky strike is possible).

Abilities

Neutralise
Hidden Reversal - (Three charges- 3 turns cooldown) Matriarch will choose an enemy unit which will not be known by the enemy. The next positive hero ability (including racials) cast on the unit will have its contrary effect. (+10 initiative will become -10 initiative for example)

                                                  Champion

         

Faceless

Creature story- The Faceless are the ones that introduced the faith of Malassa to Tuidhana and the ones that caused the origin of Dark Elves. They are the high power in Dungeon.

Weekly growth: 1 (Pitiful)
Magic Damage: 65-70 (Good)
Might Defense: % 40 (Decent)
Magic Defense: % 50 (Decent)
Initiative: 50
Speed: 6
HP: 350
Leadership: 10
Destiny: 4

Skills

Living
Dark Affinity
Angelic Hatred - Faceless will always deal +%15 damage to Celestial and Seraph
Rejecting Defeat - If all the units in a Faceless stack dies (except one of the "Split"ted), the last one stack will not die and continue to fight until every other ally is dead. Only then will Faceless accept the defeat of the hero and leave him/her.

Abilities

Conceal - (Two charges- 4 turns cool down) Faceless will make an ally unit or himself invisible. The invisibilty will remain for 3 turns if its another unit and 2 turns if its the Faceless himself. It will not spend the Faceless's turn. It cannot be cleansed with any spell. The invisible unit can attack without suffering retaliation and without being revealed. It cannot have morale effect but can have lucky strikes. Being adjacent to an enemy will not reveal the invisible unit. A unit cannot use any of its abilities when invisible and can only do regular attacks. Should it be that an enemy unit is directed to the tile the invisible unit is on, it will stop before the invisible unit and its (the enemy unit's) turn will pass. Only if it is caught in the Frozen Grounds or enter Hydra's vomitted area will the concealed unit be revealed before the normal time.

Split - (One charge) Faceless can split itself in two. (One unit of Faceless with 4 stacks will become two units of Faceless, each with two stacks.) If "Conceal" was not used, the two charges will be devided between the two. If it was used once, the caster of "Split" will hold it. Splitting will consume the original unit's turn, but the second one will have its turn immediately after the splitting. They will stay splitted until the end of the combat or "Reunite" is cast.

Reunite - The splitted Faceless become one again. Faceless cannot split again after "Reunite"

Nemesis

Weekly growth: +0.5 *
Magic Damage: 75-80
Might Defense: % 45
Magic Defense: % 55
Initiative: 50
Speed: 6
HP: 400
Leadership: 12
Destiny: 5

*Every fortification in town and Champion building outside of the town will add +0.5. So two of them will boost the Nemesis/Faceless growth by 1.

Skills

Living
Dark Affinity
Angelic Hatred
Rejecting Defeat

Abilities

Conceal
Split
Reunite
Teleport Enemy - (One charge- If splitted, one for each) Nemesis can teleport an enemy that he can reach to any other tile that he can reach.
Debilitate - (One charge- If splitted, one for each) Nemesis will debilitate an adjecent enemy unit's armor until that enemy unit's next turn comes. This will deal no damage but the enemy unit's defense drops to zero during this one turn.
____________

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted January 16, 2012 07:52 PM

Hero abilities seem much more balanced, yes indeed. The creatures themselves were modified so that obviously imbalanced abilities were weakened or much more limited, and other abilities were also tweaked. the creatures still seem to be very, very strong stat-wise though, especially in the health and defense department. Low growth does balance this a bit, but most creatures of this faction could take creatures from other factions rather easily.

also, I would still like to see some history, like where in the time of Ashan this is.
____________
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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Nocturnal
Nocturnal


Promising
Supreme Hero
posted January 16, 2012 08:06 PM
Edited by Nocturnal at 20:23, 16 Jan 2012.

It's already in the campaign story at the top
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 20, 2012 12:03 PM

I did so far not comment on this because I did in-between comments in december and am learning for exams right now, sorry. Maybe I'll manage it before February, else on the beginning of that month...

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted February 11, 2012 01:21 AM

So, here comes, finally, a bit feedback for this faction.

First of all...All absolutely necessary info is in, thus I would judge this faction if now where the deadline.
Overall impression is quite fine, seems a nice Ashan dungeon, and imo an improve to the H5 one.

...Background/Campaign...fits the faction quite well into the Ashan of H6
...Relationships. seem reasonable
...Special Buildings. Quite nice. Like the way they are split and like the Lights quite much.
...music. Seems fitting to dungeon.
...Racial. Seems ok.
...Heroes. Some names are not so great (esp might hero neutral). the abilities seem strong to me, but there are som every goo dones amongst!

...Units
....Assassin-never liked assassins as low-level, personally. Here, i also find it strange that they are "Tuidhana's personal chosen" and still core. Otherwise, a classical Dark elf unit. abilities fit fine.
....Minotaur. Well, a dungeon classic. Here, a rather wild variant seems to be used, which is rather emphazised by the abilities.
....Basilisk. Fitting, imo. I personally miss some stone effect, but the abilities are also fitting.
....Corrupt Siamese. Woudl like a different name. Siamese is so earthly. but that's mainly taste. OVerall, the idea is versy innovative, imo, and can give a grea tunit! Abilities are ver strong, imo, but fitting.
....Hydra. Not so happy about the background. Hydra as flyer is not so great, imoa,d definitely not strike and return. other abilities fine.
....Matriarch. ...well, at this point, finally, you get a bit much warhammer in here, maybe?^^ However the creature seems ok. the respectless ability is a bit unclear to me.
....Faceless. Don't see so much use in "split" (is this no longer possible for everyone in H6?!?), Otherwise, creature seems ok.

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Nocturnal
Nocturnal


Promising
Supreme Hero
posted February 11, 2012 01:47 PM

Quote:
So, here comes, finally, a bit feedback for this faction.

First of all...All absolutely necessary info is in, thus I would judge this faction if now where the deadline.
Overall impression is quite fine, seems a nice Ashan dungeon, and imo an improve to the H5 one.

...Background/Campaign...fits the faction quite well into the Ashan of H6
...Relationships. seem reasonable
...Special Buildings. Quite nice. Like the way they are split and like the Lights quite much.
...music. Seems fitting to dungeon.
...Racial. Seems ok.
...Heroes. Some names are not so great (esp might hero neutral). the abilities seem strong to me, but there are som every goo dones amongst!

...Units
....Assassin-never liked assassins as low-level, personally. Here, i also find it strange that they are "Tuidhana's personal chosen" and still core. Otherwise, a classical Dark elf unit. abilities fit fine.
....Minotaur. Well, a dungeon classic. Here, a rather wild variant seems to be used, which is rather emphazised by the abilities.
....Basilisk. Fitting, imo. I personally miss some stone effect, but the abilities are also fitting.
....Corrupt Siamese. Woudl like a different name. Siamese is so earthly. but that's mainly taste. OVerall, the idea is versy innovative, imo, and can give a grea tunit! Abilities are ver strong, imo, but fitting.
....Hydra. Not so happy about the background. Hydra as flyer is not so great, imoa,d definitely not strike and return. other abilities fine.
....Matriarch. ...well, at this point, finally, you get a bit much warhammer in here, maybe?^^ However the creature seems ok. the respectless ability is a bit unclear to me.
....Faceless. Don't see so much use in "split" (is this no longer possible for everyone in H6?!?), Otherwise, creature seems ok.


For Respectless: Say Kirins ( as they are champions) are able to reach to Matriarchs in their turn. If they are also able to reach another Dungeon unit, they cannot attack Matriarchs, have to attack some other Dungeon unit. But if Matriarchs are the only ones they can reach, they can attack her.

For Split: Noone can do that. Cause what the ability means is they Split during the battle when they want.
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted February 11, 2012 03:20 PM

ah, ok. I'm not sure, wasn't that possible in H5? I'm 100% sure it was possible in wog, at least.

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Nocturnal
Nocturnal


Promising
Supreme Hero
posted February 12, 2012 02:29 PM
Edited by Nocturnal at 14:30, 12 Feb 2012.

Quote:
ah, ok. I'm not sure, wasn't that possible in H5? I'm 100% sure it was possible in wog, at least.


Nope But I don't know about WOG
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