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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»
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted June 09, 2015 08:54 AM

Do you request an extenstion of a few days?

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted June 09, 2015 02:24 PM

The endless extensions for various reasons are the reason these contests never seem to end...
____________

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AnkVaati
AnkVaati


Known Hero
Nighonese National Front
posted June 09, 2015 04:38 PM
Edited by AnkVaati at 16:43, 09 Jun 2015.

The Cabal



Also known as: The Defilers, the Dark Fey
Motto: Purification through the impure
Alignment: Generally Chaotic Evil

Long before the Reckoning, the western parts of the woods of what would then become Aranorn was the last place were outcasts from the human kingdoms could escape the judgement of their societies. Called Feylands in the common tongue, they were considered haunted by most and abandoned by the forces of order and life, and not even the most experienced druids dared to enter it without an army behind them. As the stem of outcasts fleeing there went on, it became a hotbed for madmen, criminals, occultists and practicers of banned forms of magic. The most prominent of these were the Defilers, a group of naturalist extremists who sought to return Axeoth to the wild and untamed state they believed it was before the ancients arrived, millenniums ago. They formed secret cabals and lived in the woods, though not in harmony with nature, but as the self-proclaimed guardians of it. Centuries of skirmishes against adjacent settlements made them experts in employing witchcraft and biological warfare, killing their enemy slowly through poisoning, seduction, corruption and severe charms rather than direct confrontation. In many cases, the deformed survivors of their attacks turned into ghouls, grotesque abominations kept mad in endless state of pain by their Defiler captors. As the eleves from Antagarich and formed man-inspired settlements of their own, this cult once again began to step up their activities, seeking to eradicate the woods from both the humans and elves through the untamed and unforgiving forces of the wild.

Tier 1: Ghoul and Spider



The mad Ghoul is a fragile yet fearsome creature, with the same immunities as an undead. Through its fearsome appearance, it also has a random chance of causing fear to other low-level units. The Spider, a light name for the monstrous beings that haunt the Feylands at night, is more robust and has a small chance of causing poison through its attack.

Tier 2: Doppelganger or Banshee



The Doppelganger is a unique creature which processes the ability of stealing the abilities of other creatures for two turns, even being able to mimic the Titan's fearsome ranged attack. Not much on its own though, it is weak right after its ability has expired, as it must wait one turn to use it again. The Banshee is a solid magical attacker with the incorporeal ability, with spell that can seduce enemy creatures, turning them on their own kin.

Tier 3: Gorgon or Plaguepriest



The mighty Gorgon is back! Retaining its string defence and its chance to kill 1 top creature of enemy stack per 10 gorgons, it is a truly fearsome for Level 4 creatures to encounter in the meelee. It suffers form an otherwise mediocre attack and low speed, though. The Plaguepriest is the Cabal variation of the human zealot, a ranged magical attacker with the ability to spread plague through its attack. Unlike other forms of poisoning, its plague may spread from creature to creature as well.

Tier 4: Pit Fiend or Corrupted Dendroid



Long considered merely another race of Kreegans, the Pit Fiend is actually a satyr empowered by demonic blood. Pit Fiends are used by the  Defilers to keep Ghouls in line by their fearsome mind-blowing domination techniques.  The Pit Friend can also raise Ghouls from near-death low-HP enemy creatures. The Corrupted Dendroid is a solid tank whose roots have been tainted by the Defilers, causing it to go mad and wreak havoc upon their enemies.

Faction skill: Corruption

Instead of capturing it, a Defiler may “corrupt” a neutral or enemy city, dwelling or mine, causing it to spread various other negative effects to adjacent buildings and units. The Defiler's faction will not gain any resources or units from it, but will rather “leech” small amounts of those from his enemies through random events occurring as a result of corruption.

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leiah2
leiah2


Known Hero
posted June 09, 2015 11:12 PM

No definitely not, I just wanted to inform anyone who wonders if my faction does not get finished

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted June 10, 2015 08:47 PM

Adrius said:
The endless extensions for various reasons are the reason these contests never seem to end...


You're maybe right in that. ^^
Seems this will go without extension anyway. I think we got some fine ideas so far!    

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Steyn
Steyn


Supreme Hero
posted June 12, 2015 07:13 AM
Edited by Steyn at 07:14, 12 Jun 2015.

The first round is almost over guys! We have a few entries, but there could be so many more. Beluga, Markmasters, Kiryu, Adrius, Husham, are you still joining?

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted June 12, 2015 12:30 PM

Turned out my thesis had room for improvement so my energy goes there haha... I'm out this round...
____________

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markmasters
markmasters


Famous Hero
posted June 12, 2015 02:48 PM

Still joining dont worry, i work in the field all week but at home diring weekends, i've got stuff on paper will share it tomorrow or sunday morning

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markmasters
markmasters


Famous Hero
posted June 14, 2015 03:04 PM

I promissed I would make it but due to personal circumstances I won't have time to make my entry in time....I am very sorry for this, I wish other participators best of luck :/

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AnkVaati
AnkVaati


Known Hero
Nighonese National Front
posted June 15, 2015 11:09 AM

Will there be a judgement soon?

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted June 15, 2015 11:22 AM
Edited by Jiriki9 at 11:22, 15 Jun 2015.

So, first round is over. Only a few participants, but I am happy about everyone and hope that more will hop in in future rounds.

Judging of Round 1
I think I will make it quick. On the whole, these were three interesting lineups and thus factions to me. I would love to hear more about them, but the task definitely was fulfilled by everyone! It felt interesting to me that everyone used a different lineup system.

So, first comes a feedback for everyone.
Clave
I enjoyed the theme and ambiance of this faction quite much. It also seems to fit together. But I would really have liked a bit more information. On the faction: What binds them together? What are they about? Not necessarily long, but just to know it. On the units: on some, it is unclear what they are and especially what the can to (for example shadowcat). A short description on each would really help. Upgrades would have been interesting, or are they not in on purpose?

Wizards at the First Eclipse
Short, but in my eyes, very good. The merging of typical stronghold units into the lineup, logically justified by its position in Ashan history, actually feels surprisingly convincing to me. The bowman also feels very fitting. I only missed upgrades and would have liked a tiny bit more abilities.

Cabal
An intriguing attempt. I like the gloomy corruption-theme. I also LOVE tiers 1 and 4, as well as doppelganger and plaguepiest. Some questions remain to me though. I wonder why the gorgon is a reptile, but it is okay for me, I think, as it was not specified. I would also have liked to know how the banshee fits in here. As it is in H4, obviously, I 'd also like to know the magic schools it can use (I suppose nature and death?). The corruption sounds awesome, though I'd like to know more about it.

And now come the
Scores and Ranking: (maximum score for now would be 10)
-Wizards at the First Eclipse (Steyn) - 8 points
-Cabal (AnkVaati) - 7 points
-Clave (leiah2) - 5 points

It was quite narrow between Wizards and Defilers, but I liked the wizards a tiny bit better - but really only a very tiny bit.
I enjoyed all your lineups and hope I will see more by you on the future rounds ... of which the next will begin RIGHT NOW.

Round 2
In this round you will have to take 3 out of the following list and make them work in one faction.
Creatures: Ogre, Denroid/Treant, Cyclops, Chariot, Swordsman, Dryad
Deadline: Even though some did not make it in time, I still think 2 weeks are a good time and if noone objects that, this round will end with Sunday, 28th of June.

Also I have decided to clarify one thing about the rules: If you take 2 creatures of the list and turn them into one (for example this time making an ogre chariot or a cyclops swordsman), it counts as 1,5 creatures used.

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leiah2
leiah2


Known Hero
posted June 15, 2015 11:33 AM

Jiriki9 said:

Clave
I enjoyed the theme and ambiance of this faction quite much. It also seems to fit together. But I would really have liked a bit more information. On the faction: What binds them together? What are they about? Not necessarily long, but just to know it. On the units: on some, it is unclear what they are and especially what the can to (for example shadowcat). A short description on each would really help. Upgrades would have been interesting, or are they not in on purpose?


And now come the
Scores and Ranking: (maximum score for now would be 10)
-Wizards at the First Eclipse (Steyn) - 8 points
-Cabal (AnkVaati) - 7 points
-Clave (leiah2) - 5 points




Fair judgment Jiriki! I was going to add upgrades, background story, information for the units as well as abilities. Also all pictures were not final. The amount of time was not really the problem, just the dates . But I will definitely join round 2 as well!
____________
''I never date anyone my cat does not like'' - Magnus Bane

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted June 15, 2015 11:59 AM
Edited by Jiriki9 at 14:54, 15 Jun 2015.

Quote:
The amount of time was not really the problem, just the dates

Yeah, I know such.

Glad to know you're in again! I think it will be a tiny bit more challenging this time, but still very possible.

EDIT: I would like to enter a lineup, as well, if the participants agree. This would not really be part of the contest, but I would like to make one just for one. I will not do it, though, if you have objections against it!

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Steyn
Steyn


Supreme Hero
posted June 15, 2015 03:01 PM

As far as I am concerned: go ahead! The more, the merrier

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leiah2
leiah2


Known Hero
posted June 15, 2015 11:48 PM

I think it's perfectly fine if you enter a team : P

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AnkVaati
AnkVaati


Known Hero
Nighonese National Front
posted June 16, 2015 12:35 PM

Thanks for the silver medal and your feedback in general. And no, I don't mind you contesting yourself.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted June 16, 2015 01:34 PM
Edited by Jiriki9 at 16:44, 26 Jun 2015.

Nice. Then I reserve this spot for a faction

WIP

Fort

Note: I'm trying a 7-of-10-lineup on this. The idea is that there are 10 creatures available in a faction, divided into 5 tiers, with 2 each tier. The player can build 7 buildings and choose of which they build 2. Only the highest Tier is limited to having just one Building. Also, you cannot skip a tier, although you could theoretically decide to build all 7 dwellings of Tier 1-4 and not go for champion.
Themewise in this faction you can choose on each tier between a human ancient-civilization-style unit and a mythological unit.

Units

Lineup
-Tier 1: Legionnaire AND/OR Centaur
-Tier 2: Gladiator AND/OR Harpy
-Tier 3: Phalanx AND/OR Minotaur
-Tier 4: Chariot AND/OR Manticore
-Tier 5: War Elephant OR Cyclops

Legionnaire
A human soldier in medium armor,with a lot of cloth parts in player colour. Fights with a sword and a tower shield.
Legionnaires can be upgraded to Veterans.
Abilities:
-Living, Humanoid, Human, Male [All]
-Discipline [All] (All changes of morale happening to this unit during battle have only half effect.)
-Shield Ally [All] (Adjacent friendly units gain +25% Defense against physical attacks.)
-Shield Wall [All] (This unit gets +50% defense against ranged attacks when using the defend command.)
-Turtle Formation [All] [Veteran] (Activated ability. When used, this unit sacrifices 50% of its movement, initiative and Attack and its Retaliation to have its defense tripled.)

Centaur
Wild horse-man-hybrids with tanned skin, brown fur and eyes and black hair. The do not wear any clothing or armor. They favored weapon is a bow, but for melee they also bear curved scimitars.
Centaurs can be upgraded to Centaur Raider.
Abilities:
-Living, Beastman, Male, Large, Ranged
-Evade Combat [Centaur] (When this unit is attacked in melee and still has its retaliation left, instead of retaliating it will retreat to a free position from which it can shoot, before the enemy attacks, if possible (if not, it retaliates in melee normally). This uses up its retaliation.)
-Parthian Maneuver [All] (When using a ranged attack, this unit moves half its movement points to get closer, then shoots, and then returns to its original position.)
-Pre-emptive attack [Centaur Raider] (When an enemy melee-attacks this unit and it still has its retaliation, it retaliates with a ranged attack when the enemy moes into close range.)

Gladiator
These trained fighting slaves are armed with a Trident and capable of a lot of dirty tricks. As the crowds in the arenas want blood, they are only lightly armored.
Gladiators can be upgraded to Favorites.
Abilities:
-Living, Humanoid, Human, Male
-Dirty Fighting (Melee strikes by this unit can trigger negative effects for the enemy. 30% chance that nothing happens, 10% chance that target enemy looses initiative, 10% chance that target enemy looses half their movement until the end of the battle, 10% chance that target enemy cannot be controlled at their next action but will automatically attack this unit (by taunt, mind effect!), 10% chance that the enemy looses defense until the end of the battle, 15% chance that the enemy cannot retaliate against this attack, 5% chance that the enemy gets blinded for one turn, 5% chance that the enemy gets stunned for one turn, 5% chance that the enemy starts bleeding (which deals damage to them for moving, attacking and using special abilities). Where possible, these effects are cumultative.)
-Net Throw (Active Ability, once per battle. This unit throws its net at an enemy unit which is less than 4 tiles away. This unit cannot act or retaliate for one turn. Only works if target stack is smaller than the stack using this ability.)

Harpy
Half woman, half bird of prey, this sinister creature has a hunger for human flesh both in terms of lust and of feeding. They usually strike from the skies and then retreat, harrassing their victims.
Harpies can be upgraded to Sirens.
Abilities:
-Living, Humanoid, Beastman, Female
-Harrass
-No Enemy Retaliation [Upgrade]
-Strike and Return

Phalanx
Amongst the mightiest human soldiers are these heavily armed and forcefully trained spearmen. Their Golden armour protects them and their spears are deadly, but what induces fear in other soldiers is non of these, but their fierce, flawless discipline in battle.
Phalanxs can be upgraded to Hoplites.
Abilities:
-Living, Humanoid, Human, Male

Minotaur
The body of a strong, big, dark skinned man and the head of a bull, with black fur and orange eyes. Their long horns are ornated and they wear nothing but a loincloth. They swing their huge Battleaxe violently and mercyless.
Minotaurs can be upgraded to Minotaur Enforcers.
Abilities:
-Living, Humanoid, Beastman, Male

Chariot
A large wooden chariot, pulled by white horses, manned by one driver and one fighter. In front of the chariot it has a blade ram, and blades are at its sides. The fighter on it has different weapons, but they mostly prefer their deadly, long whip. Both fighter and driver have olive skin, green eyes and black hair, and wear simple leather cloth.
Chariots can be upgraded to War Chariots.
Abilities:
-Vehicle, Mounted, Large
-Circlign Attack (Active Ability. Instead of a direct attack, this unit can drive in a circle, whose radius can be chosen. It has a more movement for this ability than it usually has. Sideblades will trigger during this ability.)
-Crashing (This unit deals additional damage for every field it crossed in a straight line before an attack.)
-Sideblades (This unit deals damage to every enemy unit standing adjacent to the path it takes.)

Manticore
The Manticore is a strange and awe-inspiring beast, whsoe origins are unknown. It has the body of a lion with reddish fur, a nearly human face with red eyes, a long scorpion tail and leathery, black wings with claws at their ends. Its venom is deadly and it loves to eat flesh, especially of intelligent beings.
Manticores can be upgraded to ???.
Abilities:
-Living, Beast, Large, Flyer
-Devour (Active Ability. This unit can devour dead stacks of living units. Doing so, it uses one turn. During that turn, it cannot retaliate, but afterwards, it gets healed and gets the buff 'well-fed', increasing its morale and initiative and all adjacent humanoid units get their morale reduced (fear-based effect). If the target stack was a humanoid one, this unit also gets the buff 'taste of blood', increasing its damage and attack).
-Venom (An attack by this unit will induce a powerful Venom to the enemy, which will reduce their hitpoints every turn and also reduce their initiative.)

War Elephant
The Elephant is a huge beast, strange in looks with protruding ivory teeth, a long trunk, ridiculously big ears, plump legs and thick grey skin. Once trained, and ridden by a man, it is also a fierce and strong fighter, a weapon of destruction.
War Elephants can be upgraded to Imperial Elephants.
Abilities:
-Living, Beast, Large, Mounted
-Thick Skin (This unit gets less damage through physical attacks.)
-Trample (This unit can pass through small units when moving at least half its movement range. It will deal damage to all units passed (including allies), which is based on the number of elephants in the stack.)
-Wall Crusher (This unit can attack walls, if it uses at least half of its movement to do so.)

Cyclops
Cyclopses are an old and strange race, huge and wild and dangerous. They are often thought to be simple-minded, but actually, the are smarter than you think. Their only eye is only black and white, no iris. In battle they throw huge stones, or other stuff they can find, at the enemy.
Cyclopses can be upgraded to Cyclops Smithes.
Abilities:
-Living, Humanoid, Large, Ranged
-No Range penalty
-Heavy ammo (The stones which this unit throws are so heavy it can also target enemy walls with ranged attacks.)
-Throw obstacle (This unit can throw some small obstacles like stones, trees or huts at an enemy unit. The obstacle is destroyed by this, and the enemy gets damage based on the obstacle. Usually, less damage is dealt, but in some cases, it may even be more.)

Heroes

Might Hero
Legate

Mixed Hero
Demigod

Magic Hero
Mystic

Town
The Architectonical style of the town is similar to the Architecture of Ancient European civilizations of our world, with quite a lot of statues and pillars, and buildings of stone and marble for the temples, military and the rich, but only clay and sometimes wood houses for the poor.

Basic Buildings
-Village Hall
->Town Hall
-->City Hall
--->Capitol
-Fort
->Citadel
-->Castle
-Tavern
-Marketplace
->Ressource Silo
-Shipyard [Water close to the city]
->Harbour [Marketplace] (Gives 250 gold income per day)
-Mage Guild Level 1
->Mage Guild Level 2
-->Mage Guild Level 3
--->Mage Guild Level 4
---->Mage Guild Level 5

Dwellings
-Barracks [Fort] (Recruit Legionnaires)
->??? (Upgrade Legionnaires, recruit Veterans)
-Centaur Camp [Fort] (Recruit Centaurs)
->Raider Camp (Upgrade Centaurs, recruit Centaur Raiders)
-Arena [Barracks or Centaur Camp] (Recruit Gladiators)
->Circus (Upgrade Gladiators, recruit Favorites)
-Cliffs [Barracks or Centaur Camp] (Recruit Harpies)
->Cursed Cliffs (Upgrade Harpies, recruit Sirens)
-Training Grounds [Barracks] (Recruit Phalanxes)
->??? (Upgrade Phalanxes, recruit Hoplites)
-Labyrinth [Arena or Cliffs] (Recruit Minotaurs)
->Labyrinth Halls (Upgrade Minotaurs, recruit Minotaur Enforcers)
-Chariot Works [Training Grounds or Labyrinth] (Recruit Chariots)
->??? (Upgrade Chariots, recruit War Chariots)
--Racing Ground [Arena] (Increases Chariot Growth)
-Forbidden Cave [Cliffs] (Recruit Manticores)
->Forsaken Cave (Upgrade Manticores, recruit ???)
-Elephant Stables [Chariot Works or Forbidden Cave] (Recruit War Elephants)
->Imperial Stables (Upgrade War Elephants, recruit Imperial Elephants)
-??? [Chariot Works or Forbidden Cave] (Recruit Cyclopses)
->??? (Upgrade Cyclopses, recruit Cyclops Smithes)

I won't reallly finish this No time anymore and this weekend.

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Steyn
Steyn


Supreme Hero
posted June 16, 2015 07:29 PM
Edited by Steyn at 10:15, 25 Jun 2015.

WORK IN PROGRESS

Forest
The Wrath of Nature

After a lengthy discussion (that's what you get for including Dendroids) the forest counsil decided the Elves are doing a poor job of protecting the forest and the council would take matters in its own hand. The Dryads and Dendroids called forth the forest inhabitants and started the invasion of the human lands. They will not rest until once again the whole of Thallan is covered by forest.

1. Root Snake melee walker [Camouflage]
Root Snakes are related to Dendroids as dogs are related to humans. Normally they hunt small forest wildlife, but they dont mind grabbing a unwary traveller now and then.

Vine Viper melee walker [Camouflage, Constrict]
Vine Vipers are quite a bit bigger than Root Snakes. This allows them to utilize their favourite hunting method on large enemies. To kill a target they will coil their bodies around it and slowly squeeze it to death.

2. Triffid saboteur [Camouflage, Paralysing Sting]
Triffids are carnivorous plants found deep in the forests of Irollan. Although they can move on their leg-like roots, Triffids prefer to hunt from ambush. When an unsuspecting pray comes close enough the Triffid lashes out with a poisonous vine, killing its pray or weakening it sufficiently to become an easy meal.

Waspwort ranged saboteur [Camouflage, Paralysing Shot]
Waspworts are closely related to the Triffid. However, instead of using a poisonous vine, the Waspwort hunts by launching its teeth-like thorns at its victim.

3. Blood Bear melee walker
Most bears are quite timid creatures that eat mainly berries, nuts and honey. The Blood Bear however is a seasoned killer that feeds solely on meat.
Bearserker melee walker [Bearserk]
Some Blood Bears are especially dangerous. When hurt they build up a tremendous rage that won't subside until the offender has been beaten to a bloody pulp.

4. Ogre melee tank [Enrage]
Ogres are big, plump, green humanoids, who prefer a solitary life. When angered the buff up considerably and turn into fearsome warriors.

Hulking Ogre melee tank [Smash]
Older Ogres learn to control their anger. This means they can be permanently enraged during a battle.

5. Nymph ranged/caster [Constrict]
Nymphs are spirits born of those trees that grow on top of a dragon vein. The Nymph's magical nature and vegetal origin allows it to control plants at will. Using creeper vines the Nymphs trap and throttle those that seek to harm the forest.

Dryad ranged/caster [Constrict, Symbiosis]
Dryads are born of the mightiest tree of all: the great oak. These Nymphs are especially magical, allowing them to create a magical bond with other living creatures, to the greater benefit of both.

6. Great Mantis melee flyer [Camouflage]

Forest Reaper melee flyer [Camouflage, Silent Death]

7. Dendroid melee tank [Green Feet]

Dendroid Elder melee tank [Green Feet, Regeneration]

Explanation of abilities
Camouflage: Works only on grass terrain! If this unit does not move or attack during it's turn it will turn invisible. Invisibility is lifted when attacking or moving (ranged attacks do not apply). When attacking from invisibility a unit deals 1.5x damage. Enemies passing an invisible unit are automatically attacked, stopping their movement; normal rules for retaliation apply.
Constrict: Constrict is applied to the target upon attack. When constricted the target cannot move and is dealt damage at the start of its turn. Constrict is removed when this unit moves or attacks a different target.
Paralysing Sting: The unit lashes out with a vine and can sting opponents up to two tiles away. Weakness is applied to the stung target. This attack does not break camouflage!
Paralysing Shot: The default ranged attack of this unit applies weakness to the target.
Bearserk: Every time this unit receives damage its attack increases.
Enrage: When this unit is attacked (retaliation does not apply) it is temporarily upgraded until it has dealt damage (retaliation does apply).
Smash: The standard attack of this unit has a stunning effect. The target has its initiative reduced until its next turn.
Symbiosis: This unit can form a link with a target ally, sharing both their positive effects.
Silent Death: When this unit completely kills an enemy stack from camouflage, camouflage is not lifted.
Green Feet: Wherever this unit walks the terrain is changed into grassy terrain. If the unit does not move or attack the tiles around it are changed instead.

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leiah2
leiah2


Known Hero
posted June 16, 2015 09:48 PM
Edited by leiah2 at 21:51, 16 Jun 2015.

Does Cyclops include a certain laser shooting mutant?


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Steyn
Steyn


Supreme Hero
posted June 17, 2015 07:39 AM

Don't see why not

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