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Heroes Community > Age of Heroes Coliseum > Thread: Finding Harmony Competition 2.0
Thread: Finding Harmony Competition 2.0 This thread is 10 pages long: 1 2 3 4 5 6 7 8 9 10 · «PREV / NEXT»
Fauch
Fauch


Responsible
Undefeatable Hero
posted August 07, 2015 05:58 PM

Jiriki9 said:
Again, if anyone has objections to my judging, feels unfairly treated or such, please tell me in this thread or via hcm.


Yep. my entry was the best by very far

more seriously, I wasn't sure what to do for the gnome upgrade (had some abilities ideas but not sure how to make them work)

and what to say about the scorpicore? it's a bigger, badder manticore?

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted August 10, 2015 12:02 PM

snowing bullsnow. accidentally hit the "X"-button while working on my entry. Now I've lost my drive!

anyway, will update this later when i have it back

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted August 10, 2015 12:40 PM

ah. I know that

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articun
articun


Supreme Hero
As i dream, so shall it be!
posted August 10, 2015 02:43 PM
Edited by articun at 02:34, 16 Aug 2015.

Cubicle

General Info
Also known as: The Lizardkin, the Dragonkin, the Reptilians
Capital City: Khssass
Leader: Ketch Hss
Colors: Black, Green, Red and Brown
Crest: A snake within a lightning
Magic: Proficient in earth, adept in water, dabblers in air
Heroes: Lancer (Might), Apothecary (Magic)

In a glance
The Cubicle (=nest) is a vast breeding ground of sorts for the races of lizard and dragon kin that are not true dragons. Always in the shadow of their distant majestic cousins and often in their service as slaves, subordinates or servants, they have grown to hate and resent them.

They have diverse traits ranging from humanlike to beastlike and from basic instincts to high intelligence. What binds them together is their lineage and a strong sense of unity. From the humblest snake to the mightiest Draconian, these scaly beings will protect and respect each other. Their innate ability is known as Sensory Sync which allows them to use their senses to understand their surroundings better and use the land to their advantage, fining traps easier, detecting hidden or protected enemies and so on. Another passive of this kin is their ability to shed their skin (Skin Shed), a time consuming ability that regenerates them and enhances them.

The leaders are chosen by their ability to show brute strength but also wisdom. There is also another trait of their leaders or heroes that manifests when the two qualities mentioned earlier are potent, the Quorum. This allows the leaders to be able to sense their subordinates’ intentions and delve into them, either inspiring them, frighten them or share their burden. As such, few things can be hidden from the leaders and thus their civilization has evolved around the aspects of honor, truth and respect.

Ketch Hss, the king of this faction is an old Draconian, a race of reptiles very close to the Dragons,  having human like body, sturdy and hardened by scales and able to fly from two mighty wings. The king has been in command for almost 200 years now, and shows no signs of degeneration due to old age. His Quorum ability is also very potent, allowing him to reach every followers within many meters of range.

The colors of their crest are also the colors mostly found on their scales. Black is often the sign of someone very powerful, or with very good body health and strength. Green is the most common color of a normal Lizardkin, while red and brown refer to their special cases, such as poisonous, flying and amphibian kin.

The Lizard in their crest symbolizes their race and has all the meanings the symbol of a snake has: wisdom, regeneration, death, rebirth, change. The Thunder the snake is in symbolizes their speed and might, like the lightning can illuminate so can they, as the lightning can cause great damage so can they and as the lighting strikes out of nowhere with high speed, so will they.

Culture
The culture of Cubicle reminds a lot the Hindu caste system. In the lower part of the hierarchy pyramid we find the peasants and servant caste which incorporates low intelligence or primal reptilians and other members of their civilization such as Gremlins, Crocodiles, snakes, Makaras and such. Even wild animals are considered civilians as long as they can be affected by Quorum and follow basic orders. Moving up, we have the Guardians caste consisting mostly of reptilians and being of mediocre to high intelligence that are oriented towards protection and preservation. This means beings that act as tacticians, captains, healers, apothecaries and so on. Their duties are to command and administer tasks to the lower caste, while maintaining order and balance within the civilization. The upper caste is called Raja and incorporates the Draconians mostly and the Dragon Knight humans but also any other reptilian or being that has proven itself in strength and wisdom and gained a specific title or office. These are the nobles of the society that can attend the high meetings and are the commanding officials directly below the King. The final cast is the Imperium. In this case there is only the King alone with his royal warriors. The job of the king is to agree or disagree with actions or issue commands to be followed and maintain a grasp on all his subjects through his enhanced Quorum ability.

Lineup
Lineup keeps the Heroes VII style with different tier names. Peasant Caste refers to core, Noble Caste to elite and Ruling cast to champion

Peasant Caste

Makara: Snakes that live both on land and waters. Their front part resembles a Stag while its hind part is that of a snake and also has strong fins that allow it to move on land. Reptilians are greatly fond of waters and these beings, possessing basic intelligence are made guardians within the ponds that decorate important buildings.
Role: Slow tank unit that becomes a fast damage dealer while battling on sea.
Abilities: Guardian (when next to an ally unit, there is a 30% chance to take the damage for that unit), Aquatic (this unit loses some defense value but gains speed, movement and strength while on sea or if there is a water/river/sea tile on the battle map).

Guardian Makara: Having more vibrant colors and a much hardened skin through aging and battles, they look more like dragons throughout their snake body. Their fins also grow harder, resembling the skin of elephants. A unique feature they have is that they can stay completely still for hours and it is very easy to pass them off as a statue.
Role: Maintains the role of both tank and damage dealer, though its defense and life stats get much better.
Abilities: Maintains previous abilities and also gains Stagnation (If this unit performs no action on its turn, waits or defends, its Defense value increases and gains the stone-skin buff on its next turn).

Crocodile: Living on the outskirts of the cities, in swamps and lakes the crocodiles are among the not sentient beings of this civilization. They can be used for battle though and are the first line of battle used to weaken the enemy ranks
Role: Tank unit that has adept damage and can cause damage over time as well.
Abilities: Rend (Each attack made by the Crocodile has a 15% chance to cause the rend effect. Rend will cause the enemy to lose 15% of his total HP in damage for two turns and also to cause him to wait until the end of turn to attack – rend can be reapplied to the enemy resetting the turns), Resistance to Earth (Earth spells damage is reduced by 15%)

Armored Crocodile: Though a strange sight to behold, since crocodiles have very hard skin and are somewhat resistant to earth, they have a weak spot once they are rolled over. To overcome this, light metal plates are attached to their bellies to protect them and allow them to fight even more.
Role: Maintains its tank role while also causing some more potent debuffs
Abilities: It does not gain any new ability but enhances the existing ones, Rend will also cause a -15% defense reduction to the enemy unit while active and has a 20% chance to be applied and earth resistance is increased to 23%.

Gremlin: They are like reptilian goblins. They breed fast and quick. They possess the intelligence of a child and see everything as though it is a game. Despite that, they are very crafty and adept at learning things, and that’s why they are able to place traps or throw concoctions given to them at the enemy.
Role: Debuff ranged unit, though it has the weakest ranged and melee attack on the game, thus using their abilities efficiently is recommended
Abilities: Smoke concoction (causes a 1x3 wall that will give the blindness debuff to all enemies passing throw it – lasts for 3 turns and has a 1 turn cool-down), Toxic concoction (causes a 2x2 area of toxic waste that bestows the poison (causing 15% damage based on the total HP of the unit for 3 turns) debuff on any unit passing through it – lasts 2 turns and has a 2 turn colldown), Arm trap (just like goblins, they can create traps at specific places on the battle map that will cause damage to any unit passing on them and stop its movement)

Gremlin Saboteur: Gremlins do not gain ranks or titles in the Reptilian society. They belong to the lowest cast, meaning that they are mere peasants and servants but not slaves. Gremlins are free and will be paid for their services and treated with respect, even though they can be a huge nuisance and destruction source.
Role: Maintains the role of a debuff ability oriented unit but gains the Mechanic ability
Abilities: All concoctions last 1 more turn and gain the Healing Potion ability (has 3 charges and acts as the heal spell. Will heal 20% of the total health left on the target unit) and also the Mechanic ability (they can cause 10x their normal damage to mechanical/construct/warfare units and can also tinker friendly such units to heal them for 5x their normal damage)

Guardian Caste

Amphisbaena: Nobody knows how this species came to existence. It is a large snake, with two powerful wings and a head on each end of its body. Both heads have intelligence although they are of one mentality. It’s like having one person split in two. When amphisbaena talks, it does so from both heads complimenting each other sentence which can be a little strange. Still, they are agile fast and it is very hard to surprise this creature. In cubicle, they hold the position of Sentries, able to detect enemies from afar alert the city and then strike to hold them down. They can be devastating both in air and land.

Role: Very fast damage dealer with long range of movement. Not so good on defense but will not be flanked and others cannot have the preemptive.

Abilities: Unlimited Retaliation (Having two heads allows this unit to retaliate as many times as it is attacked), No Preemptive (Being able to see from both heads, this unit will see every attack coming), Flyer

Desert Amphisbaena: This specific species of the Amphisbaenae are accustomed to the hardships of the desert and thus has more heat and earth resistances. They are also more able predators as the food is scarce. One could say they are more primal than their other counterparts due to the lack of communication as they prefer a more reclusive life but this isn’t so. Desert Amphiosbaenae as any who have been through hardships and hardened by the elements of nature, know when, how and to who to act or talk.

Role: The same as before, movement range becomes better and also this unit can resist fire and earth magic and also poisons. Can be used well with the abilities of Gremlings

Abilities: Maintains all previous abilities and also gains Fire Resistance (25% reduction to fire damage dealing spells and 15% to avoid them entirely), Earth Resistance (25% reduction to earth damage dealing spells and 15% to avoid them entirely) and Poison Immunity (cannot be inflicted by poison abilities or spells)

Hydra: Hydras are an oddity in this caste. They do not possess intelligence but merely basic instincts. What gave them access to this caste was their brute force which parallels those of the strongest beings but their flaw is that they need a good Quorum commander to lead them into battle. One has to say also that there are many kinds of Hydras far more frightening and less able to be controlled out there.

Role: Tank unit with very good attack and regeneration but very slow and with low growth.

Abilities: Regeneration (this unit is healed a bit at the beginning of its turn), Multi-attack (having multiple heads allows the Hydra to attack in all directions around it)

Elder Hydra: Many Hydras grow accustomed to their controlled with the quorum ability. Some even say that they even come to such trust levels that they allow him or her to take control of their body. Elder Hydras become poisonous with time. Their poison is never very strong or potent but it can last for a long time. Also, it is very hard to retaliate to such creatures.

Role: The poison will inflict some extra damage but the Elder Hydra should be used to delay the enemy’s advance by supporting other damage dealers around her.

Abilities: Keeps the previous abilities and gains No Enemy Retaliation (The enemy cannot retaliate when a Hydra attacks), Poisonous (The Hydras Attack will inflict poison upon its target causing 2% of the enemy remaining total health as damage for 5 turns).

Dragon Knight: Dragon Knights are humans that have undergone severe training in the Cublicle and learned the tactics and warfare style of the Reptilians. Sometimes they are seen as outcasts, but are never mocked or disrespected. They hold an elite place among warriors of this empire and are treated as such. Living with Reptilians can be hard, but humans can adapt to any situations and these Knights have trained so much to be able to take down dragons. Just that gives them respect. Their armor is made of the scales of other reptilians that died in battle reinforced with steel and sometimes mithril. This is done from the reptilians as a tribute to the fallen and as a ritual to show rebirth by shedding their mortal skin. This gives the Dragon Knights a more reptilian outlook while they maintain the normal Knight visage.

Role: Like the Amphisbaena, this unit is a fast damage dealer with balanced overall stats. It can strike and return and when this unit manages a critical or morale boost it can attack twice.

Abilities: Strike and Return (this unit will attack and return to its starting point after receiving retaliation), Opportunity strike (when this unit benefits from good morale or manages to land a critical hit, it can attack the same target again with normal damage without boosts to critical of morale)

Dragon Slayer: Dragon Knights specifically trained to withstand Dragon attacks and take them down. They train at killing and managing big game and also to withstand basic magic attacks.

Role: Especially good unit against large units or units that cause magical damage.

Abilities: Maintains all previous abilities and gains Basic Magic resistance (25% reduction to all magic spells and magic attacks), Giant Slayer (25% more damage to big units), Dragon Slayer (33% chance to critical against a dragon unit)

Ruling Caste

Draconian: Draconians are reptilians that resemble a human like dragon. They have strong wings and are able to fly but also possess hard scales that are as strong as any armor. They also possess uncanny intelligence and power. These are the true rulers of the reptilian society and the King is chosen among them.

Role: As a champion unit, this one is best suited to cause quick damage to enemy units. It can move a moderate distance, fly and cause quite the damage.

Abilities: Flyer, Mighty blow (the attack of this unit will knock back the target and stun him, making him loose his action for this turn and retaliation), Inspiring Presence (Able to communicate with their quorum ability or just the show of strength, this unit increases the luck and morale of all ally units close to it)

Draconian Overlord: Overlords are the royal guards of the King and are rarely seen in battle. But when they enter the fray, the tides usually change. Adept in command and leadership, powerful and mobile, these are the commanders that can stand on their own.

Role: Quick damage to enemy units with immobilization. It can move a good distance, fly and cause quite the damage.

Abilities: Maintains all previous abilities and also gains Sweep (this unit can attack up to 3 units standing in front of it or to its sides. Mighty blow apply to all of them).

Enslaved Dragon: As was mentioned, reptilians do hate their cousins the dragons so much that they are willing to enslave them and treat them as objects, even turn them into objects if need be. Such an example are the enslaved Dragons that are kept in darkness and thrown fungal spores on them that grow on them and in time as they parasite on their host, devoid it of mental capacities.

Role: More are of and area damage and some ranged shots that could be used to minimize the enemy numbers from afar.

Abilities: Spitfire (this unit can spit balls of fire to the enemy causing great fire damage and with a chance to apply the burn effect), Dragon Breath (this unit attacks a 3*3 are in front of it with a wide breath attack)

Zombie Dragon: Zombie is used more to mock this being that have become entirely devoid of mental capacities and just follow orders that they are given. These are the enslaved dragons by the dragon slayers that have been made "tools" to be used by the Cubicle. A dreaded fate indeed...

Role: Better be used as a tank while it maintains the same offensive power as the basic unit.

Abilities: In addition to previous abilities, it gains Parasitic Regeneration (whenever this unit is on a tile with an already dead stack, it gains regeneration) and Spores (This unit will shed spores at the enemies with each attack or ability causing a small amount of damage that heal this unit)

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted August 11, 2015 05:02 PM
Edited by kiryu133 at 19:52, 12 Aug 2015.

Itza

CORE

Crocodilian > Crocodilian hunter
(Walker, Shooter): Croc-men armed with short bows and hide armour.
-Poisoned arrows(Uppg): ranged attacks by this creature poisons the target.

Serpent > Amphisbaena
(Walker, melee): Large snakes that grow a second head with age.
-No enemy retaliation: With quick strikes no creature can react fast enough to retaliate against a serpent.
-Venomous: Atacks made by this creature poisons the target
-Unlimited retaliations(uppg.): With two heads always at the ready Amphisbaena always retaliate.

Wasp > Dragonfly
(flyer, Melee): large flying insects with a nasty sting.
-Cleaning attacks: Wasps remove any positive magic effects upon attacking.
-Weakening attacks(Uppg.): Dragonflies weaken any enemy they attack. power depend on amount of Dragonflies and effect stacks.


ELITE

Basilisk > Basilisk king
(walker, melee): Large, swamp living reptiles with six legs. Their bites petrify the flesh.
-Petrification: Attacks have a chance of petrifying enemies for up to 4 turns or until they are attacked. Attacking petrified units only deals 50% damage but any units killed can not be resurrected.
-Petrifying Gaze(Uppg.): Basilisk kings have a chance of petrifying any unit attacking it without retaliation from the basilisk. This includes ranged attacks.

Wisp > Magic elemental
Flyer, Melee): With several points of magic focus throughout the swamps the Crocs have built temples over. This is honoring the beings of magic gathering who in return help with much they are being asked for.
-Magic attacks: Wisps and Magic elemental attacks are magical and as such Their attacks are unaffected by enemy defense and friendly attack values.
-Immune to mind effects:Wisps can not be affected by any mind-altering spells and effects.
-Magic Channel(Uppg.): Magic elemental attacks get stronger with increased hero Spellpower.
-Immune to magic(Uppg.): Magic elementals are completely immune to magic and magic effects of all kinds.
-Witch Synergy(Uppg.): There is a bond between Magic elementals and Witches. Magic elementals do double damage to any unit who was last damaged by a Witch.

Shaman > Witch
Melee, Walker): With knives, charms and pointy hats these female Crocs spread fear and paranoia with the help of various spirits.
-Fear inducing attacks: As spirits aid her attacks, enemies are forced to run away from her as far as they can which also hinders retaliation. Units immune to mind effects are immune to this.
-Magic Elemental Synergy(Uppg): Fear inducing attacks caused enemies to run towards a Psychic elemental if possible.
-Undead hunter(Uppg): Witches jobs in peacetime includes hunting and destroying any undead commonly wandering the swamps. Witches do 50% increased damage to undead.

Champion

Hydra > Ancient Hydra
(Walker, Melee): Many-headed, enormous snake-like reptiles with a single pair of underdeveloped forelimbs to help it move through the overgrown waters.
-Many-headed attack: Hydras attack all adjacent enemies.
-No enemy retaliation: With quick strikes and long reach no creature can hope to retaliate against a Hydra.
-Unlimited retaliations(Uppg.): Ancient Hydras don't run out of retaliations.
-Regeneration(Uppg.): Ancient Hydras regenerate health every turn. HP regenerated is equal to 2X amount of original hydras + missing HP of top creature.
-Opportunistic(Uppg.): If in contact with any enemy being attacked by a friendly target the Ancient Hydra will attack the target as well with a single head for 10% damage.
____________
It is with a heavy heart that I must announce that the cis are at it again.

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PandaTar
PandaTar


Responsible
Legendary Hero
Celestial Heavens Mascot
posted August 12, 2015 12:12 AM
Edited by PandaTar at 18:31, 12 Aug 2015.

VAULTS OF REDEMPTION


Town Screen



As the name implies, Vaults are many hidden chambers within a monumental rock where the ancient race of the charrs lay. The daunting figure which is etched on the rock reminds all those who enter their domains what lies in those lands if they overlong their presence. These vaults are usually named vaults of redemption due many of the locals use them as judgment chambers, or trials as to prove and test resilience, power.

Charrs are wise, enough to keep a watchful eye on enemies and even pick allies, allowing their presence as long as they don’t notice any misdeed or betrayal, in an exchange of experiences and even small beneficial advantages, also while neighboring allies don’t bring misfortune or all pays the price.


Hero Classes



    Charrs are an ancient dragon-related sentient race. Accordingly to the Old Voices, they were the wisest of the dragons, embodiments of great power in the shape on their own, quite different from the their current counterparts, spirits tied with less wisdom, but great will.

    They rule the vaults, and their starting roles are based on principles as well, in synergy promptly with the corresponding tier of units under control. Their prowess is based on telepathic and super sensorial level and on physical abilities, given that, in their nature, they are pretty much resistant to magical effects.

    Even so, by channeling their telepathic and sensorial powers with the incredible properties of the Ancient blood of their race, they can meddle in the realms of controlling decaying bodies to do their bidding. Powerful Charr Visionaries gave, as a lack of a better word, ‘life’ to those who became the first known Necromancers, only that, differently from the dark art of prisoning souls of the dead, they work with their own soul, dust and mold of the world itself.
• Judge – the Ruling Principle class.
• Visionary – the Exploring Principle class.
• Beastmaster – the Commanding Principle class.

    In spite all their ancient bearings, and the way they keep vaulted everything which is concerned with their origins, they keep a regular contact with the world beyond, even having a fair commercial relation amongst neighboring and friendly kingdoms, allowing some of them to build or trade next to their stronghold. They are not pretty much concerned by petty and small grudges that can come with this opening, for their allies, and pretty much all enemies, know that this a race no one should make a fool of.


Racial Skill

    Shared Consciousness

    All heroes and units share knowledge about their bearings, constantly communicating what they learn and experience amongst themselves, also sharing some part of that knowledge to the armies they lead. Each main level of this skill grants added stats improvement to units when both hero and unit are tied in synergy by their principles, and the hero may choose where units are improved.
- Basic Shared Consciousness: 1% of all experienced gained by any hero in any event is granted to the other Vaults heroes. On experienced battles, any slain foes give proficiency on the next battle. All Vaults units have increased effectiveness in attack and defense, a fixed portion on their own experience, plus an additional % experienced by shared experience (5% + 0.5%). The Shared Consciousness is a global effect, and they stack between heroes (if 4 of them have Expert skills, their units will have 4% of shared effectiveness against known foes plus their own experience by fixed number with their heroes, of 7%; another example, if there are 10 heroes with Ultimate skills, their units will have 10% of fixed effectiveness plus 25% of shared, in a total of 35% more attack and defense against known foes).
- Advanced Shared Consciousness: 2% of experienced gained is shared. Units’ effectiveness against known foes is increased (6% + 0.75%).
- Expert Shared Consciousness: 3% of experienced gained is shared. Units’ effectiveness against known foes is increased (7% + 1%).
- Master Shared Consciousness: 5% of experienced gained is shared. Units’ effectiveness against known foes is increased (8% + 1.5%).
- Ultimate Shared Consciousness: 10% of experienced gained is shared. Units’ effectiveness against known foes is increased (10% + 2.5%).


Tier System

    In the Vaults of Redemption, units get stronger depending on the actions taken by heroes, tied with the three skill-tree principles: explorer, ruler or commander. As heroes engage more in battle, units that are akin as innate fighters get slightly stronger, by an extra-sensorial experience sharing explained by the main Racial Skill Shared Consciousness. Same goes when exploring or ruling; building the faction. Three units stand for each principle, whilst a tenth one stands for all principles, making it the ultimate unit for this faction.


Units

    Exploring Principle
1. Ahool – the big albino ahools are masters in exploration, although their vision is limited. Their hearing is one of the best and they can identify elements by the sounds of their surroundings. Their flaws are quite compensated by their shared consciousness of their masters, whilst they exchange what they experience in recognizance by listening to the world beyond.
    Role
- Flyer
- Living
- Light infantry
    Weekly base growth: 16
    Abilities
Perfect Hearing – on the adventure map, this unit can identify suspicious activities on lands beyond the shroud or outside the fog of war up to three days distant, they can also identify number of enemy units on nearby armies. They can also identify armies which have just fought, especially when there were many casualties, giving an edge of advantage in chasing weakened armies.
Swoop – this units reacts most of the times against enemy units which are taking actions nearby, attacking them fast with a swooping motion, returning to their position later.
Bad Sight – this unit doesn’t depend on vision to take actions, and will no fret if it gets blinded either.
Rabies – this unit doesn’t suffer this ailment, but it’ll infect any foe it attacks. Foes with rabies become uncontrollable for a little while, and it’ll attack the nearest foe it can reach. If it cannot reach any foe, it has a small chance to attack the nearest allied stack. That attack has a minor chance to spread Rabies to the next target and so on.

2. Lich – from the bodies of those who enter the vaults looking for answers, or by belief of their gods, or searching for secrets, magic, treasures; charrs study and raise those with a bit of magical history, so they can fill in the gaps of spell casting they cannot perform. Besides that, it’s another way to defend their minds from a direct link to the undead, things they judge aberrations. By having a dead body between charr mind and undead soul, they can remotely break necromancy for a short time and turn the dead body against those who corrupt the souls of the dead.
    Role
- Walking
- Non-living (differently from the undead which exist through necromancy, this unit is under the bidding of the charrs bounding their own minds to the dead body in a very ancient ritual. They don’t have weaknesses against light or cleansing magic)
- Archery
- Caster
- Support
    Weekly base growth: 11
    Abilities
Miasma – the decay and pestering of mold and flesh surrounding its body causes random ailments on surrounding foes if they linger too long nearby. The effect strengthens if foes don’t move away, as the effect will also take longer to pass if it’s too strong. Effects are much more varied upon the living.
Death Cloud – combining the pestering effects of their own composition of the last traces of magical powers of their bodies, they can shot projectiles in the form of a cloud of deadly gas which affects all foes in a small area, suffocating them.
Skeletal – has greater defense against projectiles, but takes increased damage from melee attacks.
Control Undead – this unit can break the effects of necromancy on a target for a while if they have enough power to subdue it. The bonds can be broken for up to three turns and effects may vary from decreased stats, to complete idleness or attacking the nearest allied target. While the control is being exerted, lich cannot take any other action. If lich is attacked while this binding is happening, it is broken and lich will be weakened for the rest of the duration (up to three turns). This ability takes six turns to be available again. On the adventure map, it can be cast on neutral undead units and make them walk about for a while on their own, even engage in nearby battles in order to weaken another army.

3. Amphisbaena – these vicious beasts are considered monsters of transition, when one head bites, the other head acquires some of the characteristics of the bitten foe, and this is how they get to learn and explore the world. They are also hard to control, because they usually act and react unpredictably due their minds being in very different perspectives and their perception of their bearings is ever changing. Although some amphisbaena may develop a primary form of wings, they don’t fly. They can plane though, when going to and fro vast chambers in the vaults.
    Role
- Walking
- Living
- Light infantry
- Support
- Large
    Weekly base growth: 9
    Abilities
Fast Reflexes – the speed and alertness of this unit is such that it’ll retaliate any action taken or movement on its surroundings, even if the enemy is not targeting it, and it’ll always strike before being stricken.
Vigilance – having a superb range of view, this unit cannot suffer from flanking penalties, especially because it can retaliate both ways without having to turn around.
Planer – this unit doesn’t take damage when falling from high ground.
Assimilation – when this unit attacks a target, the other head adapts the next attack by imbuing any ailment present in a foe’s ability list, or it can steal magical buffs for its own.

    Ruling Principle

4. Medusa – medusa is for hydra, the same charr is for dragon. As a sentient race bound by charr’s will, they are the lost link between dead and living, the embodiment that can actually turn life into death, by petrification. By evolving in will, their shape came to be as beautiful queens of stone people. The most notable medusa is Kasamede, one of the few of her kin which exerts abilities as a Visionary.
    Role
- Walking
- Living
- Heavy Archery
- Support
    Weekly base growth: 6
    Abilities
Dragon Bone Arrow – the power of dragon bones is used with deadly accuracy by the hands of a medusa. The shot pierces easily any armor, and may even pierce through light armored units, even hitting another target standing behind it. It can also pierce some small obstacles, and does full damage against spiritual units.
Flesh to Stone – foes with flesh bodies, either living, non-living or undead, can be turned into stone for a short while. While in stone form, they cannot act or react, takes no magical damage but doubled physical damage. This condition can trigger when medusa is at close range, and it is either an action or reaction ability.
Life to Death – sometimes, even when it doesn’t turn one to stone, a few of those can be slain for good. This ability triggers only when attacking and it can affect only living and spiritual units. Spiritual units cannot be petrified, but they can suffer the Life to Death penalty.
Mercy of the Queen – some long slain invaders who were turned to stone finds new life at the mercy of a medusa, vouching loyalty to the Vaults, increasing slightly the weekly income of the kingdom, either in gold or in any other resource, randomly.

5. Psychic Elemental – these elementals are a force on their own, sometimes surfacing to the acknowledgement of the charrs, sometimes fading away completely. It is said they are the conversion of all elements into one single entity attached to a powerful mind of a dead charr. These psychic elementals can manipulate the elements freely and use telekinetic powers to find the weaknesses of their foes in battle.
Role
- Teleporting
- Spiritual
- Archery
- Caster
    Weekly base growth: random number 0-9
    Abilities
Identify Elements – the psychic elemental will attack the foe with the best elemental based attack. If there’s no elemental weakness, it’ll attack with a strong telekinetic force. It’ll also nullify any upcoming elemental based offensive action.
Instant Attack – telekinetic attack happens with thought, no matter how distant or how covered a target is. Once it is known, psychic elementals will be able to target it. Its attack cannot be retaliated because it is not anticipated.
Psychic Shock – finding a gape into a foes mind, this unit’s attack has a chance to cause confusion on the target. Confused enemies take random actions for two turns or until being physically damaged.
Uncertainty – this unit has a chance not to be available weekly at town. Numbers may vary sometimes.
Bend Element – this unit can lessen negative effects on allied army caused by elementals on the adventure map, such as blizzards, firestorms and other magical events based on elements.

6. Redeemer – in spite of its frightful appearance, redeemer is but the gathering of the minds of all charrs long dead in the deepest vaults. As their minds never really fade from existence, they gather and gain a form, which then controls any dead body enveloped by a cloak of darkness, just the crude and simply darkness. Redeemers are much more sensitive units, and they tie their existence to their enemies in battle, often working on their minds convincing them not to attack, or to repent and kill themselves, or sometimes making others join their ranks instead of facing a dark and ominous fate.
    Role
- Floating
- Spiritual
- Infantry
- Support
- Large
    Weekly base growth: 5
    Abilities
Penitence – foes that attack a redeemer have a chance to regret and skip the next turn or refuse to target this unit again.
Sentence – the redeemer attack cast a mark upon a unit. This ability will make the targeted enemy take part of the damage or be affected by any ailments it come to inflict upon enemy ranks. Only one mark per Redeemer stack can be active in battle.
Repentance – a foe has a chance to lose one of his own ranks for each one Redeemer killed in a taken action.
Penance – before engaging neutral battles on adventure map, some neutrals have a chance to join in the ranks and they move to the nearest allied town. If there is not town under control, they become available as reinforcements for the next turn.

    Commanding Principle

7. Minotaur – minotaurs are all invaders who haven’t died and turned into liches. They embodied the secrets of old magic within the labyrinth of vaults, sometimes resisting the controlling powers of psychic elementals or the powerful enchantments of medusas, or even repenting their sins in the form of a beast. They become sturdy monsters, crusted with the secrets of the deepest vaults, loyal to the charrs with unshaken certainty.
    Role
- Walker
- Living
- Heavy Infantry
- Large
    Weekly base growth: 7
    Abilities
Resilience – have been proved by many of the deepest vaults secrets, ailments, spells or even physical attacks can be resisted by them.
Stone Skin – physical damage is weakened against its tough skin.
Loyalty – this foe cannot be controlled by none but its original master.
Impassable Form – nothing pierces a minotaur. Even spiritual beings cannot go through it.

8. Hydra – these gigantic beasts are one of the deadliest of the vaults secrets. Very few in number, they compensate by the great number of heads and the amount of damage they can cause to anything they attack. Besides that, they have great regenerative powers and they linger on the brink of death unless all heads are taken down at once. If not, they can resurge, fiercer and stronger. Many foes are necessary to take it down, and yet, it can strike all at once devoting each head for each individual opponent.
    Role
- Walker
- Living
- Heavy Infantry
- Giant
    Weekly base growth: 2
    Abilities
Multi-headed Attack – this unit can hit all surrounding targets at once.
Devouring – units with a living body are eaten when slain, not being able to be resurrected or reanimated.
Regeneration – this unit regenerates a portion of lost life each turn.
One Last Limb – sometimes this unit will not die, lingering with few HP because a single head was left undamaged.

9. Zombie Dragon – nothing but a shadow of a living dragon, they are specially bound by visionaries on the remains of those great beasts. Keeping most of the magical properties of a dragon, the life itself of the breath is now gone, only substituted by the dread feeling of facing these beasts in battle. However, as legends says, when the corpse of a dragon starts to die, everything around it die as well, and thus the deadly power of controlling the zombie dragon come to be so fearsome. It is said that there’s really little hope of surviving a close encounter.
    Role
- Walker
- Non-living
- Heavy Infantry
- Large
    Weekly base growth: 3
    Abilities
Miasma – the decay and pestering of mold and flesh surrounding its body causes random ailments on surrounding foes if they linger too long nearby. The effect strengthens if foes don’t move away, as the effect will also take longer to pass if it’s too strong. Effects are much more varied upon the living.
Dragon Blood Oblivion – the cursed blood of dragons cause an unavoidable spread of death and destruction where it touches, when the blood is dead. The curse is strong enough to bring up the complete decomposition of any element in direct contact with it. When this unit is attacked at close range, the dead blood causes a permanent loss of any magical and physical resistance for the duration of the combat upon the attacker.
Fearful Presence – living beings are afraid of facing these terrific units, so they have a penalty on morale and also have a chance of completely ignoring an order given, afraid of laying a finger on this monster.
Dragon Fangs – although the flesh is decaying and the dead blood is going dry, the bones of a dragon remain as strong as diamonds for ages, holding all their magical properties. This unit’s bite inflicts full damage to any kind of unit, that being armored, spiritual, fluid, living, undead.

    Ultimate Unit

10. Empyreal – the sublime and pristine Empyreal dragons are all snow white and majestic in their looking. They resemble little of charrs appearance, although they are a very wise and powerful entity on their own, remaining, in their essence, beasts of ancient times. Very little they are seen outdoors, although they are known to contemplate the sunrise from time to time, or are seen flying through storms at apparent ease. When their domains are in a dire situation, they become formidable enemies, for they are the most powerful of all Redemption entities, the only truly complete beast with both physical and magical prowess, filling the lack of magical capacities in their domains with effectiveness.
    Role
- Flyer
- Living
- Heavy infantry
- Caster
- Large
    Weekly base growth: 0.5
    Abilities
Dragon Blood – grants this unit completely immunity to harmful spells, whilst it can imbue beneficial magic effects upon itself if it chooses so.
Dragon Breath – this units attack affects an arc-shaped area in front of it and it goes beyond a single foe, hitting even those standing in the back lines, although the strongest blast is felt only by the unfortunate ones in the front.
Sunset Breath – this channeling ability takes three turns to be ready. It enables the dragon to spit a searing ball of energy that explodes on contact damaging all units around it, disintegrating those it slays, making it impossible for them to be resurrected or reanimated. The disintegrating effect doesn’t work on spiritual units.
Beacon of Light – empyreals can guide and shine their celestial bodies upon their allies on the adventure map, increasing their movement points at night and also nullifying any oppressive effects any dark and light spells or abilities have upon allied troops, such as those sprung by traps.
Prismatic Scales– when hit by physical abilities, scales of empyreals flash brightly causing temporary blindness on surrounding opponents.

    Neutral Vaults Unit

Crimson – it's an empyreal that starts roaming the world. As ages go by, it's snowy white colors start to redden, burning down the sunset fire into its scales, a sun it always seems to be following. Crimsons are hard to control, because they are basically minding their own interests, but some of their long lost connection to their origins can still instill into them, a hidden power to defend their homeland.
Role
- Flyer
- Living
- Heavy infantry
- Large
    Weekly base growth: 0.25
    Abilities
Dragon Blood – grants this unit completely immunity to harmful spells, whilst it can imbue beneficial magic effects upon itself if it chooses so.
Dragon Breath – this units attack affects an arc-shaped area in front of it and it goes beyond a single foe, hitting even those standing in the back lines, although the strongest blast is felt only by the unfortunate ones in the front.
Immolation – this unit's scales are always red hot with heat, burning away anything that's nearby.
Frenzy – this unit attacks whichever unit it chooses. Sometimes, it'll move and attack on its own volition, ignoring the commands of a hero.
Far Sight – being a natural wanderer and explorer of the world, it increases greatly the line of sight of the army.
____________
"Okay. Look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster."
GlaDOS – Portal 2

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted August 17, 2015 04:55 PM

So, roudn finished. Judging will take a little time, but no more than a couple of days, I think.

Articun, you won last round and did not yet send me a wish for a creature to be in the list next round

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Fauch
Fauch


Responsible
Undefeatable Hero
posted August 17, 2015 05:10 PM
Edited by Fauch at 17:13, 17 Aug 2015.

a white knight which actually appears to be a magical goat so shiny that it looks like there is a white knight on it

or maybe a hydra. which happens to be a 7 headed dog. with wings.

oh wait, those would be pandatar proposals actually.

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PandaTar
PandaTar


Responsible
Legendary Hero
Celestial Heavens Mascot
posted August 17, 2015 05:37 PM

o/
____________
"Okay. Look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster."
GlaDOS – Portal 2

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted August 19, 2015 04:11 PM

Scores for Round 5

Feedbacks first, as always.

Cubicle by Articun
I really like this faction, though a few questions remain. For example, maybe I have overread it, but does this faction have some kind of home terrain and if yes, which? Also, for example, if the hydra can be retaliated, who does so? Still, as said before, I really like this! The units fit good together, I found the reptilian gremlin interesting and although they are mostly scaled, you still find a kind of variety here in abilities and style. I especially loved the dragon knights setting-and lookwise! Would love to see them in action The enslaved dragon is a very interesting and creative variant as well. The setting is also nice and fitting, though maybe not a milestone of creativity. Quorum is very interesting, as well as the other faction specific abilities, I would like to know how they are incorporated in the game.

Itza by kiryu133
It was a bit close wether I accepted the requirements as met here, as the Croc-men are, well, croc-men and not crocodiles, but I did not want to rule a faction out by such a narrow and picky reason, and also there were 2 of them, so I counted each of them as 0,5 creatures from the list and thus it is accepted - narrowly.
Now, to the true feedback. This is...really slim. Only lineup, no faction explanation. I take it as unready (maybe because the drawback of loosing your work early on?), but will still try to judge the lineup best I can. It certainly fits as a more or less typical swamp faction, so: good ambiance. But I miss creativity here as well, except the synergy between elemental and witch.

Vaults of Redemption by PandaTar
This is really nice work. Of all the factions you presented so far in this contest, the gameplay seems most clear to me – and I like the concepts you use here, with the 3 principles and the racial, which is an idea not unheard of, but a very interesting way to incorporate it. I personally would exchange the principle for Lich and Elemental, but that is minor. The units are really nice, with nice, fitting and creative abilities. I like that some classic units are changed a lot, but still feel right. Awesome faction, in my opinion, I’d love to know more about it or see it in a game – though it would have to be a game in which every faction does not have the typical tier system, probably.


Scores
Well, it has to be, here is how I score the factions:
-Vaults of Redemption - 10 points
-Cubicle - 8 points
-Itza - 3 points


At this point, I want to ask if there is anyone who would be willing to assist me in judging, maybe doing it together or switching from round to round? It would make things fairer and, maybe, allow me to sometimes enter the myself.

Round 6
Time for the next round with a twist! Thus, still a 6 creature list of which you have to pick 4
Twist: For this round, as additional task, you have to give me the relations of your faction to 7 other factions, which must either be factions which already appeared in official HoMM games OR factions which were created within this contest.
Creatures: Dragon Golem, Memaid, Demon, Slave, Blade Dancer, Scorpion Man
Deadline: As this round has a twist, the deadline is the 6th of September.

REALLY strange unit list this time. I am really curious about how you will mix 'em together. And of course I am also curious about how you deal with the relations

Additionally, I'd like to ask all of you a question: What do you, so far, think about the contest, and the twists? Should I leave them out? Or maybe do them more often? Would you like different twists? How did you like the creature lists so far? (They are chosen randomly, btw.) What about the difficulty curve? Thanks for your responses, and everybody have fun with this new round!

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PandaTar
PandaTar


Responsible
Legendary Hero
Celestial Heavens Mascot
posted August 19, 2015 04:48 PM

Squee!

Jiriki9 said:

Additionally, I'd like to ask all of you a question: What do you, so far, think about the contest, and the twists? Should I leave them out? Or maybe do them more often? Would you like different twists? How did you like the creature lists so far? (They are chosen randomly, btw.) What about the difficulty curve? Thanks for your responses, and everybody have fun with this new round!



The thing itself is somewhat fun, mainly to vent some ideas and gather data, given that I'm making, as an amateur and fan thing, a full Heroes idea for a matter of discussion in not so far future. So, these proposals are more like small tests.

When I first heard of a twist, I was thinking on an additional request given half-way after the contest started, so as a means of adaptation of something one had already created, whenever possible. But they are also entertaining, to give a different flavor for each round, or it would grow dull.

Line ups are ok. I'm not really bothered by heterogeneity, and I do prefer that. When units are presented too homogenized, it makes the proposal a bit predictable, unless you bend classic notes into new songs, casting a logical and interesting melody. Metaphorically speaking, that is. hoho
____________
"Okay. Look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster."
GlaDOS – Portal 2

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted August 19, 2015 05:36 PM

Jiriki9 said:


Itza by kiryu133
It was a bit close wether I accepted the requirements as met here, as the Croc-men are, well, croc-men and not crocodiles, but I did not want to rule a faction out by such a narrow and picky reason, and also there were 2 of them, so I counted each of them as 0,5 creatures from the list and thus it is accepted - narrowly.
Now, to the true feedback. This is...really slim. Only lineup, no faction explanation. I take it as unready (maybe because the drawback of loosing your work early on?), but will still try to judge the lineup best I can. It certainly fits as a more or less typical swamp faction, so: good ambiance. But I miss creativity here as well, except the synergy between elemental and witch.


losing my work (where i had already gotten a fair bit of lore and stuff in) was definitely the reason. Just couldn't be arsed to add it in later

Anyway, I enjoy making factions that adhere to the old Heroes in the way gameplay works which is why they do tend to be on the more classical standards. Might change the tier system for next time.  


Jiriki9 said:
At this point, I want to ask if there is anyone who would be willing to assist me in judging, maybe doing it together or switching from round to round? It would make things fairer and, maybe, allow me to sometimes enter the myself.


Could do it. All of my factions are in some way already Old factions so tying a new one in with them would be strange and i don't read my competitors anyway. I'd have to now but whatever. Can certainly be done.

Jiriki9 said:
Round 6
Time for the next round with a twist! Thus, still a 6 creature list of which you have to pick 4
Twist: For this round, as additional task, you have to give me the relations of your faction to 7 other factions, which must either be factions which already appeared in official HoMM games OR factions which were created within this contest.
Creatures: Dragon Golem, Memaid, Demon, Slave, Blade Dancer, Scorpion Man
Deadline: As this round has a twist, the deadline is the 6th of September.

REALLY strange unit list this time. I am really curious about how you will mix 'em together. And of course I am also curious about how you deal with the relations

Additionally, I'd like to ask all of you a question: What do you, so far, think about the contest, and the twists? Should I leave them out? Or maybe do them more often? Would you like different twists? How did you like the creature lists so far? (They are chosen randomly, btw.) What about the difficulty curve? Thanks for your responses, and everybody have fun with this new round!



I like the twists though i prefer ones that actually affect the factions more rather than the lore or creatures. Adventure map racial for example was quite fun as it didn't necessarily impact the kind of Lineup I could have but did impact how i wanted them to play.

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PandaTar
PandaTar


Responsible
Legendary Hero
Celestial Heavens Mascot
posted August 19, 2015 06:06 PM

kiryu133 said:

I like the twists though i prefer ones that actually affect the factions more rather than the lore or creatures. Adventure map racial for example was quite fun as it didn't necessarily impact the kind of Lineup I could have but did impact how i wanted them to play.


Yeah, that. Involving lore is the least interesting and compelling twists, imho. Especially because some of us envisioned the proposals in different settings, which might not transpire into words that easily.
____________
"Okay. Look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster."
GlaDOS – Portal 2

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted August 20, 2015 09:00 AM

Okay, so for the next twists, I wont choose a lore twist then

And what about the number of rounds with twists? Would you prefer if they were in more often, like, every second round instead of every third?

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PandaTar
PandaTar


Responsible
Legendary Hero
Celestial Heavens Mascot
posted August 20, 2015 11:10 PM

I think they could be every round, in very different manners, so as to expand the possibilities and force creativity and versatility a bit.
____________
"Okay. Look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster."
GlaDOS – Portal 2

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articun
articun


Supreme Hero
As i dream, so shall it be!
posted August 24, 2015 03:34 PM
Edited by articun at 16:29, 06 Sep 2015.

So, i guess i am going to be the first to enter this competition. If i manage to finish the faction before it ends though that's another matter

But let's try this! Within the universe i am creating thanks to this competitions, i give you Contraband


Contraband

Overview
A desert themed town, usually close to a port in the far distance, where slaves and other curiosities can be sold. The peculiarity is that you can find anything, from demons to do your bidding to Mermaids and Gladiators. The city does not revolve around just trade but also gladiator matches, spy services and mercenary cervices. Artifacts are also easy to find weakly and you can also request specific orders for what you are looking for.

Organization
Such cities are small and throughout usually desert coasts and next to seas. They can be found in small islands as well, but are rarer and they usually revolve around pirates. Such a city revolves around a very strong or wealthy trader, families of traders or even organizations of traders that keep the town working. Most work is carried out by slaves, making the main citizens of the towns look like semi-nobles or even nobles, while the true leaders look like kings. Often, there are many disputes between the stronger families, many intrigue and the occasional slave uprising. But in the grander scheme, this is just day to day issues within the town or between such towns.

Military
The main military force of the towns is comprised by mercenaries and gladiators. The blade dancer gladiators are of the finest militiamen. Flexible, agile and deadly. Mercenaries can hold their ground as well, but they simply cannot match the blade dancers. Occasionally, and when the town is in true danger, some of the selling products will be used for defending the towns such as dragon golems (mostly broken), sirens and genies.  

Diplomacy
Diplomacy is hard to describe with this faction. Being what it is, it proves a bit of a necessity for such factions, goes unnoticed by others and some others even use it. But the truth is that most factions have not established a clear dictate considering the relations with this faction as for them it is not entirely a faction at all. If we could try to make out possible relations though, it would be along these lines:
1.Preserve: Nirvana is secluded for most of the world. Anyone that wishes to join the ranks of this empire must seek it out on his own. Thus Nirvana has no relations to Contraband. Their ancient knowledge and magical insight, as well as their immortality makes them mostly indifferent to possessions and work is a form of betterment for themselves, so they do not need slaves. When diplomatic relations are needed, Nirvana leaders will look a bit down on the leaders of Contraband as though they had to do with spoiled children. And most of the time, the leaders of contraband get chastised and ridiculed without even knowing.
    -From the perspective of Contraband, Nirvana is an oddity, a nuance, something unnatural. How can someone not desire something, how can the same person you encountered when you were a child still be the same and you are wrinkled and old? As such, they prefer to stay out of their path, and them out of theirs.
2.Ravine: A turbulent relation exists between the two factions. From the Ravine perspective, slavery is punishable by death as all creatures are made equal under the Sun God. Spirits can help through pact and not through imprisonment within bottles on bound into mechanical structures. As such, they have a hostile approach to Contraband towns. Another important reason is because from the Contraband point of view, inhabitants of Ravine make for very god material for slave trade or Gladiator warriors. Harpies can be sold for pleasure, Rukhs for magicians, Minotaurs children raised as warriors and so on. So, it is safe to say that the two have a very bad relationship.
3.Cubicle: Reptilians will from time to time buy artifacts from the markets of Contraband but will keep a blind eye to slaves and slave markets. Some of them, might even try their luck into the gladiator arenas during tournaments. In general, Reptilians keep a trade only business with the Contrabands and when in dire need, they might rent some mercenary companies or Gladiators. Other than that, their relations are neutral.

So far, no more factions have been revealed from this world and thus, no further information is available at the moment

Lineup
This faction reflects it organization and its trade in its lineup, giving the hero the choice of what units to bring in battle. To show that, certain tiers provide with unit choices.  One should not forget that the diversity of this army is because most of the units are either slaves or enslaved in some way or are hired for the work.

Tier 1: Slave / Armed Slave
Slaves come in all forms, from weak children to sturdy men. The most common type of slave you will see are women. But the slave that goes to war are mainly half-orcs or pure orcs, very lightly armored and with fist weapons for attacking. This unit is an orc, tasks coming out their mouth, their body slightly more hairy than humans. Nose between that of a human and a pig and a bit taller than the average human. They have a leather skin around their waist to cover their privates and very light metal breastplate that hangs from their neck. On their hands, they wear iron fists with protruding spikes to inflict damage. The basic form lacks the breastplate.
Abilities: Bash (Upgrade): This unit may cause the enemy to lose its retaliation.

Tier 2: Man-at-arms / Mercenary or Marksman / Crossbowman
Man-at-arms are human warriors more or less seasoned in battles. They are no knights so you will see no ornaments and chainmail on them but rather, thick leader trousers and blouse. They wear steel helmets though and carry twin rapiers for swift and efficient combat. Their light armor and weapons allows them to move quick and far, and they will deal two attacks on their opponents. The upgraded form adds some metal chains over the leather to provide an additional layer of protection without hindering their mobility.
Abilities: Attack Twice: This unit will deal two attacks, each with half its normal attack number. / Opportunity Strike (Upgrade): When an enemy unit next to this unit is attacked by an ally, this unit will also attack with half its attack power.

Marksmen are dwarven archers that have trained on the use of crossbows. Their crossbows are big enough to require both hands to be held by humans but for dwarves, the weight is nothing. Dressed very lightly, these archers rely on distant and accuracy to bring their enemies down fast with one shot. The upgraded version has a more decorated crossbow, longer arrows and wears a hood.
Abilities: Full Range: This unit’s crossbow shoots with such force that is not hindered by the range. / Incapacitate (Upgrade): This attack will cause the enemy unit to act last this turn.

Tier 3: Demon Servant / Enslaved Demon or Pirate / Corsair
Many Conjurers dabble in forbidden realms and call forth abominable creatures of pure evil intent called demons. It takes a very skilled wizard to call higher demons and even that summon comes with some kind of cost, but lesser demons are easier to handle and subdue. You will see demons being sold or their abilities being bargained. Some of them will teach artisan work, others will reveal treasure and so on. Stronger demons need to be enslaved and their name engraved on an item to be controlled. They are stronger than lesser demons and often have the ability to fly. The core version of this unit is a red demon, without wings and claws whereas the upgraded version has big wings, long claws and horns.
Abilities: Fly (upgrade) / Demoralize: This unit is able to lower the morale of units standing next to them (base affects both allies and enemies, Upgrade affect only enemies).

Pirates and Corsairs are raiders, looters and merchants. If it is gold they keep, if it is an artifact, they sell. That’s why they can be found in contraband towns and also allow for contraband markets on their islands. The typical pirate is prepared for combat with a small automatic crossbow and his cutlass. They are cunning and fight dirty. This can be seen in their battle style, usually shooting at their enemies and then rushing at them. They look like the typical pirate as the base unit, while the upgrade possess more gold ornaments and trinkets, the known black patch over his eye and more elaborate clothes.
Abilities: Preemptive Strike: This unit will always attack first, either when attacking or retaliating / Ranged: When this unit is unable to reach the target, it will attack with the crossbow with half range / Shoot and Slash (Upgrade): If the enemy is not next to this unit, it will shoot with its crossbow and then go to the target and attack with melee.

Tier 4: Mermaid / Siren
Mermaids are often “fished” by pirates and are sold as exotic snows and exhibitions for the rest of the world. A lucky mermaid slave may find herself to the hands of some gentleman that will only use her for her melody but most of them are not so lucky. When they are sold, their mouths are closed with cloths and other materials in order to make only muffled sounds and not their mesmerizing music. A mermaid has the upper body of a beautiful woman and the lower body of a fish (something like a heroes IV mermaid). The siren looks more like the heroes VI counterpart, but with darker colors.
Abilities: Mesmerize: The attack of this unit may cause the enemy unit to be unable to retaliate for 3 turns. / Tsunami: This unit is able to call a wave of water and push back all enemies two tiles wile causing minor water damage / Mind-control (Upgrade): The critical strikes of this unit have a chance to control a unit of lower tier for its next turn.

Tier 5: Jann / Jinn or Ifreet / Marid
Genies are known magical spirits that were powerful in ancient times. Greater beings, to punish them enslaved all of their civilization into artifacts, usually in the form of lambs, rings etc. A Genie is then obliged to fulfill the wishes of its master unable to harm him or choose him. You may encounter many kinds of Genies with different abilities, but a common distinction is made between the good ones, or Jann and Jinn, and the evil ones, or Ifreet and Marid. The first will create defensive and enhancing spells, healing and their presence will increase morale and luck and the latter will use destructive spells. The Jann have are more bluish and golden while the Ifreet have tones of red and grey resembling fire and ash.
Abilities: For Jann – Boon (each turn this unit will cast a random positive spell on a target unit the player chooses. The spell is randomly selected) / Ranged Flyer: This unit will attack with half range with air damage) / Aura of Hope (Upgrade): The units near the Jann will have increased luck and morale. For Ifreet – Eradication (each turn this unit will cast a random negative spell on a random enemy unit), Fire Shield (Upgrade): Enemies and allies around the Ifreet are dealt fire damage, Melee Flyer.

Tier 6: Blade Gladiator / Blade Dancer or Scorpion Man / Girtablilu
Gladiators are trained to fight and there is nothing they can do better. Their whole life purpose is just that, winning battles and striving to be the best possible. For them honing their skills equals survival. The next parry or evade might save your life, the next blow might win you the fight and also glory. They know anything more from life than that. The most renowned class uses twin longswords, made from light but durable steel. They prefer light leather armor that does not hinder their moves and rely on their reflexes for parrying and evading rather than thick armors. The way they swing their swords with precision and speed reminds of some kind of battle dance and thus the name Blade Dancers was born.
Abilities: Parry: This unit will receive half the damage of a retaliation from enemy units / Evade: This unit may not receive damage from an enemy attack of lower tier / Swing Attack (Upgrade): This units will attack all enemy units around it even when retaliating.

Scorpion men were original denizens of the deserts. Their past unknown, their history also. Bedouins and travelers of the desert encountered them long ago and found out how vicious they can be and how hostile. To this day, no one knows how the Contraband towns managed to get their aid, or with what cost, but Scorpion men and their “captains”, the Girtablilu will be present outside the towns protecting them from enemies and unwanted visitors. The scorpion men have the lower body of the scorpion with a huge poisonous tail and the upper body of a man, with more insect like features, like pitch black eyes and insect like chitin on their torso. The Girtablilu also have an extra pair of “arms” with claws where the scorpion body meets the human one.
Abilities: Poison Tail: when an enemy attacks this unit from behind or from the sides, it will be retaliated with the poison tail, causing the unit to become poison and receive 10% of its total health point as damage for 2 turns / Giant claws (Upgrade): When an enemy unit attacks this unit from the front, it will be retaliated by its claws causing it to be immobilized until this unit moved / Fire and Earth Resistance: This unit receives 25% less damage from all sources of earth and fire damage.

Tier 7: Broken Golem Dragon / Golem Dragon
Few come across such rare ancient artifact golems such as the Golem Dragons. Usually they are found broken and barely working, but with the right person and money you may fix them and unleash their whole capabilities. Golem Dragons are huge dragon like automata that after fueled with the right amount of energy (spirit energy or even souls), can follow orders and wreak havoc. Golem Dragons look like the typical Dragon without the wings and are black, bronze and yellow in colors, after the materials they are made: Obsidian, Bronze and Gold.
Abilities: Unfettered: This unit is not inhibited or affected by moving impairing effects / Construct: This unit is a construct and cannot be affected by morale, poison or burning / Arcane Shield (Upgrade): This unit generates a magical shield around it that protects it from magic attacks (reduced damage by 20%) and ranged attacks (reduced damage by 40%) / Soul charge (Upgrade): This unit collects the souls of the units it killed to fuel itself. Every creature killed adds with a number of its tier (each tier 1 unit killed adds +1, a tier 2 adds +2 etc). When the total sum of numbers killed reaches 500, this unit gains a second turn on the turn the meter was filled.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted August 24, 2015 06:05 PM

lol, broken dragon. it's like a dragon in a wheelchair?

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articun
articun


Supreme Hero
As i dream, so shall it be!
posted August 24, 2015 07:14 PM

Let's just say it's cracked and with missing pieces but still poses enough power to strike a good attack

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted August 27, 2015 07:39 PM

It's a bit quiet in this round so far. I hope we'll see some more entries until it is finished

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PandaTar
PandaTar


Responsible
Legendary Hero
Celestial Heavens Mascot
posted August 27, 2015 09:37 PM

I'm not joining this round. Basically because I'm in no mood to find lore stuff to tie 7 other factions. 5 of which must come from other sources rather than old proposals.

I'll wait next turn to do so. And I'm a bit out of time in my spare time.
____________
"Okay. Look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster."
GlaDOS – Portal 2

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