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Thread: ICTC 3: The Sanctum | This thread is pages long: 1 2 · NEXT» |
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winterfate
Supreme Hero
Water-marked Champion!
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posted February 10, 2008 03:20 AM |
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ICTC 3: The Sanctum
Well, here's that faction I thought up a long while back. I might create another entry, but for now enjoy this one.
Also notice how it's a might faction (created it in response to the complaints about no pure might towns in HOMM5)
(Note to self: Have to re-balance skills)
Here goes:
Faction: Sanctum
Hero Title: Oracle
Country/Kingdom: Kylteria
Flag Color: Teal/Green
Capitol: Ibernan
Flag Symbol: Bird's head facing sideways.
Town Design: Similar to Heroes 3 Rampart.
Main Faction race: Kaltyan
Preferred stats: Attack, then Knowledge
Preferred schools: None (they don't have a mage guild).
Worship: Aera Kavia the Bird Princess (some deity of the Wind Dragon basically).
Racial Skill: Premonition - Reduces the effectiveness of enemy spells by reducing the spellpower of opposing heroes/caster units. Additionally, Sanctum units deal additional damage to units who are about to act.
(Basic/Advanced/Expert/Ultimate skill levels of the racial skill)
Enemy spellpower drop: 10%/20%/30%/40%
Added damage to units about to act: 5%/10%/15%/20%
The accumulated total initiative the opponent must have to suffer the added damage is 90%/80%/70%/60%.
Racial Abilities:
Battle Roar: Special combat ability. All units in your army gain 2/4/6/8 Attack for 0.5 turn per hero level. In addition, Battle Roar adds 1 Attack for each 3 Attack the user hero has.
Projection of Fear: Special combat ability. Reduces enemy morale by 1/1/2/3 and initiative by 10%/20%/30%/40% for 0.25 turns/hero level.
Mental Shield: Special combat ability. The Oracle gains the ability to shield one of his own units in a barrier made out of psionic power. The shield negates damage at the cost of the hero's mana. Each mana point blocks the Oracle's Knowledge stat in damage (thus with 5 Knowledge each mana point blocks 5 points of damage). The shield drops when the Oracle's mana drops to 0. In addition to the above effect, all units in the Oracle's army take -5% damage.
Ultimate: Inhibition: Opposing spellcasters cannot cast spells (in the case of opposing heroes, abilities may still be used).
Requires: Stalling Strike (from Attack), Blessed Blade (from Luck) and Adrenaline Boost (from Logistics).
The Path to the Ultimate:
Racial ------------------------------------Projection of Fear
-----------------------------------------------------I
Attack - Battle Frenzy - Swift Strike - Stalling Strike
------------------------------------------------------I
Logistics - Pathfinding - Pathfinding (+) - Adrenaline Boost
Luck - Soldier's Luck - Eternal Luck - Blessed Blade
Attack Skills:
Swift Strike - When a Sanctum unit attacks an opponent about to act, it (the Sanctum unit) moves up 10% on the ATB bar.
Stalling Strike - When a Sanctum unit attacks an opponent about to act, the opponent moves down 10% on the ATB bar.
Logistics Skills:
Pathfinding (+) - The rough terrain penalty is reduced 100% (in other words, ignored) and the hero's movement is boosted by 10%.
Adrenaline Boost - Units in your army gain 10% to their initiative and 1 to their speed.
Luck Skills:
Eternal Luck - Your unit's luck cannot drop below 0.
Blessed Blade - When one of your units rolls good luck, 25% of the opposing unit's defense is ignored.
Sanctum unique creature abilities:
Wall Destroyer - The creature can choose to attack a segment of the enemy's castle during it's turn (dealing base damage with no attack modifiers).
Light Step - The creature is unaffected by moat damage (can still only move one space per turn while on the moat) and by Land Mine damage (the Land Mines do not explode when stepped on by this creature.
Focused - The creature's attack statistic cannot be reduced.
Thick Shield - The creature suffers only 50% normal damage when retaliated against.
Counterforce - This creature deals an extra 50% damage on retaliation attacks.
Giantslayer - The creature deals an extra 50% damage against tier 6 and 7 units.
Ice Brand - The creature deals an amount of ice damage on attack equal to the physical damage it manages to inflict on its victim. In addition, each attack has a 20% chance of freezing its victim, causing it to lose 1 turn.
Enraging Cry - Special combat ability. The creature lets out a cry that drives all opposing units within its movement range into a rage, forcing them to attack it and only it for 2 actions.
Stoneskin - The creature has immunity to effects that affect initiative (like Shield Bash and Slow).
Diamond Armor - Grants the unit a Magic Mirror that works 20% of the time against spells cast by the opponent's hero or caster units, and the reflect target is alway a foe.
Force Charge - For each square the creature advances, the creature gains 20% on its attack stat, up to a maximum of 100% attack (for 5 squares).
Planar Shift - Special combat ability. For three turns and once per battle, the creature can cross into an alternate plane of existence. While in the alternate plane, its attacks ignore 50% of the enemy's Defense stat and the Incorporeal ability (if any).
Spell Mimic - Special combat ability. The creature can cast the last spell that was cast on it at any appropriate target (beneficial spells on allies, detrimental spells on foes). This ability may be used 3 times per battle.
Lightning Strike 10 - Deals X Lightning damage to the opposing unit for each unit in the attacking stack (where in this case X equals 10).
Sanctum creatures:
Level 1: Sentry - The Sentries are humans that have left the various human empires over the centuries for many reasons. Now, they serve as the basic unit in the Sanctum's army.
Attack: 2
Defense: 2
Speed: 4
Initiative: 8
Damage: 1
Hit Points: 5
Enraged
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Level 1 Upgrade: Sapper - Sappers are humans who have long studied defensive fortifications. Armed with this knowledge, they can damage or even destroy walls, towers and gates. They have also developed the means to pass through moats and other damaging obstacles unhindered and uninjured.
Attack: 3
Defense: 2
Speed: 5
Initiative: 9
Damage: 1-2
HP: 7
Wall Destroyer, Enraged, Light Step
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Level 1 Alt. Upgrade: Sentinels - The Sentinels are a group of elite Sentries that protect the borderlands of Sanctum territory. As such, they have perfected a series of defensive techniques to help them in this regard.
Attack: 2
Defense: 3
Speed: 4
Initiative: 8
Damage: 1
HP: 7
Magic Proof 50%, Large Shield, Thick Shield
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Level 2: Striker - The Strikers are a sect of wood elves forsworn to destroy all sources of evil that may exist on Ashan. That quest has led them to the territories of the Sanctum, who they aid unwillingly.
Attack: 5
Defense: 2
Speed: 6
Initiative: 11
Damage: 2-4
HP: 12
Focused
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Level 2 Upgrade: Slayer - Slayers are Strikers that have fought countless battles against foes greater than themselves, and have survived to tell their tales. Such great battle experience gives them an advantage against top tier troops.
Attack: 6
Def: 3
Speed: 7
Initiative: 13
Damage: 2-5
HP: 12
Focused, Giantslayer
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Level 2 Alt. Upgrade: Seeker - Seekers are those Strikers that have learned that perhaps the best attack is the counterattack. They have once again taken up the bow, this time in the name of their new homeland. However, this does not mean that they have lost their touch with a sword...
Attack: 5
Defense: 2
Speed: 5
Initiative: 11
Damage: 3-5
HP: 12
Shots: 6
Shooter, No Melee Penalty, Counterforce
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Level 3: Kaltyan Witch: The Kaltyan are the only original inhabitants of the Sanctum faction. They are half-lizard, half-bird and it is rumored that they are the nephews and nieces of the Bird Goddess herself. Witches can instill in their companions the power to conquer their foes, and even remove curses that would prevent them from carrying out their objectives.
At: 8
Def: 6
Speed: 4
Init: 10
Dmg: 3-5
HP: 17
Shots: 4
Mana: 22
Caster: Righteous Might (at Advanced), Cleansing (at Expert), Shooter
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Level 3 Upgrade: Kaltyan Purger - Purgers are simply Witches who have achieved a certain expertise in their arts. They are called such because of their great ability to nullify any and all conditions affecting anyone on the battlefield.
Attack: 8
Defense: 6
Speed: 4
Initiative: 10
Damage: 4-5
HP: 20
Shots: 6
Mana: 32
Caster: Righteous Might, Cleansing and Mass Cleansing (at Expert),
Shooter, No Melee Penalty
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Level 3 Alt. Upgrade: Kalytan Icehand - The Icehands are a peculiar group within the Witch hierarchy that have completely renounced their spellcasting abilities. With such a sacrifice, however, comes the ability to deal intense damage, in the form of ice-based attacks.
Attack: 10
Defense: 6
Speed: 6
Initiative: 12
Damage: 5-6
HP: 20
Shots: 6
Shooter, Ice Brand, No Melee Penalty
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Level 4: Crysgonta - These beasts, formed out of pure minerals, most resemble armadillos and have thick hides that protect them from harm. They are the mainstay of most Sanctum armies for their staying power.
Attack: 10
Defense: 15
Speed: 4
Initiative: 8
Damage: 10-15
HP: 50
Large Creature
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Level 4 Upgrade: Rifligonta - Rifligonta are older Crysgonta that have undergone supercooling, causing their hide to mutate into a reflective substance that shields them from spells. Said hide also provides an increased measure of defense.
Attack: 10
Defense: 20
Speed: 4
Initiative: 9
Damage: 12-18
HP: 75
Stoneskin, Large Creature, Diamond Armor
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Level 4 Alt.Upgrade: Helagonta - The Helagonta dwell in the bleakest peaks of the northern parts of Ashan. Few non-Kalytans have ever seen a Helagonta and lived to tell the tale. If you ever see one, run before it compels you to walk to your doom...
Attack: 10
Defense: 15
Speed: 4
Initiative: 7
Damage: 10-12
HP: 85
Enraging Cry, Counterforce, Large Creature
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Level 5: Kaltyan Lancer - The other soldier of the Kaltyan race, the Lancers have trained ardously, regaining the use of their vestigial wings. They are a force to be reckoned with as they are extremely fast and strong.
Attack: 15
Defense: 12
Speed: 7
Initiative: 13
Damage: 10-20
HP: 75
Flyer, Focused
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Level 5 Upgrade: Kaltyan Warden - The Wardens have existed since the beginning of written Sanctum history. Their special attack, the Force Charge, has been passed down from generation to generation. The farther they travel, the harder they hit, so that all may feel their fury, wherever they are on the battlefield.
Attack: 18
Defense: 13
Speed: 8
Initiative: 15
Damage: 12-22
HP: 90
Flyer, Focused, Force Charge
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Level 5 Alt. Upgrade: Kaltyan Windbreaker - Most believe these soldiers to be the stuff of legend. Who can blame them? After all, no one has seen a Windbreaker in over 400 years. However, rest assured, they do exist, and they have returned to their homeland to protect it from the many threats it may face.
Attack: 15
Defense: 12
Speed: 9
Initiative: 15
Damage: 10-20
HP: 75
Flyer, Agility, Immunity to Lightning, Large Shield
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Level 6: Faerie Dragon - These ever inquisitive creatures travel the many worlds of the known universe for no particular reason. Upon reaching Ashan however, the Sanctumites took a number of them in, when no others would. In gratitude, they stayed to protect those that helped them.
Attack: 18
Defense: 18
Speed: 8
Initiative: 12
Damage: 10-20
HP: 90
Flyer, Magic Proof 25%, Diamond Armor
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Level 6 Upgrade: Planar Dragon - A limited number of Faerie Dragons have learned how to cross into other planes of existence, an ability that can bring dire consequences for sure, but doesn't seem to deter them at all from doing so. Foes being attacked by Planar Dragons find themselves unable to defend themselves adequately.
Attack: 21
Defense: 18
Speed: 9
Initiative: 13
Damage: 12-24
HP: 100
Flyer, Planar Shift
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Level 6 Alt. Upgrade: Magic Dragon - Faerie Dragons love to play around with magic. Some of them become so adept at it that they can absorb the magical energies right out of a spell. Damage spells cast at them are useless, and often the casters find their spells being used against them...
Attack: 20
Defense: 20
Speed: 8
Initiative: 12
Damage: 10-20
HP: 110
Flyer, Magic Proof 100%, Spell Mimic
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Level 7: Roc - The children of the Bird Goddess, Rocs are among the strongest inhabitants of the Sanctum faction. They battle with unequalled fury to protect their homeland from those who would desecrate it.
Attack: 25
Defense: 20
Speed: 6
Initiative: 10
Damage: 25-30
HP: 130
Flyer, Large Creature
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Level 7 Upgrade: Thunderbird - The Thunderbirds have been chosen by the Bird Goddess herself to bring down Her wrath upon any who would defy Her will. They attack with such power that thunderbolts usually follow their physical attacks.
Attack: 30
Defense: 25
Speed: 7
Initiative: 15
Damage: 30-35
HP: 160
Flyer, Large Creature, Lightning Strike 10, Focused, Enraged
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Level 7 Alternate Upgrade: Blizanith - Blizanith are Rocs that have lived in the wintry peaks of Dwarven territory for at least a half century. Their feathers become as cold as winter itself, and their attacks as unforgiving...
Attack: 30
Defense: 30
Speed: 6
Initiative: 12
Damage: 25-30
HP: 180
Flyer, Large Creature, Ice Brand
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If you supposedly care about someone, then don't push them out of your life. Acting like you're not doing it doesn't exempt you from what I just said. - Winterfate
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Wulfstan8182
Famous Hero
, eh?
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posted February 12, 2008 04:44 AM |
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hmm, i would change the dragon and the roc around so it just fits better. and to be honest, i think this faction is possible to mod for H5!
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winterfate
Supreme Hero
Water-marked Champion!
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posted February 12, 2008 05:14 AM |
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Thanks for the feedback Wulfstan!
I was thinking about the Faerie Dragons/Rocs...but then again, they don't exist in HOMM5 yet(at least, I don't think so).
I'll think on this.
By the way, I saw your Gunpowder Town Idea!
It sounds like a risky proposition, but I'd like to see if you can make it work.
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If you supposedly care about someone, then don't push them out of your life. Acting like you're not doing it doesn't exempt you from what I just said. - Winterfate
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Mytical
Responsible
Undefeatable Hero
Chaos seeking Harmony
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posted February 12, 2008 09:29 AM |
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Edited by Mytical at 09:31, 12 Feb 2008.
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Lol nevermind. Saw my own answer. Nice town Winter . Though for a pure might town, defense might be better then knowledge. I give a however
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Message received.
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flackmandan
Known Hero
Veni,Vidi,Vichi
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posted February 12, 2008 11:51 AM |
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sanctum
cool.looks really good one of the best ive seen pics would be good and how about switchin bli thing for pheonix thunderbird and pheonix would be cool
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winterfate
Supreme Hero
Water-marked Champion!
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posted February 16, 2008 06:47 AM |
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@flackmandan: Thank you very much!
As for pics, my drawing skills are sub-par.
It'd be cool if someone could at least do some concept art for my Kaltyan units (*wink* *nudge* )
Since I've been getting a lot of feedback about the Rocs, maybe I might change them. I have a nice alternate idea for the tier 7 unit (which probably fits even less than the Roc, LOL).
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If you supposedly care about someone, then don't push them out of your life. Acting like you're not doing it doesn't exempt you from what I just said. - Winterfate
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OmegaDestroyer
Hero of Order
Fox or Chicken?
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posted February 16, 2008 06:50 AM |
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Hmmm... I'd switch the faerie dragon to a butterfly.
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The giant has awakened
You drink my blood and drown
Wrath and raving I will not stop
You'll never take me down
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winterfate
Supreme Hero
Water-marked Champion!
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posted February 16, 2008 06:55 AM |
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Any specific name suggestions for the butterfly?
Also, are the abilities for Tier 6 good as is, or would you change any of them?
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If you supposedly care about someone, then don't push them out of your life. Acting like you're not doing it doesn't exempt you from what I just said. - Winterfate
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Mytical
Responsible
Undefeatable Hero
Chaos seeking Harmony
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posted February 16, 2008 07:10 AM |
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For butterflies there are different types. Monarchs would be one of the upgraded. Could also go with a new 'Butterfly dragon' and some interesting abilities for it . Nice set up, line up, and ideas. Wish my set up was this neat and orderly. (Chaotic minds...gotta hate em).
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Message received.
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winterfate
Supreme Hero
Water-marked Champion!
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posted February 16, 2008 07:17 AM |
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Thanks!
Of course, your tiers are way more detailed than mine.
I just have a barebone description of the unit and its stats and special abilities.
I could be mean with Spell Mimic and make it work with any spell...
(terrible thought comes to mind):
Hero casts Armageddon.
Magic Dragon takes no damage.
Magic Dragon uses Spell Mimic.
Magic Dragon casts Armageddon.
If I haven't already, I should specify that the spell to be mimicked has to at least partially target the Dragon (meaning no Armageddon, no mass spells that don't specifically target either. )
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If you supposedly care about someone, then don't push them out of your life. Acting like you're not doing it doesn't exempt you from what I just said. - Winterfate
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Mytical
Responsible
Undefeatable Hero
Chaos seeking Harmony
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posted February 16, 2008 07:27 AM |
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I always feel I put too much information. People will probably be nodding off about 3rd teir. Hehe. However, you are helping me, I don't have a problem helping you if you want (a little creature history ect). Just let me know. Wait till you see my NEXT town. Though it will be one of the more unpopular ones (you will see why if I get the Hexed done in time to start the second town).
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Message received.
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winterfate
Supreme Hero
Water-marked Champion!
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posted February 16, 2008 07:47 AM |
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When's the deadline?
I'll let you know if I need any help.
Anyways, I'm going to bed now...2:47PM over here.
Take care!
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If you supposedly care about someone, then don't push them out of your life. Acting like you're not doing it doesn't exempt you from what I just said. - Winterfate
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OmegaDestroyer
Hero of Order
Fox or Chicken?
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posted February 16, 2008 07:53 AM |
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I missed my window!
You are supposed to ask: Why the butterfly?
Answer: Because nobody ever suspects the butterfly!
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The giant has awakened
You drink my blood and drown
Wrath and raving I will not stop
You'll never take me down
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Mytical
Responsible
Undefeatable Hero
Chaos seeking Harmony
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posted February 16, 2008 07:56 AM |
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March 29th I believe. It's in the main ICTC thread.
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Message received.
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kookastar
Honorable
Legendary Hero
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posted February 16, 2008 10:34 PM |
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I just highlighted the section in the main thread.
Your deadline for town delevopment is the 19th of March
chop chop!!!! hehee gogogogogo
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uhuh
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winterfate
Supreme Hero
Water-marked Champion!
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posted February 17, 2008 08:59 PM |
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@kookastar: Thank you for the info!
I'll probably make a second entry...since I'm seeing so many "unorthodox" entries in this ICTC (as in, different unit upgrade variations and stuff )
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If you supposedly care about someone, then don't push them out of your life. Acting like you're not doing it doesn't exempt you from what I just said. - Winterfate
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actionjack
Promising
Famous Hero
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posted February 18, 2008 08:21 PM |
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are they another human nation, or another race?
Looks good overall. Love the new creature ablilites... lots good one there. The racial skill is very good too.. I especially like the usage of "unit about to act" part... very original.
In creature line up, it seem you only have 1.5 shooter in the army.. and tier 5,6,7 are all flyers? Hmm.. wonder how that will effect the balances...
Still.. a Kudo
(oh.. add some pictures.. people like pictures )
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Snatch
Promising
Known Hero
Proud Kappa
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posted March 28, 2008 06:02 PM |
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Cohesiveness: 7/10 (why not focus entirely of Kaltyans as race than adding humans and elves?)
Imagination: 14/15 (many good ideas and a approach which is rarely seen in this contest)
Back story: 1/10 (sadly there isn't one despite of some hints in the creature descriptions)
Battle facets: 9/10 (I like your racial skill, whereas reduced spellpower is nothing new the added damage is a great idea with strategic use - the bonus damage done should be based not only on skill level but accumulated total initiative aswell - I also like that this is a might and 'counter' faction)
Discretionary: 4/5 (many aspects I like, some others are missing or could be better)
35/50
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winterfate
Supreme Hero
Water-marked Champion!
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posted March 29, 2008 03:30 AM |
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@Snatch: Thank you for the props!
As for my lack of back story...I spontaneously stopped working on my faction because of a combination of school work/videogames/running a RPG here in HC.
After you guys are done judging for the ICTC3, I may dig it up from the abyss so you can all read it.
Quote: (many good ideas and a approach which is rarely seen in this contest)
Thank you greatly! Would you mind elaborating on the part I quoted in italics?
Quote: I also like that this is a might and 'counter' faction
I like it as well. Like I mentioned in the main post, I created it since everyone was complaining about the lack of pure Might factions in HOMM5(pre-TotE, of course).
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If you supposedly care about someone, then don't push them out of your life. Acting like you're not doing it doesn't exempt you from what I just said. - Winterfate
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Momo
Promising
Famous Hero
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posted March 29, 2008 09:48 AM |
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Cohesiveness: 6/10 points does not elaborate why humans and elves should side with this new race. That said, it's not like putting efreet in the glaciar, but lowers the mark nonetheless.
Imagination: 13/15 points creating a brand new race should get one some point, and it did. However, there's much more in the work that should be judged, and there, creativity is missing.
Back story: 1/10 points there isn't one at all, whereas on the other hand you have an all-new race whose presence NEEDS to be explained. I assume you simply had not time to put this out, and it's a pity because most of the work is above average in the other respects.
Battle facets: 7/10 points certainly more attention than most factions had in this respect, and uniqueness to a certain degree, too.
by the way, someone "made me notice" that your fae-dragon has an ability which is suspectingly similar to mine (spell mimic); but given that the ability is quite obvious, I doubt you copied it from me, so in case someone raises the question, don't worry.
Discretionary: 5/5 points for the briefness of the work, that allowed someone to see what's to judge in a reasonable time. I also give you a max score to limit the damaging effect of your mark in "backstory", which doomed you.
Overall Score: 32/50
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