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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 July 15, 2015 09:21 AM

So far I like all entries!

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kiryu133
kiryu133

Hero of Order
Highly illogical
posted July 15, 2015 02:23 PM

I feel i might need to make mine a bit clearer but i'm not sure. Is it easily readable or should i improve that?
____________
It is with a heavy heart that I must announce that the cis are at it again.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 15, 2015 03:35 PM

I have not read it completely thoroughly yet, but as far as I see know it is perfectly readable.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted July 15, 2015 05:51 PM

no judging for the previous round?

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 16, 2015 08:56 AM

No final scores from leiah, yet...

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PandaTar
PandaTar


Promising
Supreme Hero
CH and HC Mascot
posted July 16, 2015 05:40 PM
Edited by PandaTar at 17:46, 16 Jul 2015.

Let’s see ...

I’ll use an old name for this Faction, mainly as a nostalgic tool rather than anything else, I think. Some units and ‘upgrades’ may not seem to be what they usually are, so pay mainly attention to description rather than the common knowledge. Another thing to keep in mind is basically that this is a proposition considering that each faction would be unique and balancing issues are not mandatory – also because I used the premise that ‘things are never fair to everyone’, and units will play with their strengths, although some may suffer whenever a completely different enemy appears.

You’ll also notice that there are no tiers, as in this system units have a progressive growth in power as the faction spreads about, and units can become really powerful after a while.


CONFLUX
As the elements were spread about the world, old forces, yet, move them back to each other every millennia and great events are expected to happen. In this era, Wind and Fire meet again revolving in their search for the other elementals, relentless, unstoppable. Wind and Fire are magically strong and has many supporting abilities.

Heroes races
Efreet – the oldest of Fire Elementals. Expertise in fire magic, advanced wind and lightning magic, weakened against water and ice.
Djinn – the oldest of Wind Elementals. Expertise in wind magic, advanced fire and lightning magic, weakened against ice and earth.

Racial Ability
Caladrius’ Flight – born from the core of two elemental stones, the snow-white bird Caladrius bestows upon those who follow the path of Conflux healing powers in life and death, protecting heroes from traps, damage caused by adventure spells or even instant-killing events, while exploring the map. The stronger the ties which bond Caladrius to the Conflux Mage Guild, the stronger the effects will be.


Focus Units: the base of conflux, elementals get stronger as their domain expands and as magic is hardened within the boundaries of their cities. Fire or Wind elementals can be imbued to other beings, greatly increasing their powers or giving them different abilities depending on the situation. The ritual takes a whole day to happen. Elementals can also detach themselves back into their form.

    WIND ELEMENTAL: these elementals are one of the base units of Conflux, being very fast given they travel with the wind, and strike down foes with impressive physical prowess, also taking advantage of their nature to split themselves into smaller parts to avoid potential threats.
    • Role: flyer, melee, caster
    • Abilities: Elemental (this unit has not a living body of its own); Unsubstantial (physically-based attacks deal less damage on this unit, cannot stun physically and it cannot be bound to place); Immunity to Wind/Fire/Lightning; Vulnerability to Ice/Water/Earth; Split (this unit can split itself in two stances with halved stats to avoid upcoming damage, and they regroup when properly retaliating the attacker); Unseen Blade (charging for one turn, this unit will physically strike all surrounding foes, and will push away small targets), Imbue (it can imbue its powers to another being of Conflux alignment).

    FIRE ELEMENTAL: these elementals are one of the base units of Conflux, slower than the wind and bound to live on the surface of any terrain, they mastered the ability to create small bolts of lava to throw at their enemies in the distance, also using this ability to burn down enemy buildings.
    • Role: walker, archery, caster
    • Abilities: Elemental; Unsubstantial; Immunity to Wind/Fire/Lightning; Vulnerability to Ice/Water/Earth; Immolation (deals minor fire damage on all surrounding foes every turn); Fireball (charging for one turn, this unit can cast a greater ranged attack that will strike and damage a small area. This attack can target buildings); Imbue.


Familiar Units: other beings that are, in their essence, bound to the elements and therefore they are bound for the Quest.

1. Wind Units

     HARPY: few societies are bound to the Will of the Element, but the harpies follow this path with their heart. Fighting with different weapons, they are fast at finding new strategies for their flock to take down enemies fast, either switching between blades crafted from their enemies’ bones, to razor sharp projectiles they throw with exceedingly accuracy.
    • Role: flyer, infantry or archery, living
    • Abilities: Change Weapons (this unit can change into a ranged unit or a melee unit); Eagle Eye (this unit never misses an attack); Scouting (on adventure map, this unit can go a bit further from the main army revealing unexplored area and return at the same day to report); Coordination (enemies consecutively hit by different stacks of harpies get damaged more severely each time as harpies pinpoint weaknesses).

    SIMURGH: these great birds have a cry so powerful that can be heard from miles away, and they’ll use it in battle to stun and disrupt their enemies, making it easier to swoop down and strike them down.
    • Role: flyer, melee, living, light infantry, caster
    • Abilities: Immunity to Wind; Vulnerability to Earth; Cry of the Storm (this unit will cast a cry that may disrupt and stun foes surrounding it every three turns. On the adventure map, this cry can be used to identify other simurgh sources or dwellings as they always answer the cry); Hedgehopping (this unit melee attack is a fast swooping against a foe, making it unable to be retaliated. If more than one enemy is surrounding it and these enemies are stunned by the cry of the storm, all of them will be attacked at once).
Upgrades to PHOENIX (fire): by imbuing fire elementals into simurghs, phoenixes are born. Phoenixes are very different from their simurgh essence. While the latter has a nimble and hit and run role, phoenixes are sturdier and tankier, bound to battle, to burn down enemies to ashes, and to return from ashes if they are taken down.
    • Role: flyer, melee, living, large, heavy infantry, caster
    • Abilities: Immunity to Wind/Fire/Lightning; Vulnerability to Ice/Water/Earth; Immolation; Caustic Talons (enemy is burned and will get damaged for two other turns after being slashed by phoenix); Disintegration (targets slayed by a phoenix will be completely burned away into ashes and cannot be brought back – doesn’t work against enemies that have no physical bodies); Rebirth Cry (from surrounding ashes, friendly or foes alike, phoenixes can be reborn and strengthen themselves).

    UNICORN: a powerfully built silver stallion with a razor sharp horn, usually imbued with enough power to create tornadoes if threatened. These beasts, although peaceful, are really fit for battle.
    • Role: walker, melee, living, infantry and support
    • Abilities: Windcutter (any wind-based ability, spells or attacks around a unicorn are effectively disabled); Tornado (channeling ability: unicorn will summon a tornado around itself which can be directed to adjacent positions, as long as the unit channels the spell); Moon Crescent (during night battles, cloudy or storm weather, this active ability is available every five turns. It enables the unicorn to cast a slashing attack that covers an arch in front of it, dealing physical and magical damage on all targets in that area).
Upgrades to CATOBLEPAS(wind): by imbuing wind elementals into unicorns, catoblepi are born. Having so much magical power imbued together, the horn of the unicorn actually grows bigger in many branches, giving the head of the beast a crystalized look, and it is also heavy, so it walks a bit hunch backed. The wind magic gets so strong that it disrupts the air around catoblepas, making it hard to be seen and to be hit, and it also deflects some projectiles. Although they are slower when moving than a unicorn, catoblepas can launch lightning fast attacks by combining their brute force and the winds around it, and most enemies are killed without even knowing what hit them, but the ‘last glow of those eyes in the storm’.
    • Abilities: Windcutter; Howling Shield (a protective wind-based shield that deflects some projectiles and decreases damage taken from direct hits, either physical or magical); Last Stare (every five turns, this unit can unleash a destructive attack upon all targets in line by combining physical and magical power. The attack is so fast it cannot be evaded or blocked and it pierces through smaller obstacles).

2. Fire Units

    SANTELMO: a bluish flame spirit which guides those who are lost and get stronger when spell casting is active nearby.
    • Role: teleporter, ranged, light archery and support
    • Abilities: Elemental; Unsubstantial; Magic Channeling (magical projectiles that pass through a Santelmo will deal increased damage on target. This unit may be only directly affected by buffs and ailments).
Upgrades to WILL'O WISP (wind): by imbuing wind elementals into santelmos, will’o wisps are born. These units magically cause a haze on the battlefield which creates illusions before their enemies, and only those with sharp senses may see through them.
    • Abilities: Elemental; Unsubstantial; Magic Channeling; Illusive Haze (a haze surrounding the will’o wisp will confound attackers into missing or miscasting abilities targeting allied units within the mist. Enemies also cannot see enemies moving in that haze).

    CAT SÍ: nimble creatures made of shadows cast from flames over them own, being them of a unique elemental nature, they are literally controlling flames from the inside, and they use that ability to envelop their victims, suffocate them or partially disrupt their movements as if controlling them.
Unit stats
    • Role: floater, melee, light infantry
    • Abilities: Elemental; Fire/Wind Immunity; Ice/Water Vulnerability; Control & Suffocate (envelops a single target with marginally similar numbers or less in suffocating darkness between flames and attempt to disrupt their movements and abilities for a duration, which depends on the total number of cat sís and their total power. If the unit is a living one, it’ll be damaged each turn by suffocation, and some chosen actions may not be executed. If the unit is not a living one, it will only be hindered by having their normal actions disrupted. Cat sís are damaged if the target is damaged, but they take halved damage because they get unsubstantial in this form).

    WYVERN: fiery drakes, they are terrestrial winged units, believed to be, as of old, flyers which are now too big and heavy to fly on their own. As they don’t have arms, they walk over the claws of their wings and have a steaming poisonous bite.
Unit stats
    • Role: walker, large, living, melee, tanky infantry
    • Abilities: Fiery Scales (healing by fire and also can temporary get immolation aura damaging nearby foes reflecting back the absorbed fire); Sidewinder (venomous fast bite which decreases foe’s status and strengthens its effects for the duration of three turns. Wyvern recovers its venom every nine turns); Poison Mist (when killed, wyverns release a surge of poisonous steam from its dying body damaging and poisoning targets around it).
Upgrades to SALAMANDER (fire): by imbuing fire elementals into wyverns, salamanders are born. The intense heat of their bodies melts even their wings and most of their external scales, which get mixed in the turmoil of blood and lava from the dissolving surrounding terrain, giving it the look of a giant bipedal serpent, the tail being lost in a trail of blazing magma. Salamanders are smaller than their previous forms, but their burning core is now released, making them transcend from living beings to elemental beings.
    • Abilities: Elemental; Fiery Core (salamander has a small immolation effect ever present which can be strengthened by fire spell casting or attacks and will also be healed by fire, but it is now more vulnerable to ice and strong water spells or attacks), Collapsing Core (when killed, the salamander releases a wave of energy around its dying core damaging all targets around it), Magma Trail (for the next turn, the path chosen by a salamander will burn in its wake, damaging units that crosses by – on the adventure map, it’ll burn grass and trees for the next turn), Blazewinder (salamander’s attack will smear away the attack and the defense of a target steadily – small increments for the duration of the combat and impossible to dispel).

____________

Heroes-based proposal thread – updates in green

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 17, 2015 09:25 AM

Welcome to this contest, PandaTar!

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PandaTar
PandaTar


Promising
Supreme Hero
CH and HC Mascot
posted July 17, 2015 03:35 PM

SQUEE!


____________

Heroes-based proposal thread – updates in green

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 20, 2015 10:39 AM

Well,now...the round is over again. And the first thing I want to do is present you the
Scores for Round 2
by leiah2

MAX POINTS 12
GAMEPLAY: MAX 3
THEME: MAX 3
BALANCE: MAX 3
BACKGROUND: MAX 3

Jiriki9:
A faction that I could see in a future Heroes game provided it gets a little more background and is finished.
G: 3
T: 3
BL: 2
BA: 1
Final Score: 9
Steyn:
A funny approach to a nature themed town
G: 2
T: 2
BL: 2
BA: 2
Final Score: 8
Fauch:
A really interesting faction but it might be a little to powerful.
G: 2
T: 3
BL: 1
BA: 2
Final Score: 8

The altered scores (here it's 12 max points instead of 10) will be added to the total scores very soon.

But now the next thing to Do...here come the
Scores for Round 3!
THis round, I really loved how different the approaches on the same units were, for example trolls, simurgh and harpy.

Again, feedback first.
Haug by Kiryu
To me, a VERY nice approach on a Northern Plunderers faction! Would love to get to know their town and heroes. I would have liked a bit more background though, on some creatures especially. For example, the fire elemental does make some sense, but I would have liked to know more about why they dwellin the cold areas (or are they summoned?) and why they fight for the Haug. Another small thing is that some creatures could use more abilities for my taste, for example Trolls, Salamanders and Bears. I like the faction ability, though the first one could be hard to trigger.

Beast Lords by mvassilev
Sadly, this is incomplete and does not meet the requirements of the round, thus I won't give a score. I can give the feedback, though, that it was definitely an interesting start and I would have loved to see how it works out.

Aiguille by Steyn
This mountain faction does look interesting, but it seems to be a bit incomplete, with some upgrades and ability descriptions missing. I will still give feedback and judge it, as it fulfills the requirements of the round. As your faction of round 1, there is a sense of fun to it which I like quite much. I would really like to know what (exactly) the abilities do. A more solid background would also be appreciated because aside them living in the mountains and a very short backstory, now one knows practically nothing about them. The racial ability is very fitting, could break many maps, though, and would generally be a pain in the back for balance. The lineup is quite fitting to the factions and as far as I can say, it does feel like belonging together.

Ravine by Articun
An interesting approach as well! I like the background info that's given. The creatures would need more information to me. Many questions stay now: is the gnoll loyalty reflected in an ability? Is there a shooter unit (and which)? Such things... The racial, on the other hand, is very detailed and an interesting approach.

Conflux by PandaTar
This is hard to judge, because it goes away from ordinary homm factions quite much and is quite complex. I hope that I can live up to it. First, on the balance -I cannot simply leave that aspect out, imo. I will try acknowledge though, that it is not meant to be a balanced faction. Still, it feels to me that some abilities are a bit "over the top". Also, I am not sure wether I understand how the lineup system works, although it sound very interesting and I LOVE the imbue-thing. I also like the lineup in itself, the creatures are very interesting approaches on these, and quite some are classic creatures, but very fresh here. Due to that fire & wind thing, it also feels like working together well enough. The racial is interesting - provided the game would have many effects that can be altered by it.

I hope my feedback is not too harsh. If you feel offended or have anything else to say about it, if you disagree or think I am not fair, please tell me via hcm! Thank you!

Now, the harder part...giving points...maximum score is 10, again.
Scores and Ranking
-Conflux - 8
-Haug - 8
-Aiguille - 6
-Ravine - 5

I am sorry, but I could not decide on a first place this round, as I could not decide which of the factions I like better. PandaTar's is more detailed, but kiryu's has a really nice feeling to to it. Ultimately, deciding between the two would have been deciding between classic and innovative and I do not want to decide between that. Thus, these two factions and their makers share the first place on round 3 - and each of them may wish one unit (which was not in any list so far, nor is in the list for round4, which will be presented further down) to be in the unit list of round 5. Again: you are not limited to units which already were in HoMM! It should be units fashionable into a faction of HoMm, though, so please no clear sci-fi-units or such. Congratulations to our 2 winners, and thank you to everybody for participating in this contest and making such nice factions, I enjoyed reading all of them!!!

And no, after such many text...we come to
Round 4
In this round, there is no twist, but you will have to choose 4 creatures from the list now.
Creatures: Phoenix, Gnome, Black Knight, Beholder, Humanoid Fungus, Cerberus, Spring Spirit
Deadline: 2 weeks again. This round ends with the 2nd of August (MiddleEuropeanTime).

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articun
articun


Supreme Hero
As i dream, so shall it be!
posted July 20, 2015 11:29 AM

Mental note: If you are gonna try to make something, see it to the end. STOP leaving things unfinished!!!

All in all, for my first try finishing last, while i did want to expand the faction more, i think i did good. I am now readying Preserve for the next entry!

And i intent to finish it this time!

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kiryu133
kiryu133

Hero of Order
Highly illogical
posted July 20, 2015 11:39 AM

Heh, my preference of keeping things vague keeps me from total Victory. Either way, MUA HAHAHAHAHAHAHA! Shared victory is still victory snowes!

Well, that was enjoyable. no idea how to work on this new one though.
____________
It is with a heavy heart that I must announce that the cis are at it again.

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Steyn
Steyn


Supreme Hero
posted July 20, 2015 01:39 PM
Edited by Steyn at 13:45, 20 Jul 2015.

Congratulations guys! A well earned victory, as you both created a very interesting faction.

I'll try to be a bit more complete next time. At least including explanations of unit abilities shouldn't be too much extra work
I'm a bit disappointed though that I didn't get bonus point for (my attempt at) incorporating all creatures from week 3 in my faction

This round is another nice challenge, but I already have some ideas Good luck and have fun guys! Hopefully the number of contestants will keep on growing.

Edit:
Jiriki, can you elaborate a bit on what you mean with 'spring spirit'? Is the 'spring' part of its name important, or can it mean any type of water spirit/elemental? And can we also interpret 'spring' as the season instead of the water source?

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articun
articun


Supreme Hero
As i dream, so shall it be!
posted July 20, 2015 02:49 PM
Edited by articun at 13:49, 28 Jul 2015.

Preserve

“Life and death are but the two faces of the same coin. I chose to live forever while others chose to live in a different way. Nature shows us that it wants to live, simple as that. The means by which it achieves immortality are unimportant. I live by that example and so should you”
Opus Eternum, chapter 1: Introduction by High Embalmer Astrodius


All who wish to live forever, one way or the other, find themselves to the cities of Nirvana, the theocratic empire known as Preserve. Their teachings are simple: 1. Find a way to live and be content, 2. Better yourself, time is infinite, 3. there is no afterlife, only eternal change. Embrace it, accept it, become it.

What the people of this empire strive for is immortality. Be it by means of reincarnation while retaining your old memories, or by enhancement or even by becoming an undead, it doesn’t matter. What matters is that you manage to stop time and live forever. That’s why there are some elements they revere and adore to worship level, like the water in the manifestation of spring spirits for their purity and constant state of change, or the Phoenix, the symbol of rebirth and the grandest force of natures’ renewal and continuation of life. Some managed to attain immortality by other means, known as enhancement. Some of these experiments were less successful, especially when using fungi. Some hypothesized that by joining with these fungi they would attain their abilities of rebirth, renewal and thus continuation in life. While they were technically right, the fungus also took over their mind in most cases leaving an empty shell behind much like a zombie. This has proven to be an appropriate punishment for those immortals that have committed a hideous crime. Such creatures also form the first line of defense when Preserve goes to war.

The aristocrats of the cities of Nirvana are in most cases undead or very old magicians that in time become Liches. When the undead go to war, they do so with full regalia, mostly to instill fear and also protect their skin since they cannot heal but only use embalmers to try and repair the damage by other means. The elite force of undead warriors is known as the Black flame centurion of the Black Knights. The mages on the other hand can either be embalmers or Liches, the former are used as preservers and healers while the latter are more offensive and adept in the art of grand magic.

In a Nutshell
The Empire of Nirvana is a very old one. It goes back millennia. Some may say that it may have been among the first advanced civilization to form. They have withstood so many years upon many things but maybe the most worth mentioning is their ideology that frightens many but offends very few, their mastery over manipulation, their secrecy and propaganda and finally the godlike powers the Governing Council of Archons possess.

The name Preserve or “the people that preserve” was given to them because they try to preserve life with any means possible. Death is merely another form of life, not the absence of it.

Water and Fire are the main elements they master. That is because they are the elements that mostly portray constant change and transformation. The people of Nirvana understand that life and change are synonymous. For them Death is a state of stillness, of void. When something is alive it is always in some sort of change. Water can change easily between all other phases, solid, liquid and gas, while fire can transform other elements into other forms or mold them together. That’s why they revere the water elementals and their manifestation of spring spirits or even the fire elementals although they are much more chaotic and hard to tame.

Their symbol is a yellow Phoenix on dark blue background. The Phoenix is said to have been the inspiration for their ideology and their beliefs of life as a constant form of change, renewal and continuation much like the phoenix is never truly still, even when it seems that it dies it just changes into a new form of life.

Initiatives that want to become citizens of the empire must pass through severe and exhausting training. This includes even people born within the empire. If someone is unable to pass the training he is exiled. This guarantees that entering the empire is a form of accomplishment that someone is proud of, it means that only select few can be made members and those few are thoroughly tested and their character is shown and lastly, it guarantees that the empire does not grow alarmingly. During the training phase, initiates study the Opus Eternum, an ancient book that contains all info needed for someone to be considered a full member of the empire. It is also much like the gospel of the Empire. After an initiative passes the training he may at any time he believes himself ready to follow one of two paths: The path of Preserve or the path of Discipline. This two paths aim to uphold one of the basic teachings of the empire more thoroughly and specifically, to better oneself.  Both these paths will make the attendant truly immortal if he follows it true and thoroughly. Upon the end of the path they successful ones are named either Vampires or Embalmers. Vampires are given positions of either management or military. Preserves are given positions that are meant to serve the civilians. That is because embalmers delve with powerful magic and being “servants” to the common good, trains their character to avoid delusions of Grandeur.  That is not to say that there are not many Liches that loose themselves in power and seek dominion and the death on all things. The title Lich is given to Preservers that can harness efficiently both fire and water spells and can animate dead bodies by using these two elements. Finally, someone that has managed to master both parts but also upheld the teachings of Libro Secretorum, a very powerful relic able to obliterate someone from existence, become Archons. Archons are put plainly Gods on earth. That is not to say they cannot be killed but no one has managed to do so for many centuries. Once someone becomes an Archon he enters the governing council that governs over all things in the empire.

Heroes
Among the two paths there are those that are more inclined towards fighting and war than others. In general, the paths will in time quench their thirst and excitement for battles and such but until this is done they are selected by the instructors and are trained  under a specific tutelage which includes war tactics and Leadership. As such, these trainees and graduates hold positions over the military area of the empire. One is relieved of his post once he has conquered and erased all passions.  

Might Hero: Lord
Simply known as Lords, these generals are selected from the Path of Discipline. As such they are taught Tactics, Warfare and Leadership skills. These basic skills are then influenced further by the personal approach and innate skills of the individual.
Special Trait: Still Mind (all units in the army of this hero are less likely to be influenced by sources reducing morale or causing mind control)

Magic Hero: Conjurer
Conjurers are selected among the path of Preserve and will be trained in the art of Fire magic, Water magic and Diplomacy. When leading an army alone they will use their powers to stall the enemy, persuade him of a solution or weaken him until a lord comes along. Their true role though shines more as military advisors to the Lords.
Special Trait: Animate Dead (Not as powerful as Raise Dead spell but will raise a small portion of a stack when the whole stack is destroyed. The units animated this way gain the undead status and are lost at the end of combat)

Each hero starts with the basic skills of their class and will later choose more skills as they come randomly when he levels up. The special traits are abilities the hero begins with and get a bit stronger ever 2nd level of the hero. Some heroes depending on their background may begin with 4 skills. Each hero is able to have a total of 6 skills.

Lineup
Core

Adept / Disciple
“You wish to live forever? You have no knowledge of our culture, our god and our symbols. How can you wield such power if you are not ready? If you are not cleansed mind, soul and body?” Opus Eternum, chapter 2: Basics of attending live everlasting, Archon Ezelkiel

Adepts and Disciples come from all around the globe and from every race. Their goal is to manage to enter the ranks of Nirvana and be accepted to be immortal. To do so, the Empire has formed a program to distinguish who are truly worthy. It must be noted that a basic tendency to magic is mandatory to become in any form eternal.

Abilities: Alive, Melee, Caster (At the beginning of each combat 3 random basic spells are selected for this unit’s spellbook), Energy Siphon (Upgrade - 30% of the damage dealt by this units’ spells and melee attack is turned as mana points to replenish their own)

Orthus / Cerberus
“Many religions say that there is an afterlife: a heaven, a hell and a purgatory or variations of this sort. We know the truth: heaven is finding a state of bliss and attain God-like powers in this world, Hell is where we leave our criminals and are forced to atone for their crimes with any means necessary and for as long necessary and purgatory is where we are now. This knowledge though is not for everyone and so we have created appropriate guards to protect ferociously our dungeon called Hell. Maybe you have heard of the Hades hounds?” Opus Eternum, chapter 5: Unveiling the Veil, Archon Ezelkiel

Orthus and Cerberi are dogs that have been made to have 2 heads. Sometimes a three headed one will be born. This is the main difference in appearance between the two. But heed the warning of the entrances to the underworld known to the others as Hades for these beasts are as ferocious as they come and will show no mercy.

Abilities: Living, Melee, Multiple Attack (This unit can attack up to 2 targets in basic form and 3 targets in upgraded form in front of it)

Humanoid Fungus / Fungal Monster
“You should know that these creatures are not natural. They were experiments in our early days for achieving immortality. Though in time they became a much efficient way to deal with atoneable criminals. What we did not expect was the aggressive parasitic ability the fungus possess after the experiment. That’s why now you may find lots of them walking about aimlessly” Opus Eternum, chapter 5: Unveiling the Veil, Archon Ezelkiel

They walk aimlessly, husks with only primal instincts. Once they were living sentient beings but for some, fate can be cruel, while others chose this fate with their actions. For many these are monsters created by nature. But the truth lies in the gospel of Nirvana, the Opus Eternus.

Abilities: Alive, Parasyte (The fungus on this creature has a 15% chance to infect adjacent targets reducing their stats by 1% until the end of combat – Upgrade: 25% chance to infect – Stats reduction are cumulative), Life Leech (Upgrade – whenever this unit stands next to an infected unit, it will regain 3% of the infected units’ life while causing that much damage to it)

Elite
Spring Spirit / High Undine or Sedna
“Start by understanding the creatures in nature that are in a constant state of change. Sylphs are easy to see but hard to observe, while spring spirits and the rarer water elementals are easier to observe. Create a bond with them, understand them, and know them. Water flows and changes, it is never the same. This is the state of mind you must achieve, that everything changes, life changes, form changes, you change. There is nothing static, neither in death nor in life, everything changes” Opus Eternum, chapter 2: Basics of attending live everlasting, Archon Ezelkiel

Water and fire are the two elements Preserve excels at. Mainly because they are change incarnate. Water is the most tangible and easily manipulated while fire is more aggressive and harder to bend. Water spirits are usually used in battle for their purifying abilities and also for their ability to transfer positive magic to others. On another note though, water elementals can also take the form of a more vengeful spirit that seeks death and manifests the destructive aspect of water. This manifestations are called Sedna and are very offensive in battle. In day to day life though, Embalmers use them to provide healthcare and also study them to uncover new healing techniques and potions.

Abilities: Elemental, Magic Ranged (this attack causes water damage and in both Upgraded forms, can decrease movement), Spirit Link (Spring Spirit & High Undine: any positive effects on this unit is also bestowed on the linked unit / Sedna: any negative effect on this unit is also bestowed upon up to two enemy units of the same or lower tier as Sedna), Purifying Aura (High Undine Upgrade: adjacent units to this unit is cured of negative effects), Geyser (Sedna Upgrade: This unit can call water from below attacking enemy units and leaving behind a pool of water that persist on the battle map for 3 turns. The Sedna can use this pools to “teleport” to that spot as long as it is not occupied by another unit)

The player can choose which upgrade to build for Spring Spirits but can also destroy the upgrade and build it again is he so chooses by paying the building cost and one day to destroy the upgrade.

Embalmer/Lich
“There are two elite paths to follow if you wish to become a leading figure in our empire: 1. The path of Preserve and 2. The path of Discipline. If the path of Preserve is for you, you must first dedicate a great deal of your years to master ways to heal, correct and restore. After you understand how life works and what you can alter and mend you can move to the dabbling of bending water and fire to your needs” Liber libertatem, Part 1: Path of Preserve, High Lich Arkatus

Embalmers and Liches hold a respectful position in the empire of Nirvana. They are the healers and the scholars of great magic, mainly dabbling in fire and water. They more experienced of them can use water and fire magic to bring back the end as puppets to act as meat shields but this power is limited because it requires much resources on the casters part. What they can do though is transfer the life force of enemies into their own allies.

Abilities: Living (Embalmer), Magic Ranged (this attack causes random fire or water damage), Life transfer (20% of the total attack caused on the enemy will be distributed among allied units equally as health), Undead (Lich), Caster (Lich - Fire and Water Spells with are of attack), Raise Dead (Lich - can raise a dead stack of units with the ability undead – the number raised depends on the Spellpower and Attack of the hero)

Vampire Knight / Black Knight
“You should know that this path is not one to be found in scriptures and texts, but I am forced to leave the legacy behind in written form so I must start with some warnings. This path will kill you. Literary kill you. But upon your death you will have achieved such mastery over discipline on mind, body and soul that your soul will not leave and your body will not age. On the contrary, you will be able to manipulate your bodily functions as you wish. But more interestingly, you will be able to manipulate others”. Liber libertatem, Part 2: Path of Discipline, Black Knight Supreme Ormoz

Vampires are known as the undead that follow the path of Discipline. They achieve such mastery over their body, mind and soul that they can show no passions and are considered somewhat of enlightened beings. Their mastery over their soul allows them to also manipulate others or steal the life force of their enemies to be used by them. Most of them change after their death, since they can no longer understand pain as a living being, they can manipulate their bodies to look as they please. But since this is a long and hard procedure it is only done sparingly. In battle, they wear heavy armor and long capes. When they fly (a mastery over their mind) the cape opens up and looks like bat wings, and thus the idea that vampires can turn into bats was born. But it was merely a scare tactic on the Vampires part.

Abilities: Undead, Life Drain (with resurrection), melee flyer, Impervious to Pain (Upgrade - this unit pays no attention to pain. Even when it is killed, it will still fight another turn)

Champion
Phoenix / Grand Phoenix
“You should pay close attentions to the Phoenixes breeding on the top of our towers. They are few and their eggs need to be incubated for 500 years. But the Phoenix itself will be reborn even if it dies. When a phoenix is reborn it can be done under two options, be reborn as it was or be reborn as an egg. If it is reborn as it was, another death will kill it. But if it becomes an egg, it will be stronger and more durable this time around. We have tended this birds for thousands of years, we have created many and we care deeply for them. They are after all our ideology incarnate. Never speak ill of them” Opus Eternum, chapter 2: Basics of attending live everlasting, Archon Ezelkiel

Phoenixes are magnificent birds a little bigger than the size of eagles. They are fast, agile and with powerful magic. Their magic comes from the element of fire that they can either use to attack or upon themselves to be cleansed of old age and other negative effects and be reborn anew. In the Nirvana Empire, they have been revered for thousands of years. Their history tomes go as far as to dictate that the first idealists that later found life everlasting and created their civilization were inspired by the nature of this very bird and upon it build the entire ideology that to this day dictates Nirvana.

Abilities: Flyer, Magic damage (this unit causes fire damage), Area attack (upgrade - this unit attacks in a 3x3 area), Rebirth (this unit will return to life with ½ of the stack number resurrected for 2 times), Purge (Upgrade - When the Grand Phoenix is reborn, all adjacent allied units are relieved from any negative effect)

Archon / Elder Archon
“You aspire to ascent to the likes of Gods I see. This book you hold should not be seen by any other. Know that your very essence shall be obliterated should you not heed the warnings the next pages demand. Such is the power of those that are called Archons” Libro Secretorum, Elder Archon

Considered like Gods in the Empire, these are the people that run everything. They are the high kings. They rarely enter battle, but when they do, it’s like a God has descended upon the earth. They have walked for millennia upon this land and have mastered both paths. The title of Archon is hard to be bestowed and even harder to maintain as if they betray their secrets, their essence is obliterated from existence. When they attack, they always leave a damaging spell on their enemy and the damage they inflict is returned to them as life force. The most experienced of them can even fade into the spirit world for a time, making them incorporeal.

Abilities: Flyer, Incorporeal (Upgrade), Spell caster (this unit has spells like teleport, haste, slow, phantom image and clone – the power of their spells is based upon the spellpower of the magic hero or the attack or the might hero), Life Drain

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PandaTar
PandaTar


Promising
Supreme Hero
CH and HC Mascot
posted July 20, 2015 05:19 PM

Oh, thanks for the kind review on that. It does resemble a bit the Foundations proposal feeling, when I had aquatic and flying units meddled together in a single faction, so it was a bit familiar coming up with this proposal. The idea of it was that any unit could be considered a potential champion one, depending on how the player would develop skills and the town.

Squee, btw!

I'll see if I come up with something for this new round, probably shaping it in the lines of Conflux.

____________

Heroes-based proposal thread – updates in green

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Mediczero
Mediczero


Famous Hero
Warlord of the sea
posted July 20, 2015 05:27 PM

I'm in!!!

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 21, 2015 11:50 AM

Nice, already a proposal and several people who seem to be in for this round =)
Welcome to Mediczero, at this point! =)

@PandaTar & kiryu: Please send me via hcm, which creature each of you wants in the list for next round (round 5)!

Quote:
Jiriki, can you elaborate a bit on what you mean with 'spring spirit'? Is the 'spring' part of its name important, or can it mean any type of water spirit/elemental? And can we also interpret 'spring' as the season instead of the water source?

You can definitely interpret the word spring as you want it, here. It  has to be reflected somehow in the creature, though. Also, a spirit can be an elemental, but that is not necessary, imo. And if you do some water elemental, it should not be ocean based. But, as I said, spring can definitely also be the season (which theoretically could mean something without water entirely).

Quote:
I'm a bit disappointed though that I didn't get bonus point for (my attempt at) incorporating all creatures from week 3 in my faction

Hmmm, whilst you have a point, I am not so fond of giving bonus points directly for more creatures of the list. MAybe I should have stated that before.

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Steyn
Steyn


Supreme Hero
posted July 21, 2015 03:14 PM

Thanks for the explanation. I'll have to think about how I will use the spring spirit, but at least I now have some sort of framework.

As for the bonus points, I was not really serious But just out of interest, did you notice I'd tried to put all units in?

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PandaTar
PandaTar


Promising
Supreme Hero
CH and HC Mascot
posted July 22, 2015 06:22 PM
Edited by PandaTar at 20:03, 22 Jul 2015.

TOTEMS
Totems are the natural force of balance and harmony, the natural flux of all living things, binding the body and spirit through magic and seals. Totems are everlasting and ever growing, deeply rooting themselves as they spread, greatly protecting everything within its boundaries.
A totem is slowly built in a place and evolves from there, growing layer after layer of energy and magic, bringing in life and flourishing it from that point on, restoring back what has been corrupted and balancing back the souls of the stranded, seeding that energy and bestowing its blessing upon the new reviving lands, re-purposing and giving a new home for what was lost.
As Totems vouch for the natural cycle of all things, all Totems units and heroes and related beings are immune to resurrection or raising abilities.

The Town
A Totems town grows around each developed totem, which is build one over the other. Each one has a small tree or its own, delving further into each realm which defines how units grow stronger, which spells can be learned, which skills become available. As the last totem is built, the one which allows Spring Spirits to be present in this plane, it grants the fulfilled presence of all totems, making them all grow steadily and in fluid. Spring Spirits are ever present in Totems towns and they only leave when summoned in battle.

Heroes races
Dryad – Entities from nature, pure and magical, embodiments of will and power with balance.
Gnome – Emissaries from the spiritual plane, linking souls to the boundaries of the nature realm.

Racial Ability
Congruence – as the perfection of cooperation and feelings that bond every single element in the Totems grow stronger, heroes and units will help other when needed, even when not directly targeted. When engaging battles, allied heroes on the vicinity (1 day away) can cast spells to help each other in battle. Some spell effects are diminished and some other spells cannot be cast depending on the Congruence level. Also units that can use abilities on adventure map can influence nearby battles with their power. The stronger Congruence is, the farer help will come and the stronger spells will be.

Tiers: differently from the Conflux, Totems have units based on their role as a totem, individually impacting the balance of their whereabouts, and vouchsafing for the safety of all the others. Units have little abilities at first, and as hero skills and town are developed, so are their units, but they fall into the line of the basic building of the greater Totem; their abilities are, basically, their upgrades, and the order in which they are learned also depends on how the town and heroes are developed as a group.

UNITS

    CERBERUS: these wonderful three-headed beasts are akin to the elementals, as they are linked to them as their totem. Cerberus are meant to fight in a magical ambiance, either to support or to inflict damage on enemy ranks, by channeling elemental energies from the surroundings. Not to mention their three-headed attacks, that can completely inflict a number of ailments, but that can also attack three targets at once if needed be.
Unit stats
    • Role: flyer, living, melee, large, light infantry, caster
    • Abilities: Triad Strike (this unit strikes three adjacent targets at once, very fast, avoiding retaliation. If there’s only one unit in range, Cerberus will strike a single foe three times in a row, although it’ll be open to get a counterattack); Triad Judgment (the left head attack slows – lowers speed – the target, the middle head dispels buffs from the target, the right head cripples – lowers movement – the target); Elemental Totem (whenever this unit or any surrounding target is hit by elemental magic, it’ll absorb that elemental adding damage for the next attack of the middle head. And if this unit is on a terrain that is basically opposite to the elemental absorbed, a combined stronger effect is created for greater multi-elemental damage); Elemental Storm (cast either on adventure map or on battlefield, this storm weakens enemy elemental spells or abilities, while strengthens allied elemental spells or abilities – works in synergy with Congruency. In battle, it lasts two turns and has a cooldown of 6 turns).

    SPRING SPIRIT: the greatest of the totems, the spring spirit strengthens the other totems and protect the realms where Totems cities are located, either spiritually and physically. From all the totems, Spring Spirits can be summoned back and forth, almost as an omnipresent entity. They never truly leave the towns unsafe, but they can be, in a sense, present in every battle happening within their boundaries. When it goes beyond their domains, Spring Spirits are represented by Emerald Foxes, which carry over a chosen SS bestowing ability.
Unit stats
    • Role: teleport, spiritual, giant, summoning, caster, support
    • Abilities: Spring Blessing (this unit existence protects Totems domains and terrain from corruption and gradually restore terrain back to its original form, which also includes effects on battlefield – in synergy with Congruence); Soul of Yggdrasil (this unit existence bestows upon all allied units and heroes within Totems domains, a small boost in stats, that grows gradually as more Spring Spirits gather); Magical Thorns (when present on battlefield, this unit’s attack entangle enemies to the ground with magical thorns, that will hold them and deal small damage per time. This ability affects any enemy, even magic immune ones); Implosion Teleport (when this unit moves on the battlefield, it’ll cause an implosive force in the spot, damaging and pushing in all surrounding foes with non-elemental damage); Wrath of Yggdrasil (when not present on the battlefield, this unit can assist nearby armies by casting, every 5 turns, a powerful Energy Blast on a small AoE on the battlefield, damaging foes with compound damage (magical + physical) – in synergy with Congruence; when present in battlefield, it’s a ranged attack, also available every 5 turns); Breath of Hope (one of these effects is bestowed upon emerald foxes to carry on when leaving Totems boundaries: Perfect Regen – regen is so fast it decreases physical damage taken; Perfect Vision – greatly increases the army range of vision and perception to spot traps and hidden paths; Perfect Beacon – carry on the Congruence ability affecting nearby heroes and armies in a halved power. Breath of Hope is dispelled when there’s Corruption).

     MONARCH: monarchs are great entities which permeate life. From rotten leaves, they make tree grow anew. From corrupted ground, they can help water run fresh and purifying. They can keep an watchful eye over Totems realms.
Unit stats
    • Role: flyer, melee, living, support, caster
    • Abilities: Life Totem (by channeling magic and time, this unit can transform corrupted terrain into Totems terrain, either in battle or on adventure map – also working in synergy with Congruence – where Totems are not the currently domain); Nature’s Watch (whenever this unit has walked by on Totems domains and purified ground, it’ll always be freed from fog of war, revealed); Lullaby Pollen (every 5 turns, this unit can channel and cast this ability which will affect a great area on the battlefield, making all targets in that area fall asleep or get slowed down); Last Nova (when this stack is killed, a surge of lifeforce explodes cleansing from ailments and casting permanent regen on all surrounding allies).

    EMERALD FOX: spawn from Spring Spirits to wander and protect living beings in forests and to accompany heroes beyond Totems boundaries, the emerald fox is extremely swift and its piercing attacks rain down with flashes of bright green light, rendering foes temporarily unable to focus properly on battle.
Unit stats
    • Role: walker, melee, living, light infantry
    • Abilities: Piercing Light (when attacking, magical reflection from its body grants temporarily blindness on some foes, making them unable to retaliate or disrupting surrounding charging spell casting movements); Perfect Awareness (this unit is careful and aware of its surroundings, and by using its magical powers and absurd speed, it can avoid traps and spells with area of effect); Prismatic (casting any spells on this unit will make it recast on all surrounding targets, allied and foes alike, with halved effect); Corruption (if all allied units die – total HP must be at least twice as much as total HP from emerald foxes – this unit’s purpose will be corrupted and it’ll transform into a fiercer beast named visage).
Upgrades to VISAGE: upgrade that happens during battles only, it happens whenever emerald foxes fail to keep their allied units safe. The corruption of their role makes them turn into vicious beasts called visages, harder to control and extremely stronger than before. As they are too unstable, it is said that they must be returned to the nearest Totems town before it’s too late for them to be turned back into emerald foxes. If it is too late, they desert their hero and wander away never to return.
Unit stats
    • Role: walker, melee, living, large, infantry
    • Abilities: Dash (when ordered to attack, this unit will quickly dash on the battlefield ignoring terrain penalties or traps and will slash the target down so fast, it cannot be retaliated. Except when this unit is completely caged or separated by walls from foes, dashing grants cover to any distance between visage and target); Berserker (this unit is bound to attack all the time and has a chance to ignore hero’s orders in prior to attack the nearest foe); Relentless (this unit has a chance to retaliate any upcoming enemy action any number of times); End of Servitude (this unit will stay around for 3 days, then it’ll leave the army).

    ALICANTO: one of the few societies in Totems domains, the alicanto society were chosen as the Totem of the Sky, masters of storms, cleansed by the sun, fierce and powerful warriors.
Unit stats
    • Role: flyer, melee, living, infantry
    • Abilities: Wind|Water|Lightning Immunity; Thunder Catcher (if any Lightning based spells or abilities are cast around this unit, it’ll catch it, imbuing the power in its sword, stealing its effects, being able to reflect it back as physical damage on its next attack, which has a chance to stun the target); Wind Rider (in windy and stormy weather conditions, this units attacks deal more damage); Whirlwind (inflicts physical and wind-based magical damage on an area of effect on the battlefield. If in windy and stormy weather conditions, it’ll inflict more damage and push away targets. This ability is available at every 6 turns); Windleaf (in synergy with Congruence, this unit can launch its lance against random foes for small physical damage in surrounding battles when they are not present).

    ECHO: guardians of the souls, they sacrificed themselves in prior to stop the corruption and suffering of those surrounding them. Echo is not but an echo of the body, guarding all souls, not allowing anything to play with them, although it can summon its former self sometimes when there’s a need for a fiercer hand to hand battle.
Unit stats
    • Role: walker, undead, light infantry, caster
    • Abilities: Skeletal (piercing and projectiles deal less damage to this unit, although physical melee contact deal slightly more damage); Death Totem (this unit protects the souls of fallen allied units on the vicinity – on the battlefield or from other armies around by the synergy of Congruence – protecting them from corruption, necromancy and other spiritual manipulative effects); Soul Seal (this unit can cast a seal on an enemy, making it unable to be resurrected, reanimated or returned by any means. Only one seal can be active per Echo stack in a battle, and it can fail if the target is too numerous or powerful, it also depend on magical resistance); Soul Extinction (when a unit is under the Seal and some have died, Echo can obliterate those souls creating a burst of energy which will deal additional damage on that stack, breaking the seal, but making the obliterated numbers vanish permanently); Spring Mantle (this unit can borrow stats from allied units temporarily, linking them together, also making damage between those two units be shared alike. This bound can be done once per each allied unit per battle); Summon Ancient (once per battle, this unit can summon a layer of its old self, adding stats and a physical body which will last based on the total HP of the original stack. It will also be considered a living being for the duration. While in this form, this unit loses the following abilities: Skeletal, Spring Mantle).

    BEHOLDER: an enigmatic creature which belongs to and guards dreams and illusions. Beholders can create layers of dreams to confound enemies and protect allies, luring some to false trails and traps. Its ever watching gaze also sees through the nature of the enemy, casting back part of any harm it does upon the judging gaze.
Unit stats
    • Role: floater, large, archery, caster
    • Abilities: Avatar (this is neither a living being, spiritual, undead, elemental nor construct. It’s completely immune to mind/spirit spells and can be only affected by buffs and debuffs); Mindplay (when attacked, this unit can make illusions of itself which will mimic the main Beholder in some sense and avoid further damage. Illusions don’t deal damage and fade when attacked); Pain Reflection (if a unit is directly in visual range of the Beholder, it’ll link its own fate to the attacker, reflecting back a portion of any damage taken); Dream Totem (a passively channeling ability that charges for 3 turns while the Beholder takes no damage and its released on the battlefield after then: it confuses the senses and perception of foes, layering the current position of allied troops in a way that they have a chance to be displaced to a safer position after being attacked, suffering no damage); Illusive Bait (on the adventure map and in synergy with Congruence, this unit can make illusions of surrounding allied armies or heroes, making them strand away from the real ones, concealing them from view layered by dreams, making enemies lose track or walk to the wrong direction).

    BLACK KNIGHT: although it’s given a Knight name, this dark unicorn is craved with many jewels which givens the illusion, as the light dances on its flying mane, that there’s a mounted knight on it. Black Knight moves in shadows, as it’s its totem, and can instantly move back and forth once it has made directly contact with any enemy, detaching itself from its own shadow.
Unit stats
    • Role: walker, living, melee, tanky infantry
    • Abilities: Shadow Rider (at the start of the battle, this unit can set its shadow on a point where it can instantly move to and fro from it. The unit must be on the spot to be able to set the shadow fixed in that point. After attacking a foe, this unit is bound to it, and can instantly move to that foe jumping from its shadow back and forth, ignoring terrain penalties and movement points. This unit loses a bit of its stats when not accompanied by its own shadow); Night Blessing (at night, all nearby armies have better vision, more movement points and awareness of traps – in synergy with Congruence); Blackout (on the adventure map, this unit can make explored lands get completely covered back in shroud by the eyes of the enemy when in Totems domains. Beyond those boundaries, it’ll bring a lingering fog of war instead); Steal Shadow (It can only be cast if Shadow Rider ability is active. This unit can steal the shadow of one target once per battle, acquiring a random passive ability from the target. This ability can fail upon cast and will never steal an active ability. It has a chance to be resisted at every turn as well. Stolen ability is not available for the target while Steal Shadow is active. When this unit steals a shadow, it’ll regain the stats lost by the Shadow Rider ability).

____________

Heroes-based proposal thread – updates in green

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articun
articun


Supreme Hero
As i dream, so shall it be!
posted July 22, 2015 07:41 PM

Hmmm!!!!

I must overcome your obstacles Panda-san!!!

I shall also add role, heroes and racial to my lineup!!!

This time, i must persevere and score nice grades!

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Fauch
Fauch


Responsible
Undefeatable Hero
posted July 22, 2015 08:00 PM
Edited by Fauch at 20:03, 22 Jul 2015.

wow, that will become the wall of text competition
at least, from the name of things, you had a different idea than mine

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