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Heroes Community > Age of Heroes Coliseum > Thread: ICTC 8 - Inferno
Thread: ICTC 8 - Inferno This thread is 2 pages long: 1 2 · NEXT»
Articun
Articun


Supreme Hero
As i dream, so shall it be!
posted February 09, 2015 10:23 PM
Edited by Articun at 20:43, 08 Mar 2015.

ICTC 8 - Inferno

Dragon God
Quote:
Urgash is “raw untamed potential”, primordial Chaos in its inexhaustible energy and infinite variety of forms
He is ravenous and insatiable, the “dragon-snake that eats its own tail”.
He is the father of wanton destruction, of frantic mutation, of rampant madness.
He is also the progenitor of the Demons.


Urgash is utterly unpredictable. His “logic” defies mortal reason. He can save one day and kill the next, laugh and cry within a matter of seconds, be alternatively cruel and comforting...

He has been long banished to slumber at Sheogh, Ashan’s core, but in this prison-world, the Demons linger, and still strive to carry out his desires.

Inferno
The lord of chaos

Possible Townscreen


Possible Town Theme
up to 1:12
https://www.youtube.com/watch?v=6gRS6qF--r0

Possible Battle music
1:13 to end

Demons are embodiments of Chaos. They believe that the only meaningful moral value is individual freedom, and they feel no need to justify their actions. A desire to commit an act self-justifies its execution. They kill because they can, or they want to.

For many, demons are the embodiment of evil, cruelty and malevolence. And that is to some extent true. But that idea was forcibly pushed upon them by Elrath in his pilgrimage to define good and evil.

Demons are, to speak frankly, truly free and untamed. As a great but forgotten scholar of House Anima said in an unsigned parchment, "Chaos and Order were born from the Void when the emptiness first desired to experience, to fell and "be". Emptiness alone, the void cannot "be". That desire manifested as an Egg and from that egg, it took form. The first beings ever to be: Asha and Urgash or Order and Chaos. To analyze it further, creation and expansion. To differentiate the two, we must delve into fine details, such as: 1. Creation is based upon structure, laws, stability and continuity whereas expansion is entropic, has to laws, is rapid and without structure and at one point it collapses. 2. Creation has a need for evolution, for Life. Expansion has only a drive for evolution, for fast conquer and at some point, it mutates so much it stops. Thus Urgash is needed to the cosmos but needed to be slowed down. Its children all inherit those elements of conquer, evolution and narrow view of how things must be done. In their freedom to act as they wish, lies their threat as well.

Aka: The Demons, Hellspawns, Children of Chaos, Lords of Chaos
Associated Colours: Black, Red and Purple
Country / Kingdom: Sheogh, the Prison of Fire
Capital City: Ur-Hekal, the “Gate of the Burning Heart”

Heroes Might: Heretic (Balanced), Hellcaller (Defensive), Chaos Lord (Offensive)
Heroes Magic: Warlock (Balanced), Demonologist (Defensive), Doomcaller (Offensive)

Setting and Lore
After the events of Dark Messiah, the demons are finally freed from bondage in the prison of Sheogh. After Sheogh crumples and dissipates, the demons find themselves scattered around Ashan and begin a rampage. All around, the other races fight to defeat them or thwart them. The release of Urgash as a side effect of Sheoghs disintegration leaves demons dumbfounded and their power lessened. Most of them loose the fire affinity they had in sheogh and revert to their original elements.  Kha-Beleth is the one to once again summon all of them under his leadership and organize them into battle. But with all his forces scattered, he retreats. Demons wonder and fight their way to bring a new home. Until they manage deep into the mountains in the North east and other uninhabitable areas away from other civilizations.

This Faction uses the 5/5/3 system. That means that each time you choose a creature dwelling to be build in your town from 5 available. There is no restriction on how or what you choose. The core selection locks when you have chosen 3 dwellings. The same goes for the elite tier as well. For the champion units you can choose only one from the 3. In the end you will have 7 creatures in your lineup. In each town you conquer the selection has to be made again, meaning that the selection of units you make in town 1 will not be forced as the default in town 2 or 3 etc

Core

The Cerberus and Hellhounds

Perversion of Earth and the minions of UR-VOMOCH, Demon Overlord of Voracity.
Cerberi are wild demons always hungry and ready to swallow everything on their path. It is really hard to control a Cerberus or subdue one and only high level demonologists can "use"them in the battlefield as the first line of offense. Often impervious to pain, a cerberus will keep attacking with the same ferocity and hunger. Being also demons of the earth, they can eat their way underground and dig up holes that draw their prey directly to their claws and jaws.
It is said that gluttonous imps will turn into Cerberi
Abilities:
1. Dig (as Griffins were able to fly and attack, cerberi can dig into the ground and a hole stays where they appeared as a battle map obstacle. Those holes can later be used only by the Cerberus to instantly move to another hole location.
2. Unlimited Retaliation: The ferocity of the cerberi and their insatiable hunger will not stop even when in pain. The Cerberus will keep attacking until dead.
3. No Retaliation (Upgrade): "It came out of nowhere... so fast that we couldn't move... In a matter of seconds, many had lost limbs, one a hand, another a leg or both... the lucky ones died"

The Carrions and Hell Shades

Perversion of Air and minions of UR-TRAGGAL, Demon Overlord of Pain.
Not much are known of these demons. We know only from ancient tomes from the time when the wizards managed to enslave some demons and experiment on them, resulting with the orcs that they are Air Demons and that their whole existence is an ever-growing plague and poison. In captivity they kept attacking each other, causing each other constant pain. Many plagues have been caused due to remaining carrions left after an eclipse as well.
Weird as it may sound, there are imps that will enjoy the sensation of pain. It is said that given enough scars and constant pain they will turn into Carrions
Abilities:
1. Poison Claws: The attack of this demon may cause the enemy to be poisoned (they will be dealt damage for 3 turns)
2. Flying
3. Plague Presence (Upgrade): The enemy units positioned on a tile next to the Carrion, will become plagued (small reduction to stats and damage every turn for 3 turns)

Blood Demons and Blood Parasites
Blood Demon
Perversion of Water and servants of UR-AAZHEEL, Demon Overlord of Proliferation
They usually lurk in the darkness of the deepest depths were pressure will control their uncontrollably multiplication and mutation. When freed or summoned they will either find a host to parasite upon or they will begin multiplying uncontrollably.
Really not much is known where these "demons" come from. They may be spirits instead of actual demons or they may be an entirely different evolution diverting from the imp
Abilities:
1. Mutation: At the beginning of each combat, the Abyss lurker will gain two random resistances (including might and hero resistance)
2. Possession: The Abyss lurker is able to enter a host (the same tier as the lurker) for 2 turns. While hosted the enemy unit will be unable to move and will be inflicted damage.
3. Proliferation (Upgraded): Each turn, the Abyss Horror numbers will increase by 10% (rounded down. If an integer is not met, then the stack will gain extra life). If hosted, the increase will be 20%.

Imps and Familiars

Perversion of Prime Magic and slaves to UR-JUBAAL, Demon Overlord of Madness.
Imps are the lowest class of demons, but that doesn't make them less dangerous. They will find a way to gnaw on thoughts and drink on the manna and life energy of their pray even from a distance, causing weakness and slow madness
It is widely known now that a demon dead will be reborn as an imp starting from zero but remembering all of its previous life. That said, some imps prefer to be "captured" by wizards or cultists and be used as Familiars. That way they can eat the appropriate manna to evolve
Abilities:
1. Manna Leech: Imps are drawn to strong manna as moths are drawn to light. They will siphon it to themselves from an enemy hero until they leave him dry.
2. Magic Absorption (Upgrade): Familiars are known for their ability to drink the manna inhabiting every spell. Any spell headed their way will be eaten and made into manna (20% of the manna of the spell's cost) that will be distributed first to all other units with manna pool and the rest will go to the Hero's pool.

Horned Demons and Fire Beasts

To some, Horned demons are the base of demons society and the "normal" evolution of imps. They are the perversion of Fire and their temperament is just like a raging fire: unpredictable, unstable, dangerous.
If you touch it you burn, if you try to get close to hit it, you burn. If you are lucky not to burn when it erupts, you will still be impaled either by its claws or its horns
Abilities:
1. Fire Shield: This unit emits fires that act as a shield around it causing damage to all that attack it.
2. Eruption (upgrade only): Fire Beast will unleash a fire wave from its body damaging units in all surrounding tiles.

Elite

Efreet and Efreet Vizier

Perversion of Fire and Prime elements
These beings are not truly demons but spirits. Twisted spirits of Prime origin much like the Genies but burning (literally) with emotion. They strive to feel to the highest degree and dwell on emotions like anger, resentment, hate, arrogance and possession that feel intense.
They are a sight to behold, like Genies only.. twisted, arrogant, always with a smirk on their faces and those red burning eyes are like piercing your soul, like they own you
Abilities:
1. Fire Shield: As a spirit of fire, any unit that attacks the Efreet will be hurt by fire damage.
2. Swirling energy: Prime magic that is the essence of the Efreet always swirl around it causing any unit close to it to be slowed.
3. Ranged: Efreets like to shoot blasts that will erupt into Explosions leaving fires behind in a 2x2 tile.
4. Teleport (Upgrade)

Breeder and Progenitors

Perversion of Earth and Water
Breeders exist to give birth to the many demons that constantly die and have to be reborn. They are as such powerhouses of stored energy but they are slow and not well versed for war. Demon Lords though always like to have them around because of the tactical advantage they pose of supplying endlessly Imps to act as the first line of offence.
There is speculation of a rather rare kind of breeder called progenitor. Those are said to breed special demons that have died, other that they are used to breed Succubus and Incubus. But no one has ever verified those theories
Abilities:
1. Ranged: Breeders are able to throw what they breed at their enemies to protect themselves. Their tentacles will also attack any enemy that stands two tiles away from the breeder.
2. Breeding: At the end of each battle turn, breeder will produce X imps, where X is the number of Demon units that died during the last turn.
3. Recycle (Upgrade): Progenitors will produce x Incubus (or Succubus) where x is the number of the elite tier demons that died during the last turn halved down.

Succubus and Incubus
Incubus

and Succubus

Perversion of Air and Darkness
If you choose to build the dwelling of Succubus and Incubus, you need to choose one of the two as the produced unit.
Cultists of any race that devote themselves to Urgash will be reborn upon death as Incubus or Succubus. Their previous sex doesn't matter and their reincarnation is random between the two sexes. They also won't turn into Imps but always into either Succubus or Incubus. Both forms have strong seduction skills and are able to fly. Much like Vampires, they also drink on life energy but instead of using it to heal themselves, they store it and use it to cause damage to another.
Abilities:
1. Ranged (Succubus only): The Succubus blast will hit the two nearest units to the main target.
2. Essence Drain (Both): Each x damage caused by Incubus or Succubus is stored as x/10 manna to the creatures manna pool. When manna points are reached, the Mind Control spell will be cast to a random enemy core unit at the next Incubus or Succubus turn.
3. Submission (Incubus only): The unit that takes damage from Incubus will not retaliate and will attack any other unit except Incubus at its next turn unless Incubus is the only unit left.
4. Flying (Both)
5. Rapture in Agony (Upgrade - Both): Each damage dealt to the Incubus or Succubus will inflict some damage back to the attacking unit.

Abyssal Worms and Abyssal Drakes

Perversion of Earth and Prime
Untamed, unstoppable, unpredictable. That's how these giant Worms are known. They will travel as easily on earth as underground and there is no obstacle to stop them. They also have very strong outer shells that make them hard to gravely hit (critical or max damage) and they are also so primitive that their senses can be so slow as to not feel pain until many minutes or even hours later.
The name abyssal Drake is a mock name those that have seen it gave it since it resembles so much a dragon in its movements but lacks the "breathing part", the mental capacities and also if we speak frankly, a well developed head.
Abilities:
1. Impervious: Their hard shell will make it very difficult to hit this unit with critical or max damage
2. Rampaging: When it attacks, it will attack all units in front of it at once (like cerberus from Heroes V and VI and Hydra from Heroes V)
3. Impervious to Pain: This unit will continue fighting even if killed. Each damage it takes, will take hold at the beginning of its next turn.
4. Chaotic Coat (Upgrade):Their organic armor mutates with Prime magic constantly, making it impossible to hamper magically as most powerful spell have little to no affect against the creatures.

Jaggernauts and Ravagers

Perversion of Fire and Darkness
Servants of the Demon Overlord of Destruction, Juggernauts are easily identified by their immense horns and their basalt-covered fists and hooves. In battle, they rush violently (and sometimes blindly) into the enemies lines, impaling their enemies with their horns, crushing them with a swing of their massive arms, or trampling them to a bloody pulp.
When needed, they even make good battering rams.
Pure destructive force in a body made for fighting, these Gargantuan demons are often fighting among each other when not subdued by a stronger Demon Lord to act as guardians, overseers or torturers.
Abilities:
Chaotic Armor (Basic & Upgrade): The Juggernauts have made a pact with Ur-Khrag, the Overlord of Destruction. In exchange for their promise to destroy all that Asha has created, they have been given an organic armor that mutates constantly, making it impossible to hamper magically. Many a wizard has died with eyes open in astonishment, as his most powerful spell has no affect against the creatures.
Unstoppable Charge (Basic & Upgrade): Juggernauts affection opportunities to destroy all living and un-living creations of Asha, the Dragon-Goddess of Order. Whether organic or mineral, their charge creates a wake of destruction that obliterates everything in its path on the way to its target. It is said that they particularly adore the sound of shattering stone. It is music to their ears that remind them of the mines in Sheogh where they often choose to live.
Taunting Presence (Upgrade): The Ravager's presence on the battlefield is so impressive that all enemies around it consider it to be the only force capable of determining the outcome of the battle. This magical aura of imminent destruction acts like a beacon and the Ravager draws all attacks towards itself, even when a closer and more dangerous foe is standing right next to the aggressor.

Champions

Fallen Angels as requested by Jiriki9

Perversion of Light, Prime and Air
Angels are beings that radiate warm comforting light and their words and actions reflect a sense of righteousness and goodness always under the orders of their superiors and in accordance to the law of Elrath. But some angels want to have their own free will and the ability to act upon their impulses. Fallen Angels are Angels lost in their impulses and desires, not allowed anymore to the Elysium. Thus, they travel the world of Ashan or other plains. They have nothing to do with Angels of Death or Normal Angels and Celestials. The Light Fallen angels radiate are blindingly strong and erratic. It can be pleasing at a moment, burning everything the next. It reflects their inner dilemmas and erratic thoughts. Sometimes, the light changes their colors, making them look in a constant state of change. When you face a Fallen angel and be able to see them, you will see a blinding light cocoon of constantly changing colors and within it, the body of an angel (mostly male in appearance) with his figure also constantly changing colors.
Abilities:
1. Blinding Light (Light Ability): Adjacent units have a 15% chance of being blinded. The unit Fallen Angel attacks has a 25% chance of being blinded.
2. Step Lightly (Prime Ability): The blinding light that surrounds the Fallen angels causes all enemy units to march slower (this means that all enemy units are affected by slow as long as you have a fallen angel in play)
3.Lightning blades (Air Ability): Fallen Angels prefer long katana like blades that they use with extreme speed. As they interact with air, they create electric charges, causing in addition to damage, the enemy to be charged, making him unable to move for one turn every 3 turns.
Passive: Living (can be resurrected and healed), Spirit (can be summoned), Flying, Elemental (Resistant against: Light, Air and Prime, Weak against: Earth, Darkness)

Demon Lord

Perversion of Fire, Earth and Prime
Each demon that dies is reborn from a breeder as an imp. From an imp to evolve into a demon of stature takes centuries. Demon Lords are said to be very old and very strong.  

Pit Lords

Perversion of Earth, Darkness and Water


IMPORTANT: I DO NOT OWN OR CREATED ANY OF THE ABOVE PICTURES. THE PICTURES DO NOT DEPICT THE ACTUAL UNIT OR THE COLORS OF THE UNITS BUT THE DIRECTION OF HOW IT COULD LOOK IN ITS FINAL FORM

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted February 10, 2015 09:25 AM

Nicenice.Our first second entry this year, and an interesting concept,too.

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Galaad
Galaad

Hero of Order
posted February 10, 2015 09:46 AM

I really like the first pic.
____________
"Corribus is a teddy bear" - Blizzardboy

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Articun
Articun


Supreme Hero
As i dream, so shall it be!
posted February 10, 2015 10:39 AM
Edited by Articun at 20:13, 10 Feb 2015.

Pictures are prone to change, but i like the first one too
If my other ideas weren't so close to the current lineups i would have had more Entries

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted February 11, 2015 11:35 AM

I ask myself: Doyou consider Light and Dark elements here as well?

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Articun
Articun


Supreme Hero
As i dream, so shall it be!
posted February 11, 2015 12:29 PM

Darkness element doesn't need to be twisted to incorporate terror or fear. It may be the only element that has a balance between the two poles. There is darkness in both chaos and order, or it may even be considered the lack of both. There will be Darkness demons, but the Dark element might be supplementary.

Now light, is much harder to define. Chaotic light might cause a laser effect or heat, so it goes very close to the domain of fire. And by definition to the Inferno page in Might and Magic portal, the demons have nothing to do with Light element, so i am still wondering if i should consider it as a supplementary element.

I am thinking of making the champion units have 3 elements: Demon Lord i.e could be Fire-Air-Light, while Pit Lord might be Fire-Earth-Darkness (Both of them have fire as first element due to the likeness the demon have to the element and its destructive properties, but the sub elements are also important)

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted February 11, 2015 03:57 PM

For perverted light how bout simply a fallen angel?

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Articun
Articun


Supreme Hero
As i dream, so shall it be!
posted February 11, 2015 04:29 PM

I thought about it. Maybe i will add it as a third Champion option

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Fauch
Fauch


Responsible
Undefeatable Hero
posted February 12, 2015 04:37 AM

the cerberi are like the opposite of mines

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Articun
Articun


Supreme Hero
As i dream, so shall it be!
posted February 12, 2015 10:10 AM

Fauch said:
the cerberi are like the opposite of mines


Yours have grown in Hades and were trained to be the ultimate guard to leave the souls in check and the living away.

Mine are their long distance cousins, touched by Urgash and tainted with chaos. They have strength and persistence but are consumed by their hunger to devour everything

That's why i chose not to use the traditional Cerberus picture but something more twisted (and not fiery)

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Sleeping_Sun
Sleeping_Sun


Promising
Famous Hero
Townscreen Architect
posted February 19, 2015 03:10 PM

Good job.
I really like the idea of perversion of the elements, though it reminds me of Tolkien.
Also, I like the idea of Carrions. Cool looking and useful.

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Articun
Articun


Supreme Hero
As i dream, so shall it be!
posted February 19, 2015 06:57 PM

It makes Inferno much truer to how it should be based on the Ashan universe and also gives it a great advantage over magic and melee enemies. Having units of different elements creates more diversity during battles. The Efreet for example can use both Fire and Prime Spells, and could also have fire shield and cause enemies to become slow on contact.
It is a faction that is not bound to a specific element and will use all as they see fit.

Even Academy does not have so many magic oriented units and i haven't seen any unit to be dual or triple element. So that's my vision for Inferno.

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Minastir
Minastir


Promising
Famous Hero
posted February 25, 2015 10:12 PM
Edited by Minastir at 22:21, 25 Feb 2015.

Even though it doesn't really help my line-up i like the idea behind it, it's really interesting: the perversion of the elements.

I like digging ability of cerberus, demon lord and Abyss Lurkers although isn't it too powerfull for core ? The Carrions would fit more stronghold than inferno or maybe it's just because of the picture and the fallen angel, there is already angel necromancer Belketh, it would fit more necropolis. Insted maybe some kind of perversion of light elemental/blazing glory ?

and maybe you could include some basic information, which creature are shooters, flyers, spell casters etc.

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Articun
Articun


Supreme Hero
As i dream, so shall it be!
posted February 25, 2015 10:28 PM

The Abyss Lurker ability can be balanced out, or have some limits (resistance doesn't mean immunity, but rather 15-25% reduction to that specific damage). It is still work in progress, but i am going for more originality to the play-style (more unique abilities)

I liked the cerberus idea as well It creates map obstacles and also allows a core unit to travel to specific points easier

As for the Fallen Angel, though as a unit i agree is kind of redundant, try to imagine him as an angel more on the line of Uriel or Sarah. Battle crazed, chaotic to his actions, brutal. They are not like celestials or Belketh. It is the third champion in line to choose from, so i am not sure if i will keep him in the end or not, but i liked the idea of a ronin style of angel that looks simplistic but badass
The blazing glory, although nice, wouldn't never in my mind get to the level of champion.

As for the Carrions, they are demons of pestilence in truth, meaning they are decaying but not undead, they are also somewhat of a perversion of life and portray the disintegration of the flesh and  the pain it comes with it. I wouldn't like them in Stronghold (that we got used to a harpy like unit) or necropolis (where they would be named as undead harpies)

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Minastir
Minastir


Promising
Famous Hero
posted February 25, 2015 10:45 PM

Articun said:
The blazing glory, although nice, wouldn't never in my mind get to the level of champion.


oh no i don't want it for champion it was a suggestion for a perversion of light generally

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Articun
Articun


Supreme Hero
As i dream, so shall it be!
posted February 25, 2015 11:20 PM

Thing is.. If you have a perversion of light you get what? Fire? Laser? Darkness? And the same problem goes to darkness elements that does not need any perversion... Dark magic or Death magic is in itself a whole.

The reason you are not seeing a perversion of light in any tier is because the lore for Ashan in Inferno states that demons have an innate hatred and aversion to Light magic. So i guess, we can have our demons without using any Light Element to them

Any further ideas though are welcome! And thnx

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted February 26, 2015 01:22 PM

Quote:
Thing is.. If you have a perversion of light you get what? Fire? Laser? Darkness? And the same problem goes to darkness elements that does not need any perversion... Dark magic or Death magic is in itself a whole.

That VERY depends on what you view as perversion!!! In my eyes, perversion is not "reversal", but "twisting" of something.
perversion of lught could be "odd" light ... black/ultraviolet light or infrared light, f.e. or extremely blinding, false and cold light - we'd call taht neon light.
for darkness, a somehow more substantial form of darkness couldbe its perversion, literally sucking in all light that falls on it (which is NOT a normal attribute of darkness!)

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 06, 2015 08:20 AM

Quote:
Any spell headed their way will be eaten and made into manna

who will get that mana the spell is turned into?

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Fauch
Fauch


Responsible
Undefeatable Hero
posted March 07, 2015 03:57 PM

the step lightly ability of the Fallen angel makes the swirling energy of the efreet redundant.

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Articun
Articun


Supreme Hero
As i dream, so shall it be!
posted March 07, 2015 04:24 PM

Fauch said:
the step lightly ability of the Fallen angel makes the swirling energy of the efreet redundant.


The Fallen Angel makes all enemies have slow indeed. But what if you don't choose Fallen Angel as the champion?

Efreet offers an ability that you can use earlier that is scaled down. But if you have Efreet you can choose one of the other two champions. Or you can go with another elite and wait until the champion unit to have that effect.

In the end it comes down to how you plan on making your army. Remember, you choose 3 core, 3 elites and 1 champion.

Hope i helped

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