|
Thread: ICTC: Guild | This thread is pages long: 1 2 3 4 · NEXT» |
|
Fofa
Famous Hero
Famous? Me?!
|
posted April 10, 2006 05:19 PM |
bonus applied. |
Edited by Fofa at 22:44, 07 Apr 2007.
|
ICTC: Guild
The Guild:
A.K.A: The Sorceresses
Alignment: Neutral
Associated Colours: Silver and sky blue
Worship: All elemental dragons, with a particular liking to Sylath, the Dragon of Air.
Core Philosophy: “It is unknown what the most powerful thing in the universe is, but we believe it is magic, and using it to its fullest extent.”
Core Philosophy: “Never underestimate the power of magic.”
Country/Kingdom: None. They are a nomadic reign, traveling in search of magical artifacts and knowledge.
Capital City: Silin (again, the exact location is unknown)
Key Symbols: A snake curling itself around a staff, four beams merging into one
Rival Faction: Prison (Not in the sense of sworn enemies.)
Preferred Magic Schools: They have no 'preferred' magic school. They'll get combinations of all four schools in their Magic Guilds.
Native Terrain: None (Seeing as they’re always traveling, they adapt to the ground and climate, including their crops.)
Flag:
Link
History:
Origins:
504 YSD- Separation from the Seven Cities
After the Orcish Crusades, many of the Cities’ wizards, most of them being female, became disgusted by the idea of making creatures as slaves and leave to form a new society.
566 YSD- Day of the Tears of Fire
A massive fire burns down the elven capital. The flames consume Brythigga, the mother of trees and sacred to the elves, and leaving behind a blackened scar on the earth where nothing will grow.
The Nymphs and Dryads, relatives of the Sprites and Pixies, feeling powerless and helpless, leave the Irollian kingdom. Entering the nearby Guild caravan, they hide behind the waterfalls the Guild magically generates, as they enjoy the silence and the Guild’s sense of community.
570 YSD-Alliance with the Elven Kingdom
Elven emissaries have gone to try to convince the Nymphs and Dryads to return, but nothing can convince the tree spirits to come back. Seeing this, the emissaries decide to make an alliance with the Guild, reaching a success.
600 YSD-Gifts from the Dragons
As a reward for worshipping each of the elemental dragons, each of the four primary elemental dragons gives elemental faeries to the Sorceresses: Wisps, Gnomes, Nereids, and Sylphs. Sylath also gives the Sorceresses the noble Pegasi.
Modern Ages:
711 YSD- Flight of the Magic Dragons
As the Necromancers take over the valley of Heresh, they begin taking the residing dragons, the Magic and Faerie dragons, in for Necromancy tests, hoping to make a dragon of their own, with their Bone and Spectral Dragons as the result. Fleeing with all they could, the dragons escape for undisturbed land, but with the Bone Dragons following them. Several of the Guild caravans notice this, and fight off the Bone dragons. The Magic and Faerie Dragons leave, making a bond with the Sorceresses, allowing them to come straight to them when needed.
813-822 YSD- War of the Broken Staff
The Necromancers attempt to crush the newborn Silver League but the Academy, with the Guild’s sudden assistance in finding a powerful staff, gain the upper hand and invade Heresh. The Necromancers are utterly defeated and their kingdom is shattered. However, the staff is also shattered, and the Guild leaves as soon as they appeared, with the broken parts.
969 YSD- Queen Isabel’s War
A wandering Sorceress, Gem, tells the Guild master, Marina, about the Prison army’s plan to capture the Sword of Dominion, an artifact when all of its parts are assembled, give the bearer the immense power. Marina gathers researchers to discover information about the artifact’s parts, and assembles an army to get to the parts first.
Culture and Society: Similar to the Dark Elves, they are also a female dominated society. Men, however, are either trained to be guards, or act as home keepers. If a person, man, woman, or child, lacks magical capabilities; they are simply kept at home. Those with arcane talent, though, are treated in great regard, and receive greater status and training.
They say no country is their home, as they are nomadic. They are constantly changing locations, and never stay there for very long, using magic to transport homes and the like.
The Guild Master, a Sorceress of great magical skill, governs all of the politics and such. A guild master keeps her rule until she’s old enough to retire (or dies), and usually, her court retires as well. The new guild master is chosen based through a ceremony based on skill, rather than succession. The winner of the ceremony is the new guild master. Those with skills close to the new leader are chosen to be the new court.
The many faerie creatures composing their armies were gifts to them from the elemental dragons for their uniqueness in worshipping all of them. While they might not be the strongest creatures on Ashan, they can still defeat armies tougher than themselves with both expert use of magic and good tactical planning.
Similar to the Silver Cities, they focus on knowledge and research, but the similarities end there. They don’t believe in competition between educations, so their schools aren’t really fierce. They also focus more on studies, rather than assembling creatures made of parts and animating them. Because of this, they often learn spells faster than even their counterparts.
Relations with Other Towns:
Academy: The Sorceresses split from the Wizards due to the Wizards creating the Orcs and enslaving them, doing the same with the beast men. They also have sympathy to the beast-men because of this. Even though the Guild helped out the Silver Cities during the War of the Broken Staff, the Sorceresses still have bitter feelings towards the wizards. As a result, Guild forces receive a morale penalty when working with Academy troops.
Dungeon: Although both the Sorceresses and the Dark Elves have great skills in magic, and great potential as allies, their lack of contact doesn’t establish an alliance or a rivalry. Guild forces, when teamed up with Dark Elves, receive no morale changes.
Haven: The Holy Griffin Empire and the Sorceresses of the Guild rarely, if ever, interact. As such, there is no change in morale if they fight on the same team.
Necropolis: Despite the fact that both the Necromancers and Sorceresses have split from the same faction, the Sorceresses have a distaste of Necromancy. This was pushed further when the Necromancers created the Bone and Spectral Dragons and the Sorceresses had to help the Faerie and Magic Dragons escape. Sorceress troops don’t work well with the undead and get a morale penalty due to this.
Sylvan: One of the Guild’s better relations. Ever since the Nymphs and Dryads joined the Guild’s forces, the Elves, who originally tried to bring them, back but they ended up allying with the Sorceresses. The Sorceresses will teach some of their magic to the Elves, while the Elves will trade materials with them.
Inferno: The Sorceresses research about Demons to fight them off. And like everyone else, they don’t like the Demons due to the Demon's desire to destroy. This contributes to their morale penalty.
Fortress: The Sorceresses rarely interact with the Dwarves due to their constant movement. There are no morale changes for either side.
Hero Type: Sorceress
Steed: The Sorceresses ride Slephnirs on the adventure map. And no, they can’t fly.
Trail: At first, it’s a silver glow, but as the army grows stronger, so does the glow, with little balls of the same color floating over it.
Racial Specialty: Spell Studies
Basic: Every 2 levels, there’s a 70% chance of getting a spell the first or second circle of any school.
Advanced: Every 2 levels, there’s a 50% chance of getting a spell from the third circle of any school.
Expert: Every 2 levels, there’s a 35% chance of getting a spell from the fourth or fifth circle of any school.
Ultimate: Every 2 levels, there’s a 25% chance of getting a spell from any circle of any school.
Other Skills with Spell Studies
Double Cast: Able to cast two spells in succession when casting, but initiative time for the hero is reduced in half until her next turn.
Part of: Spell Studies
Requires: Reflection (Summoning Magic), Twilight (Light Magic)
Elemental Knowledge: Adds an additional element on the spell cast. Also allows the elements of creatures to be shown.
Part of: Spell Studies
Requires: Master of Conjuration (Summoning Magic)
Elemental Attribute: All creatures have a random element blessed onto their attacks.
Part of: Attack
Requires: Elemental Knowledge (Spell Studies)
Lightning Rod: All Lightning Bolt and Chain Lightning spells cast by the enemy hero will be struck on one of his own units, regardless of actual target. Any large creatures (2x2), or creatures ordered to wait or defend, will always be struck first
Part of: Destructive Magic
Requires: Electrocution (Destructive Magic), Corrupted Soil (Dark Magic)
Electrocution: Unless the targeted creature has Lightning resistance, the Lightning Bolt and Chain Lightning spells will always kill one creature on the targeted stack.
Part of: Destructive Magic
Requires: Master of Lightning (Destructive Magic)
Reflection: Increases spell power by 3 when casting any spell from the Destructive or Summoning schools.
Part of: Summoning Magic
Requires: Master of Conjuration (Summoning magic)
Field of Resistance: All creatures gain an Aura of Magic Resistance
Part of: Defense
Requires: Protection (Defense), Magic Resistance (Luck)
Navigator: Increases movement on sea, and increases spell power by 25% in sea battles.
Part of: Logistics
Requires: Navigation (Logistics)
Sea Captain: Adds +2 luck and morale during sea battles
Part of: Leadership
Requires: Navigator (Logistics)
Arcane Luck: All spells randomly have luck rolled on.
Part of: Spell Studies
Requires: Warlock’s Luck (Luck), Double Cast (Spell Studies)
Forever Learning: All spell points are recovered at the beginning of each turn (on the adventure map, not in battle), and all spell effects and damage are increased by 20%
Part of: Spell Studies (Ultimate)
Requires: Counterspell (Sorcery), Twilight (Light Magic), Dark Revelation (Enlightenment)
Note: Counterspell requires Reflection (Summoning Magic)
Skill Charts:
Link
Link
Link
Link
Link
Starting Stats:
Attack: 0
Defense: 0
Power: 2
Knowledge: 3
Stat Growth: (Lower numbers equal higher chances)
Attack: 10%-20%
Defense: 10%-20%
Power: 40%-30%
Knowledge: 40%-30% (Grow at an even pace with Power)
Skill Chances:
Spell Studies: 10%
Attack: 2%
Defense: 2%
Leadership: 2%
Luck: 8%
War Machines: 2%
Logistics: 8%
Dark Magic: 15%
Light Magic: 15%
Destructive Magic: 10%
Summoning Magic: 10%
Enlightenment: 8%
Sorcery: 8%
Individual Heroes:
Aryll:
Personal Specialty: Nymph Friend: Increases attack and defense of Nymphs/Dryads every 2 levels, beginning with the first.
Skills: Basic Spell Studies, Basic Enlightenment, Scholar
Bio: Found one day by one of the Guild’s Caravans, she says she is from another world, just barely managing to escape its destruction by fleeing into a portal. She avoids the subject of her world, and often changes the subject when asked that, but she seems to use magic just as well as her peers, if not better.
Note: Starts with a First Aid tent and the Endurance spell.
Hero Artwork:
Link
Nina:
Personal Specialty: Pegasus Tamer: Increases attack and defense of Pegasus Riders/Pegasus Scouts every 2 levels, beginning with the first. In addition, both Pegasi force spell casters to consume one extra spell point.
Skills: Basic Spell Studies, Basic Sorcery, Arcane Training
Bio: Having had a natural talent with magic since youth, Nina is always traveling to learn about magic. Her interest in magic is so intense that her worried family forcefully dragged her to the outdoors to try to get her to like something other than magic. And now she has one interest other than magic: Pegasi.
Note: Starts with the Cleansing spell
Hero Artwork:
Link
Rachel:
Personal Specialty: Cursed Soul: Not only will the Weakness spell lower attack values, but also lowers defense values. Its strength depends of hero level.
Skills: Basic Spell Studies, Basic Dark Magic, Master of Curses
Bio: A sad, depressed girl, she had no friends throughout childhood, because of one strange trait: the ability to weaken things just by touching them. After being assessed by high-powered sorceresses, they learned it was her magical capabilities taking on a physical form. She has since been taught to control this, and is able to inflict her lonely pain on her enemies.
Note: Starts with the Weakness spell.
Hero Artwork:
Link
Bridget:
Personal Specialty: Storm Queen: The strength of the Chain Lightning spell increases depending on the hero level. In addition, it strikes one extra target.
Skills: Basic Spell Studies, Basic Destructive Magic, Master of Lightning
Bio: Having had a curiosity with lightning, thunder, and storms, she became a sorceress to try to learn to control them. After many risky and life-threatening attempts, having nearly died twice, her efforts have begun to pay off.
Note: Starts with the Lightning Bolt spell.
Hero Artwork:
Link
Anna:
Personal Specialty: Princess of Traps: The number of mines in the Fire Trap spell increases depending on hero level.
Skills: Basic Spell Studies, Basic Luck, Resourcefulness
Bio: Having seen her family killed by Dark Elves and enslaved by them as a child, she discovered her magical capabilities while escaping them, laying out exploding traps in their path and fleeing to the surface, when she was taken in by the Guild. She has been repaying them, and fighting the Dark Elves for revenge, ever since.
Note: Starts with the Fire Trap spell.
Hero Artwork:
Link
Jessica:
Personal Specialty: Mana Wielder: Increases the amount of mana spell casting creatures have by 2% per hero level.
Skills: Basic Spell Studies, Basic Sorcery
Bio: Most sorceresses concentrate on learning spells, but Jessica was more interested on studying the source and retaining of mana. While her research wasn’t quite what she hoped for, originally trying to supply herself with limitless mana, she has learned how to increase the mana of spell casting soldiers under her command.
Note: Starts with the Slow spell and an Ammo Cart.
Hero Artwork:
Link
Rind:
Personal Specialty: Gnome Captain: Increases the attack and defense of Gnomes/Miners every 2 levels of the hero, beginning with the first. Also increases their magic and status resistances.
Skills: Basic Spell Studies, Basic Leadership
Bio: Although Rind has a talent in magic; her interests lied with the Gnomes who mined the resources behind the waterfalls. She has intensely studied these underground faeries, and can easily command them better than any other Sorceress. Because of her intense studies on them, Gnomes and Miners return her faith when led by Rind’s leadership.
Note: Starts with Haste spell.
Hero Image:
Link
Jasmine:
Personal Specialty: Illusionist: Has a chance of creating an extra illusion from the Phantom, granted that none of the spaces surrounded the unit is already occupied. Chance depends on hero level.
Skills: Basic Spell Studies, Basic Summoning Magic
Bio: Always fascinated with illusions and trickery, Jasmine works these tactics into her armies. She used her skills in such and magic to earn her ranks into the Guild’s command.
Note: Starts with the Phantom Forces spell.
Hero Artwork:
Link
Marina: (Campaign Hero)
Personal Specialty: Elementalist: Stats and numbers of the elementals summoned by Elemental Balance or the Summon Elemental spell is increased depending on hero level.
Skills: Basic Spell Studies, Advanced Summoning Magic, Master of Conjuration
Bio: Daughter of magically inept parents, they were surprised when she displayed arcane talent. After that, she studied intensely, even for a sorceress. Winning the succession ceremony at a young age, she feels compelled to do whatever necessary to make the Guild benefit.
Note: Starts with the Summon Elemental spell.
Hero Image:
Link
Gem: (Campaign Hero)
Personal Specialty: Maiden’s Blessing: Not only does the Divine Strength spell inflict maximum damage, but it also increases the chances of a critical strike. Percentages of the chance depend on the hero level.
Skills: Basic Spell Studies, Basic Light Magic, Master of Blessings
Bio: A calm, serene, and gentle Sorceress. Although she despises war in all its forms, she only enters the battlefield because she has no other choice.
Note: Starts with the Divine Strength spell.
Link
Standard Buildings:
Village Hall: Purchases town structures and provides 500 gold each day.
Requirements: None
Cost: None
Town Hall: Provides 1000 gold per day.
Requirements: Village Hall, Town Level 6
Cost: 2000 gold
City Hall: Provides 2000 gold per day.
Requirements: Town Hall, Town Level 9
Cost: 5000 gold
Capitol: Provides 4000 gold per day.
Requirements: City Hall, Town Level 15; only one can be built.
Cost: 10000 gold
Fort: Builds defensive walls for the town.
Requirements: Town Level 6
Cost: 5000 gold, 5 wood and 5 ore
Citadel: Increases creature growth by 50%, adds a keep and a moat.
Requirements: Town Level 9, Fort
Cost: 5000 gold, 5 wood and 5 ore
Castle: Doubles creature growth, improves the town’s defenses, and adds two additional arrow towers.
Requirements: Town Level 15, Citadel
Cost: 5000 gold, 10 wood and 10 ore
Tavern: Allows the recruitment of heroes and increases morale during a siege by 1.
Requirements: None
Cost: 500 gold and 5 wood
Marketplace: Allows trading and purchasing of resources (exchange rates improve with each owned Marketplace)
Requirements: None
Cost: 500 gold and 5 wood
Resource Silo: Provides an extra 1 gem per day
Requirements: Marketplace
Cost: 500 gold and 5 ore
Blacksmith: Provides visiting and garrisoned heroes with an Ammo cart at cheaper prices.
Requirements: None
Cost: 1000 gold and 5 wood
Shipyard: Allows the construction of ships
Requirements: Town Level 12
Cost: 2000 gold and 20 wood
Magic Guild Level One: Keeps three spells of the first circle.
Requirements: Town Level 3
Cost: 2000 gold, 5 wood and 5 ore
Magic Guild Level Two: Adds 3 spells of the second circle.
Requirements: Town Level 3, Magic Guild Level 1
Cost: 1000 gold, 5 wood, 5 ore, 1 sulfur, 1 mercury, 1 crystal, 1 gem
Magic Guild Level Three: Adds 3 spells of the third circle.
Requirements: Town Level 3, Magic Guild Level 2
Cost: 1000 gold, 5 wood, 5 ore, 2 sulfur, 2 mercury, 2 crystal, 2 gem
Magic Guild Level Four: Adds 2 spells of the fourth circle.
Requirements: Town Level 3, Magic Guild Level 3
Cost: 1000 gold, 5 wood, 5 ore, 3 sulfur, 3 mercury, 3 crystal, 3 gem
Magic Guild Level Five: Adds 2 spells of the fifth circle.
Requirements: Town Level 3, Magic Guild Level 4
Cost: 1000 gold, 5 wood, 5 ore, 5 sulfur, 5 mercury, 5 crystal, 5 gem
Unique Buildings:
Enriched Waters: Increases Nymph/Dryad population by 2 each week.
Requirements: Enchanted Spring, Town Level 5
Cost: 1000 gold and 3 gems.
Magic University: Allows hero to learn a magic school (Destructive, Light, Dark, or Summoning) at the basic level, assuming the hero hasn’t already filled his/her skill slots and hasn’t learned it already. (Requires Magic Guild Level 1 and Town Level 3)
Requirements: Magic Guild Level 1, Town Level 6
Cost: 1500 gold, 5 ore, 5 wood, 5 crystals, 5 gems, 5 sulfur and 5 mercury.
Guarded Treasury: Provides a 10% increase in gold on day 1 of the week.
Requirements: Earthen Mine, Resource Silo, Town Level 9
Cost: 3000 gold, 10 ore and 5 wood.
Warping Stone: Transports the entire town, to another location on the map, as long as the area is big enough, isn’t between a choke point, and is on traversable terrain. If a Shipyard was constructed and the town’s new location is not near water, the shipyard will be destroyed and lost. A Sorceress hero (they’re the only ones who know how to work it) in the garrison is required to use the stone, and it uses up all of her spell points and movement. It can only be used once per day.
Requirements: Magic Guild Level 3, Citadel, and Town Level 12
Cost: 4000 gold, 5 wood, 5 ore, 5 crystals, 5 gems, 5 sulfur, and 5 mercury.
Aurora Borealis: Standard Grail effects and steals spells points from enemy hero and give it to the besieged hero. Also lowers spell costs by 50% for all heroes and creatures under their command.
Requirements: Tear of Asha
Cost: None
Moat: (Just stating the characteristics of the moat . . .) Like any other moat, this deals damage. For this town, its additional effect would be additional elemental damage, such as fire damage. The damaging element is random.
Dwellings:
Magic Lantern: Produces 12 Wisps per week
Requirements: None
Cost: 600 gold
Glowing Lantern: Produces 12 Will-O-Wisps per week
Requirements: Magic Lantern
Cost: 800 gold and 5 crystals
Earthen Mine: Produces 10 Gnomes per week
Requirements: Tavern, Town Level 3
Cost: 1500 gold, 10 ore, and 5 wood
Mineshaft: Produces 10 Miners per week
Requirements: Blacksmith, Earthen Mine, and Town Level 3
Cost: 2600 gold, 5 ore, and 5 wood
Enchanted Spring: Produces 7 Nymphs per week
Requirements: Magic Guild Level 1, Town Level 6
Cost: 1500 gold, 5 ore, 5 crystals, and 5 gems
Faerie Spring: Produces 7 Dryads per week
Requirements: Town Level 6
Cost: 3000 gold and 5 gems
Sky Portal: Produces 5 Pegasus Riders per week
Requirements: Town Level 9
Cost: 2500 gold, 10 wood, and 5 crystals
Sky Gate: Produces 5 Pegasus Scouts per week
Requirements: Sky Gates, Town Level 9
Cost: 5000 gold, 5 wood, and 10 crystals
Sapphire Temple: Produces 3 Nereids per week
Requirements: Earthen Mine, Town Level 9
Cost: 4500 gold, 10 wood and 5 ore
Temple of Sacred Water: Produces 3 Undines per week
Requirements: Town Level 9, Sapphire Temple, Magic Guild Level 2
Cost: 6000 gold, 5 mercury and 5 gems
Summoning Stone: Produces 2 Sylphs per week
Requirements: Sky Gates, Town Level 12
Cost: 6000 gold, 20 ore, and 10 gems
Summoning Altar: Produces 2 Slephnirs per week
Requirements: Summoning Stone, Sky Stables, and Town Level 12
Cost: 9000 gold, 10 ore, 5 gems, and 5 crystals
Dragon Forest: Produces 1 Faerie Dragon per week
Requirements: Summoning Stone, Enchanted Spring, and Town Level 15
Cost: 17000 gold, 10 wood, 5 crystals, 5 gems, 5 sulfur, and 5 mercury
Magic Forest: Produces 1 Magic Dragon per week
Requirements: Dragon Forest, Magic Guild Level 3, and Town Level 15
Cost: 19000 gold, 10 crystals, 10 gems, and 5 mercury
Town Image: (Mostly confirmed)
Link
Town Specialties:
Silin (Capital): Cheaper Magic University prices
Bio: It’s no surprise that the first city the Sorceresses resided in after their separation from the wizards is their capital. The Guild Master here is among even the elves for most powerful spell casters, and even helps teach spells to her students more than others; this makes learning magic at Silin's university cheaper to pay the tuition fees.
Illiad: Weekly Gem bonus
Bio: Through out the Gnomes’ mines are beautiful, gleaming jewels. As wondrous a sight they are to behold, the Gnomes mine them, using their mages to recreate the jewels. Because of this, Illiad never runs out of gems.
Oslen: +1 Nymph/Dryad growth
Bio: After the sacred tree of the elves, Brythigga, had burnt to the ground, the Nymphs and Dryads had left Irollan in search for a new home. While they were spread around the caravans when they were made the new home of these faeries, the giant tree in Oslen’s caravan reminds the Nymphs and Dryads of their origin before the move. As a result, more Nymphs and Dryads are available for recruitment.
Noreen: 5% increase to Guarded Treasury income
Bio: Within the mines of the Gnomes at Noreen is a supposed to be a regenerating vein of pure gold. Although this has proved to be false, there is something that is always producing gold in the mines. Even though the Sorceresses here are investigating what the cause is, the extra gold it produces are stored in the treasuries.
Fenri: Cheaper hero recruitment prices
Bio: Fenri was the caravan that suffered the most when rescuing the Magic and Faerie Dragons. To this day, it still needs repairs. Fortunately, heroes who are willing to help with the reconstruction offer less for their services, and everyone in Fenri is grateful for the help.
Alreane: Better prices in the Marketplace
Bio: It is a curious thing, but Alreane seems to attract more people than any place in Ashan. The Guild Master, however, was clever enough to use this in favour of the caravan by lowering the trading prices, seeing as most the visitors were merchants. This became so successful that, in fact, many residents from the other caravans come here just to trade.
Alias: +1 Sylph/Slephnir growth
Bio: There are rumors that say Sylath, the dragon of air, had blessed this caravan himself. This rumor might be true because more of the Sylphs, Sylath’s steeds, are summoned here in greater numbers.
Elfin: Cheaper first-aid tent prices
Bio: This was the first caravan the elves came to when trying to convince the Nymphs and Dryads to return to their forests. As a result, the elves often come here before any of the other caravans, and have helped the Sorceresses here with the first-aid tents, making them cheaper than at the other caravans.
Carwyn: Weekly Mercury bonus
Bio: Deep in the waters of the Faerie Dragons’ woods in Carwyn lies a unique pond. At the bottom of the pond is a small, continuously refilling supply of Mercury. Only the dragons can retrieve it without suffering side effects, but after being retrieved, the Sorceresses use magic to turn it into standard Mercury, making it useable.
Dawnmill: Increased moat damage
Bio: It is unsure what remains strewn inside the waters of Dawnmill’s moat, having been around since the caravan started moving. It gives off even more elemental fury than in the moats of the other caravans. There are many theories as to why this might be, such as blessings from all of the elemental dragons, or a result of a battle with the Dark Elves. It is a mystery that has the Sorceresses confused, and is at constant research.
Shella: +1 Nereid/Undine growth
Bio: The waters that flow in Shella’s waterfalls are very sacred water from Shalassa herself. Since this is the water that brings life to the Nereids and Undines that worship her, it should be no surprise that more of these faeries appear here than at the other caravans.
Sandrath: +1 Pegasus Rider/Pegasus Scout growth
Bio: A battle hardened sorceress retired here years ago with her Pegasus steed. She doesn’t seem to be bothered by her retirement, as she is always training and helping out warriors and apprentice Pegasus riders. Many Riders and Scouts often come to this caravan to meet this sorceress and receive advice and additional training.
Vorun: Increased arrow tower damage
Bio: Vorun had been attacked quite frequently while eliminating the first Bone and Spectral dragons and saving the Faerie and Magic dragons from extinction. The Guild Master decided to do something about the guarding arrow towers, since they were more often a hindrance than actual help. She cast a spell on them that focused their shots, and made them more powerful overall.
Lune: +1 luck during a siege battle
Bio: A very young girl, who was training to be a sorceress like her mother, picked up a spell book from her mother’s collection and randomly cast a spell from it. The spell backfired, but it created a rainbow around the town, and it still hasn’t left. Not that the defenders of the town are complaining about the extra luck that the rainbow brings.
Feriesin: +1 Gnome/Miner growth
Bio: There are many mines in Feriesin's cliffs and waterfalls. Because of this, the Gnomes flock here for opportunities to mine, one of their best talents. They are also willing to help in the event of a siege.
Solua: +1 morale during a siege battle
Bio: The air in Solua is clean and crisp, the waters are clear, the trees unharmed, and the sun always shines. Many of Solua’s residents are in perfect content just residing here. This also affects the town’s defenders, who are more calm, serene, and confident in this environment.
Creatures:
Level 1: Wisp
Hit Points: 6
Attack: 1
Defense: 1
Initiative: 10
Speed: 5
Shots: N/A
Size: 1x1
Damage: 1-2
Mana: N/A
Element: Fire
Specials: Elemental, Cleansing attack (dispels all positive effects on enemy), Immunity to Fire
Cost: 35 gold
Description: Wisps are the elemental faeries of fire, and as such, they are naturally immune to fire. While they are not the strongest of the faeries, apprentice Sorceresses can easily summon them from their elemental plain, making them the most numerous creatures the Guild has. Their attacks, consisting of faerie fire, instantly cleanse any enchantments their target might have.
Level 1 Upgrade: Will-O-Wisp
Hit Points: 8
Attack: 2
Defense: 2
Initiative: 12
Speed: 6
Shots: N/A
Size: 1x1
Damage: 1-3
Mana: N/A
Element: Fire and Earth
Specials: Elemental, Explosion, Cleansing attack, Immunity to Fire
Cost: 50 gold
Description: Will-o-Wisps are perhaps one of the most aged creatures to grace Ashan. Despite their frailness, they are more powerful than their younger counterparts, also able to create an explosion around themselves to help turn the tide of battle.
Will-O-Wisp Image:
Link
Level 2: Gnome
Hit Points: 15
Attack: 3
Defense: 5
Initiative: 8
Speed: 4
Size: 1x1
Shots: N/A
Damage: 3-5
Mana: N/A
Element: Earth
Specials: 25% magic resistance, immunity to earth
Cost: 55 gold
Description: Gnomes are faeries who live in the earth itself, rarely coming to the surface. While they’re not the best attackers, they are better at defending fellow armies, and further enhancing that strength is their ability to resist magic. As beings of the earth itself, earth magic cannot do any damage to them.
Level 2 Upgrade: Miner
Hit Points: 20
Attack: 5
Defense: 7
Initiative: 10
Speed: 5
Size: 1x1
Shots: N/A
Damage: 4-6
Mana: N/A
Elements: Earth and Fire
Specials: 45% magic resistance, 25% status resistance (i.e. poison, stun), immunity to earth
Cost: 85 gold
Description: While Miners have the same weaknesses as their weaker companions, they have been given further training in resisting magic, their natural trait, but now they’re also trained to fight off weakening ailments.
Miner Image:
Link
Level 3: Nymph
Hit Points: 10
Attack: 5
Defense: 5
Initiative: 12
Speed: 6
Size: 1x1
Shots: 4
Damage: 6-8
Mana: 14
Element: Water
Specials: Caster (Ice Bolt [Basic]), Flight, Range
Cost: 115 gold
Description: Nymphs and Dryads, often confused with their forest cousins Pixies and Sprites, dwell within waterfalls to hone their arcane abilities in peace. Both use magic, composed into a physical form, from their wings to strike enemies from a distance.
Level 3 Upgrade: Dryad
Hit Points: 15
Attack: 8
Defense: 8
Initiative: 12
Speed: 6
Size: 1x1
Shots: 8
Damage: 7-11
Mana: 20
Elements: Water and Earth
Specials: Ranged Shooter, Caster (Blindness [None], Ice Bolt [Advanced], Eldritch Arrow [Basic]), Flight
Cost: 165 gold
Description: Dryads are close cousins to Nymphs, as Sprites are to the Pixies. They have learned more spells than their younger relatives, and have more magic to attack from behind safe quarters.
Dryad Image:
Link
Level 4: Pegasus Rider
Hit Points: 21
Attack: 9
Defense: 9
Initiative: 13
Speed: 8
Size: 2x2
Shots: N/A
Damage: 4-8
Mana: N/A
Element: Air
Specials: Flight, Magic Damper (forces enemy hero to consume 2 extra SP when casting), Enraged
Cost: 240 gold
Description: Pegasi were rewarded to the Sorceresses from Sylath due to their preference for the wind deity. While not the most sturdy or most powerful, Pegasi are quick and active steeds in battle. The Pegasi themselves emit an aura that forces enemy spell casters to consume more spell points when spell casting.
Level 4 Upgrade: Pegasus Scout
Hit Points: 30
Attack: 12
Defense: 12
Initiative: 15
Speed: 9
Size: 2x2
Shots: N/A
Damage: 6-10
Mana: N/A
Elements: Air and Water
Specials: Flight, Magic Damper, Double Strike, Enraged
Cost: 350 gold
Description: Pegasus Scouts are given further training in the ways of battle. Among their teachings is their ability to strike twice, helping out with their weak offensive abilities.
Pegasus Scout Image: (Yes, I know I didn't complete the horse.)
Link
Level 5: Nereid
Hit Points: 55
Attack: 14
Defense: 12
Initiative: 14
Speed: 5
Shots: 5
Size: 1x1
Damage: 12-14
Mana: 13
Element: Water
Specials: Shooter, Caster (Circle of Winter [Advanced], Slow [Basic]), Immunity to Ice/Water
Cost: 650 gold
Description: Nereids are water faeries, completely immune to their home element. They are capable of not only using magic, but can also send large, water based projectiles at their foes.
Level 5 Upgrade: Undine
Hit Points: 65
Attack: 16
Defense: 14
Initiative: 14
Speed: 5
Shots: 8
Size: 1x1
Damage: 13-15
Mana: 25
Element: Water and Earth
Specials: Shooter, Caster (Circle of Winter [Advanced], Slow [Basic], Cleansing [Advanced]), Spray Attack (melee), Immunity to Ice/Water
Cost: 900 gold
Description: Undines are priestesses within the Nereids who honor their patron god, Shalassa. Their abilities are stronger than their sisters, and their blessed tridents give off a magical attack that spreads over an area when in close counters.
Undine Image:
Link
Level 6: Sylph
Hit Points: 100
Attack: 18
Defense: 17
Initiative: 12
Speed: 7
Size: 2x2
Shots: N/A
Damage: 13-20
Mana: N/A
Element: Air
Specials: Flight, Initiative aura (aura giving surrounded friendly units increased initiative), immunity to Lightning/Air
Cost: 1450 gold
Description: Legendary horses with the features of both Pegasi and Unicorns, they are the steeds of the Sylath, the Dragon of Air, and are summoned by the Sorceresses from their elemental plane. As beings made of wind and air, all magic concerning their element can do no harm. They aren’t the best in combat when compared to the others who worship the other dragons, but will fight if required. Their very presence gives a calmness and sense of relief to those around them, allowing them to act more.
Level 6 Upgrade: Slephnir
Hit Points: 120
Attack: 19
Defense: 19
Initiative: 14
Speed: 7
Size: 2x2
Shots: N/A
Damage: 18-25
Mana: N/A
Elements: Air and Earth
Specials: Flight, Initiative aura, ailment attack (when attacking, it has a chance of inflicting a random ailment. 50% chance for the attack to work, and a 25% chance of poison, stun, blind, or cursing), immunity to Lightning/Air
Cost: 1900 gold
Description: The Slephnirs are Sylath’s favoured warriors and the more powerful cousins of the Sylph, and as such, are more oriented towards battle. The horn on the Slephnir inflicts a random ailment on their enemies.
Slephnir Image:
Level 7: Faerie Dragon
Hit Points: 175
Attack: 22
Defense: 21
Initiative: 11
Speed: 6
Size: 2x2
Shots: N/A
Damage: 20-30
Mana: 29
Element: Fire
Specials: Spell caster (Meteor Shower [Advanced], Fireball [Advanced]), Flight, 50% Magic Mirror
Cost: 3650 gold +1 gem
Description: Smaller and not very fierce looking, their appearances may lead you to believe that these creatures aren’t dragons, but they do share the blood of each elemental dragon, and can do something their fellow dragons can’t: cast magic, as well as sending harmful magic back at the caster’s army with their scales.
Level 7 Upgrade: Magic Dragon
Hit Points: 180
Attack: 25
Defense: 24
Initiative: 12
Speed: 6
Size: 2x2
Shots: N/A
Damage: 25-40
Mana: 45
Elements: Fire and Air
Specials: Caster (Meteor Shower [Advanced], Fireball [Expert], Chain Lightning [Advanced]), Flight, 100% Magic Mirror
Cost: 4700 gold +2 gems
Description: Magic Dragons are the more powerful, older siblings of the Faerie Dragons, with even more spell casting abilities. Their scales will always reflect harmful magic back to the caster.
Magic Dragon Image: (Told ya it wasn't very fierce looking)
Link
I know the entry isn't quite complete (especially in terms of history, any help here would be appreciated), but please, critique as you see fit.
Update: (4/13/06)Added new building, heroes, and picture of the Slephnir.
(4/16/06) Added fonts, updated some hero data, and new event in chronolocal timeline.
(4/26/06) Added new event in chronological timeline, changed spell names to fit in the game, changed some hero names, changed and added a few creature abilities (thinking one for Slephnir was hard!), and finally, added new symbol. I have the creature stats in my Word document, but I'm not so sure if I should submit them now. . .
(5/16/06) Here goes. . .*gulp* Creature stats and prices are up. Special structure and dwelling costs are also up. If you can help me improve any of it in any way, LET ME KNOW! Also changed the name for the upgraded Pegasus and added more fonts.
(5/28/06) I'm thinking of removing the Medusa in favour of another fantasy creature, but I don't know what. Suggestions and opinions are greatly appreciated.
(6/8/06) Added some skills for Spell Studies, a little more of their culture, and changed their worship. Also removed the Friend-Foe list.
(6/14/06) Big update: Character bios, a few changes to Lyn's specialty and other hero related things, added new skills, and changed a few things. I'm planning to do the Skill chart for both Guild and Prison this weekend.
(8/9/06) Biggest. Update. EVER! Obivously, the creature IMAGES!! Hopefully, you people will stop complaining! That's also the reason why I didn't clean them up. Maybe at a future date. . .
Aside from those, added new skills, changes, corrections, and pretty much everything else.
(Once I get a better mastery of buildings, I'll add the architect sketches. I'm not good at those yet, but I do have the idea in my head.)
(8/30/06) In excitement of the news for the Hammers of Fate expansion, I have added the relations to other towns and the skill charts, as well as Forever Learning, the ultimate skill.
(10/5/06) Revamped the Unique Buildings section, and added the dwellings (some of which have changed names). Relations to the Fortress have been added.
(11/17/06) I'll be getting my copy of Hammers of Fate tomorrow, so I'll post this update before I forget. Did a lot of underlining so that this document was easier to read; several minor stat changes; added the standard buildings; made several corrections; over minor changes.
(12/21/06) This is the last update that I'll make before I head down to my grandparents' place (unless the roads get bad). Added artwork for heroes, added towns and bios, and a few other things.
(2/20/07) I've made the creature changes, but the images will have to come later (I'll try to get my scanner up this weekend); skill growth percentages were added; primarily small changes here and there.
(2/28/07) Part 1 of update. Added images for the new creatures, a few missing heroes, and the flag. The rest of the update will be finished when I get home.
(2/28/07) Part 2 of update. Changed Rind's bio, some of the complete document, and made changes to Spell Studies overall. I suppose the charts are a little obsolete now.
(4/7/07) First edit after the end of the contest. Made some stat changes. Just note that I won't be doing any name changes or 'alternative upgrades' that the expansions says it will add until whether or not it is implemented and when new creatures are added.
|
|
FriendOfGunnar
Honorable
Legendary Hero
able to speed up time
|
posted April 14, 2006 06:24 PM |
|
|
I really like your picture Fofa, I'm looking forward to more...
|
|
Fofa
Famous Hero
Famous? Me?!
|
posted April 15, 2006 01:31 AM |
|
Edited by Fofa on 26 Apr 2006
|
Let me know if you wanna see the full-size version.
Knowing me with my art, I might even do concept doodles of the back and front of my troops. Cosplay anyone?
Edit: Let's see, picture wise, I'm only doing the upgraded versions, while stating what the downgrade lacks (i.e. capes, ornaments, etc). Also, I'm doing them in this order: 2 Prison, and then 2 Guild troops. When they're all done, I'll do the flags and symbols.
Guild Troops Done: Slepnir, Dryad, Medusa Queen, Battle Dwarf, Sling Shooter.
Prison Troops Done: Spy, Dualist, Shaman
Edit: Changed my mind. I'm working to get the Guild troops done first, than the Prison. Having a hard time coming up with a design for the Faerie/Magic Dragon though. I'll also see if I can try to get my scanner working this weekend.
|
|
orbvius
Adventuring Hero
Oblivious
|
posted April 24, 2006 01:08 PM |
|
|
No cosplay please.
Anyway its too late to enter the contest.
When I take a glance at your work, I realise you follow the details of homm 5 when it comes to your creatures lineup, which is good.
I shall be blunt.
1) The creatures lineup are a boring reused creatures.
2) What? History and Origins? I just skipped it.
3) Boring naming convention. A look at it tells me that Catherine and Meredith are used so much that they stinks of copy.
4) Hero speciality is pretty lousy and is not very related to your faction.
5) If you seriously believe you have the ability to draw the concept art for the creatures and maybe buildings go ahead. It takes a lot of hardwork and time for that.
|
|
Valeriy
Mage of the Land
Naughty, Naughty Valeriy
|
posted June 09, 2006 08:02 AM |
|
|
QP to Fofa for some good post-ICTC efforts
Never mind the pointless negativity.
____________
You can wait for others to do it, but if they don't know how, you'll wait forever.
Be an example of what you want to see on HC and in the world.
http://www.heroesofmightandmagic.com
|
|
TNT_Addict
Honorable
Supreme Hero
Beautiful Liar
|
posted June 09, 2006 08:20 AM |
|
|
|
william
Responsible
Undefeatable Hero
LummoxLewis
|
posted June 09, 2006 08:26 AM |
|
|
This qp was well Deserved well done Fofa, at last you deserve one
|
|
Fofa
Famous Hero
Famous? Me?!
|
posted June 09, 2006 10:58 PM |
|
Edited by Fofa at 20:59, 14 Jun 2006.
|
You don't know how much time I put into both the Guild and the Prison. . . .which is even more than the other two towns (Peninsula (Barbarian) and Cage (Fortress revival)) I have planned. . . .They're pretty much almost done now, if I could get the skills finished, as well as history, culture, and plan out an imaginary campaign for the two.
I love both the towns so much. (I'd even make all of the music themes, if I could.) Although I'm kind of curious if some people prefer one to the other.
As for images, I have all the troops (well, the Sling Shooter needs to be redone) for the Guild and most for the Prison done (I'm agonizing over the Werewolf, as I don't do anthro well). I'm also planning to do architecture sketches (the location of the Dwarf and Medusa dwellings, and the Guarded Treasury may surprise you ). But my scanner is still pooped out. I really should get around to fixing that.
Edit: I read all the posts following the QP before I had to write an English test in class. The posts really made me feel good when I wrote it. I just got it back today, and if I weren't tied with someone else, I would've had the highest mark in the class. (I got 57/60 in case you're wondering.)
|
|
friendofgunnar
Honorable
Legendary Hero
able to speed up time
|
posted June 15, 2006 08:34 AM |
|
|
Quote: But my scanner is still pooped out.
GAH!
Just go to Kinkoes already!
do you know how many times I've looked in this thread after a bump so that I can see if you posted yer little cartoons?
|
|
Fofa
Famous Hero
Famous? Me?!
|
posted June 15, 2006 08:57 PM |
|
|
What's Kinkoes?
And even then, I also have to take time to clean up the image in Photoshop: The dirtier and more corrections are done, the longer it takes. But as soon as they're scanned, they'll be first priority, even before skills and such.
|
|
Sindbad
Famous Hero
The lost soul
|
posted August 20, 2006 04:15 PM |
|
|
I like this town. It kinda reminds me on the Sorceress town from Heroes 1 and 2 (Aahhh, I remember those good times...). I think this town would fit into Heroes mythology, but there is already talk about other towns including the creatures you listed here (I come too late, dont I?). Besides I like your artwork!
____________
Already gone...
|
|
Fofa
Famous Hero
Famous? Me?!
|
posted August 21, 2006 01:49 AM |
|
|
That's what I hoped for!
I know of the talk of those creature towns. . . But I think I can find a way around them.
|
|
Eldgiffen
Adventuring Hero
NobleGriffen Master Of Birds
|
posted December 22, 2006 08:57 AM |
|
|
Did you draw the pictures yourself or get them from some place?
|
|
Fofa
Famous Hero
Famous? Me?!
|
posted December 22, 2006 09:32 AM |
|
|
I draw all my pictures myself.
|
|
Aculias
Responsible
Undefeatable Hero
Pretty Boy Angel Sacraficer
|
posted January 18, 2007 04:59 PM |
|
|
I liked your other one better.
For one there is already a place called the sorcress in former
heroes heroes 1-2
Your creatures are just all mixed up.
Dwarves,hobbits,Medusas,Nymphs,Pegasus etc.
Totally evil & good creatures all in one & it's so mixed up.
Plus your creatures skills are mixed up as well.lv1-4 creatures similarities are the same in stats.
then lv5 they sky rocket.
Maybe work on the creatures stats to grow with the lv.
You got over 496904045 dif structures again & this time I didnt read them since i got to work soon.
I will look forward to looking at it more throughly.
I def dont care for this one as much as your other one.
Good news is there is plenty of time to make changes.
____________
Dreaming of a Better World
|
|
Aculias
Responsible
Undefeatable Hero
Pretty Boy Angel Sacraficer
|
posted January 18, 2007 05:04 PM |
|
|
I just read the replies & Fofa i know you worked hard just like everyone else.
I just want you to know that I am not criticising you are anyone who is in this contest.
I am simply pointing out stuff I see that can be fixed.
I love hard working people & take it with euthusiam.
I am a very harsh strict judge but I am also truthful as well.
When i dont like what i see I point it out.
A town should be as realistic as an actual heroes 5 town.
____________
Dreaming of a Better World
|
|
Fofa
Famous Hero
Famous? Me?!
|
posted January 19, 2007 05:00 AM |
|
|
Quote: I liked your other one better.
So does everyone else.
Quote: For one there is already a place called the sorcress in former heroes heroes 1-2
That was the POINT.
Quote: Your creatures are just all mixed up.
Dwarves,hobbits,Medusas,Nymphs,Pegasus etc.
Totally evil & good creatures all in one & it's so mixed up.
Try reading the history and culture a little more. The medusas are in debt to the Sorceresses as well as the Earth Dwarves, the halflings joined them early one, and the Pegasi were awarded to them from Sylath.
Quote: Plus your creatures skills are mixed up as well.lv1-4 creatures similarities are the same in stats.
then lv5 they sky rocket.
Maybe work on the creatures stats to grow with the lv.
The stats reflect the creature's fragile nature, except for the Medusa and the Earth Dwarves, who are the slow tanks for the army.
Quote: You got over 496904045 dif structures again & this time I didnt read them since i got to work soon.
For the record, neither of my towns have even close to 496904045 structures. Just imagine the wasted resources. Seriously, there are towns with more structures than others: just take a look at the Fortress and Necropolis.
I know this is my first town, but you don't have to criticize me THAT much.
|
|
Aculias
Responsible
Undefeatable Hero
Pretty Boy Angel Sacraficer
|
posted January 19, 2007 05:36 AM |
|
|
I am not criticisn you at all.
I am just pointing out what I see can be worked on.
If anything you criticised me & put me down in the other thread.
I dont need to put up with that.
I dont deserve it nor did I do nothing to you.
____________
Dreaming of a Better World
|
|
Fofa
Famous Hero
Famous? Me?!
|
posted January 19, 2007 05:39 AM |
|
|
I didn't mean it like that, and I apologize for that. Like I said, I don't take criticism very well.
I've also edited my creature stats in my Word document; although since my scanner needs to be installed since I got my new iMac, and I prefer to do large updates.
|
|
alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
|
posted January 19, 2007 06:11 AM |
|
|
First of, kudos for the amazing amount of work you've put into making this. The problem with this town, as with so many other towns people have made (in fact also your other town, no offense intended), is that it's not suited for Heroes 5: There is no main race. Like Aculias very truely pointed out, the creatures are all over the place, and that's not how it's done in Heroes 5: You have to have only one humanoid race in each town, and the town should represent the society of this race, including different kind of creatures of that particular race (walkers, shooters, casters, etc.). I don't mean this as a criticism, but I think it's something you should keep in mind when developing possible towns for Heroes 5, because it'll make the towns fit in much better.
____________
What will happen now?
|
|
|
|