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Thread: ICTC 3 : Time Sanctuary | This thread is pages long: 1 2 · NEXT» |
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Fauch
Responsible
Undefeatable Hero
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posted March 11, 2008 08:59 PM |
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Edited by Fauch at 14:48, 24 Mar 2008.
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ICTC 3 : Time Sanctuary
Time sanctuary
A.K.A : The time keepers
Alignment : Neutral
Associated Colours : Grey, purple, blue, black
Worship : None. They have been given a mission and simply stick to it.
Core Philosophy : « we preserve the space-time continuum »
Core Philosophy : « Time doesn't rule the universe, Time IS the universe and must be protected »
Country/Kingdom : None
Capital City : Time sanctuary
Key Symbols : the 8 (infinite symbol)
Bad relations : Academy, Necropolis
Good relations : None
Preferred Magic Schools : Dark and summoning
Native Terrain : None
Flag : None
Resource Silo : mercur
Blacksmith : First aid tent
History :
Year : unknown
The myth of creation : The time keepers are created to preserve the space-time continuum.
Year : unknown
Creation of the elder races : The time keepers see the servants of elemental dragons as a potential threat to the space-time continuum and decide to create the time assassins and time banishers.
0 YSD
The revelation of the 7th dragon : A wizard manages to reach such a power that he becomes the 7th dragon. The time keepers are afraid of the powers of magic and decide to keep an eye
on his users, some of them also decide to study magic to find a way to counter it.
74 YSD
Mysterious death of Sar-Shazzar : Sar-Shazzar dies in his sleep. When attendants attempt to move his body to the necropolis for preparation and burial, it crumbles to ashes. The time keepers become very suspicious since this strange death means (according to them) that the space-time continuum have been modified. They send a warning to the wizards.
461 YSD
Discovery of necromancy : A disciple of Sar-Shazzar discovers the path to necromancy. Time keepers fear they may experiment further and cause a serious threat to the space-time continuum in order to try to reach immortality. They send a 2nd warning to the wizards.
610-660 YSD
Rise of the necromancers : The necromancer presence grows until they are a powerful political force in the seven cities. The time keepers wait the right moment to act.
751-770 YSD
Purge of the necromancers – Civil war in the seven cities : Taking advantage of the war between necromancers and wizards, the time keepers send the time assassins to stealthly kill the most threatening necromancers and wizards.
813-822 YSD
A new war between necromancers and wizards. Once again, the time keepers take advantage of it.
969 YSD
Proofs that the wizards have made experiments on the space-time continuum despite the warnings have been established and some of them (like temkhan) have even altered it. Once again, the time keepers decide to take advantage of the war. They build a real army and declare an all-out war against the wizards and necromancers.
Army :
LV 1) Sentinel
Description : Designed specifically for the war to come, sentinels' only role is to fire energy projectiles at a long range.
Stats : Comparable to a gremlin, but quicker with a slower growth.
Immune to magnetism, Shooter
LV1 Upg 1) Guardian
Description : This type of sentinel shoots another type of energy projectile, which has a great chance of stunning an enemy by electrocuting him. The chance is increased with the speed of the projectile at the impact.
Stats : Comparable to a gremlin engineer but with more damage and a slower growth.
Immune to magnetism, Shooter, Stunning shot
LV1 Upg 2) Annihilator
Description : This type of sentinel shoots another type of energy projectile which may split and hit more enemies in combat, causing mass destruction.
Stats : More offensive than the guardian, but very low defense.
Immune to magnetism, Shooter, Magnetic Shot
LV 2) Intelligent temporal abnormality
Description : Experiments of the time keepers on the space-time continuum sometimes give strange results, for example they have once unintentionnaly created these intelligent temporal abnormalities, capable of thinking and following orders, they are also very sensitive to every variation of the space-time continuum.
Stats : Comparable to a stone gargoyle.
Immune to magnetism, Elemental, Temporal sensitivity
LV2 Upg 1) Intelligent temporal abnormalities catalyst
Description : The time keepers saw a great potential in intelligent temporal abnormalities, they worked on a way to improve them, and now they can act as catalysts, helping the time keepers greatly in their experiments.
Stats : Comparable to an obsidian gargoyle.
Immune to magnetism, Elemental, Aura of temporal sensitivity
LV2 Upg 2) Intelligent magic catalyst
Description : This temporal abnormality has been suited for the war, it acts as a magic catalyst.
Stats : Comparable to an obsidian gargoyle.
Immune to magnetism, Elemental, Magic catalyst, Magic proof 50%
LV 3) Skirmisher
Description : The 1st try at conceiving a support unit for the war was a semi-failure, the aura of the time skirmisher doesn't accelerate time but harms people (fortunately, not creatures from the time sanctuary)
Stats : Comparable to a ghost.
Immune to magnetism, Attacks all around, Strikes and returns
LV3 Upg 1) Time accelerator
Description : Later experiments allow to create this creature which can now accelerate time around it and helps greatly the army.
Stats : Slightly weaker than a spectre.
Immune to magnetism, Attacks all around, Strikes and returns, Accelerating aura
LV3 Upg 2) Time slower
Description : After the success of the time accelerator, time keepers thought it could be good to have the ability to slow down time as well. So they created the time slowers.
Stats : Slightly weaker than a spectre.
Immune to magnetism, Attacks all around, Strikes and returns, Slowing aura
LV 4) Chrono-mage
Description : Some time keepers decided to learn magic instead of experimenting on the space-time continuum. Their lesser control over time makes them considerably weaker, but they are able to cast spells.
Stats : Comparable to a shaman but with a more average initiative.
Immune to magnetism, Spell caster (lightning bolt)
LV4 Upg 1) Chrono-archmage
Description : More experienced mage also make experiments on how the space time continum may affect spells.
Stats : Comparable to a sky daughter but with less initiative.
Immune to magnetism, Spell caster (Force shield, stoneskin, lightning bolt), Freeze magic
LV4 Upg 2) Chrono high-mage
Description : More experienced mage also make experiments on how the space time continum may affect spells.
Stats : Comparable to a sky daughter but with less initiative.
Immune to magnetism, Spell caster (Aging, hex of vulnerability, lightning bolt), Accelerate Magic
LV 5) Time assassin
Description : Created almost simultaneously with the banishers, the time assassin or the soldiers of time. Their role is to eliminate anyone who threaten intentionally the time balance after they have been warned to not do it.
Stats : Faster and more offensive than djinns, but less defensive.
Immune to magnetism, Teleport
LV5 Upg 1) Executionner
Description : These time assassins have enhanced their control over time at such a point they can easily manipulate the time and accelerate or slow it for a very brief period to trick their enemies. That power makes them extremly dangerous in melee and capable of dealing with outnumbered foes.
Stats : Slightly better than time assassin.
Immune to magnetism, Teleport, War dance combo, Master of initiative
LV5 Upg 2) Scourge
Description : Because of the war to come, the time keepers made some experiments on time assassins. They can now breath a strange harmful energy instead of using their claws.
Stats : Slightly better than time assassin.
Immune to magnetism, Teleport, Magnetic breath
LV 6) Time keeper
Description : Born with the universe, the time keepers have the divine mission to preserve the time balance. Very scientist in their soul, time keepers love to experiment on a lots of things. They have the ultimate power of being able to manipulate the space time continuum without threatening it and they can also create time creatures with such a power.
Stats : Comparable to a shadow witch.
Immune to magnetism, Shooter, Magical attack
LV6 Upg 1) Time master
Description : Thanks to numerous experiments, some time keepers are able to temporarily freeze time.
Stats : Comparable to a shadow witch, but inflicts more damages (like shadow matriarchs)
Immune to magnetism, Shooter, Magical attack, Freeze time, Black holes
LV6 Upg 2) Time lord
Description : These time keepers have made different experiments than the time masters and have the power to accelerate time at will.
Stats : Comparable to a shadow witch, but inflicts more damages (like shadow matriarchs)
Immune to magnetism, Shooter, Magical attack, Accelerate allies, Temporal abnormalities
LV 7) Banisher
Description : Created almost simultaneously with time assassins, the role of these creatures is to banish people who threaten the time balance when time assassins can do nothing.
Stats : Low defense, quick, quite high attack, high movement.
Immune to magnetism, Immune to banishment, Banishment
LV7 Upg 1) Protector
Description : Protectors of the space-time continuum, these extremly rare and sage creatures are gift the ultimate power to rewind time, bringing back the whole universe to a recent past state when the space time continuum can't be repaired anymore.
Stats : Low defense, quick, quite high attack, high movement.
Immune to magnetism, Immune to banishment, Banishment, Rewind
LV7 Upg 2) Splitter
Description : The time splitters have enhanced their banishing ability and can now open huge temporal rift instead of targetting a single creature.
Stats : Low defense, quick, quite high attack, high movement.
Immune to magnetism, Immune to banishment, Banishment, Temporal rift
Note : Pictures only give an idea of what the creature will look like.
New creature abilities :
Stunning shot :
The shots have a chance to stun the target. Uses the usual chance formula, affected by soldier's luck. Chances are increased if the target is subjected to effects that increases initiative and damage received (Aura of hasting, Temporal abnormality). Chances are decreased if the target is subjected to effects that decreases initiative and damage received (Aura of slowing, Temporal bubble). More the effects are important, more the chances or increased or decreased.
Magnetic Shot :
The shots are attracted by black holes. Each time a shot pass through 2 black holes, the attraction is such that it gets split into 2 shots (each one is as powerful as the primary one). The primary shot will hit the target, while all other shots will hit a random target within their range (or none, if no enemy is in their range)
Immune to magnetism :
This unit can't be hit undirectly by a magnetic shot or magnetic breath (but it can be hit as the main target of course)
Temporal sensitivity :
The effects of all abilities (including spells) that modify the initiative are increased by 50% on this creature (including secondary effects like damage received or damage dealt with ultimate power of speed)
Aura of temporal sensitivity :
This creature and every adjacent ones are subjected to temporal sensitivity (friends like foes)
Temporal bubble (unused) :
The initiative and damage received from physical attacks of this creature and all adjacent ones (friends like foes) are divided by 5. The default turn duration is 5 time bigger (for spells)
Magic catalyst :
Enhances the effect of adjacent time abnormalities, damage suffered from magic are now also modified exactly like damage suffered from physical attack.
Accelerating aura :
The initiative and damage received from physical attacks of all adjacent creatures (not this one, friends like foes) are increased by 50%. The default turn duration is decreased accordingly (for spells)
Slowing aura :
The initiative and damage received from physical attacks of all adjacent creatures (not this one, friends like foes) are decreased by 50%. The default turn duration is increased accordingly (for spells)
Temporal vortex (unused) :
Activated ability, resets atb bar to 0, costs most of the mana of the unit. This unit can summon a vortex anywhere on the battlefield. The vortex has a size of 2x2 squares and stays open for a turn.
Any stacks which walks in it gets transported in an alternate time period and can't interact any more with the rest of the battlefield. This stacks can also move anywhere, ignoring obstacles. Of course, if several stacks enter the vortex, they will be able to interact with each others. Each vortex leads to a random time period, so stacks using different vortex can't interact with each others. When the vortex disappears, every stack in it return in the normal time period.
Freeze magic :
The atb values of all active spells on the battlefield is frozen during a turn of default duration. Activated ability, resets atb value to 0. Also applies to spells cast during this turn.
Force shield :
Activated ability, resets atb value to 0. Creates a magical obstacle of 3 squares on a chosen spot of the battlefield. It lasts 2 turns and blocks walker. It also deflects the enemy shots and spells. The number of Hps of the force field and the percentage of shots and spells it deflects depends on the number of magic freezers.
Note : Deflecting shots reduces the damage, deflecting spells gives a chance to avoid the spell.
Accelerate magic :
The atb values of all active spells on the battlefield increase twice faster during a turn of default duration. Activated ability, resets atb value to 0. Also applies to spells cast during this turn.
Aging :
Activated ability, resets atb value to 0. Target a single enemy and causes him to lose a percentage of his attack, defense and speed each turn (a default turn, not a turn of the targeted creature). The duration of the spell depends on the number of magic accelerator, the power of the spell depends on the ratio between the power of the stack of magic accelerators and the power of the enemy stack.
Note : Since the spell decreases 3 statistics, the percentages are usually quite low.
Master of initiative :
Damage dealt and received by this creature depends of the ratio between its initiative and the initiative of hit stacks (calculated separately for each stack, all initiative modifiers are taken into account) the higher the ratio is, the less damage this creature suffers, the lower it is, the more damage it inflicts. No modification for a ratio of 1. Works only when attacking.
Sucks life (unused) :
Improved version of lightning breath. Every enemy hit will lose some initiative (depending on the damage dealt and their population (they will lose more initiative if undernumbered and less if outnumbered compared to the attacking stack)), then the creature will gain a bonus of initiative equals to the sum of initiative lost by the struck enemies. Works only when attacking.
Magnetic breath :
The attack of this creature strikes the 6 squares in front of it. The main target receives the normal damage, secondary targets receive 50% of the normal damage.If the attack hits a square with a temporal abnormality in it (ability « temporal abnormalities » only), all the squares adjacents to it and having not already been struck by this attack are also struck, but damage is halved. This is true for each temporal abnormality struck, but damage inflicted is halved each time. Every unit struck loses 0.1 initiative (but the main target can retaliate).
Works only when attacking. Doesn't hit creatures from the time sanctuary.
Freeze time :
Freeze the atb values of all creatures, heroes and spells for one turn (activated ability, reset atb value to 1, can only be used once per battle and per stack) this creature atb value and spells' atb values aren't frozen, so it can still move during this turn, but it can't have any interaction with the rest of the battlefield since everything is frozen.
Blacks holes :
This creature can target a 4x4 area (activated ability, resets atb value to 0) and cause black holes to randomly appear in it (between 1 and 6 black holes, depending on the size of the stack) The black holes stay for 2 turns and every stack which walks in one (or flies over it) gets frozen (spells active on it too) This creature can't act any more, but since it's frozen, can't be targetted either until the black hole disappears and the creature is freed. Black holes also block shots (except heroes' shots and scatter shots) so if a shot meets a black hole, the attack fails. (if it is a magical attack, it still strikes every stack before the black hole)
Accelerate allies :
Activated ability, resets atb value to 0, can only be used once per battle and per stack. Increases the initiative of a chosen friendly stacks (can casts on himself) by 400% during 0.2 turns of default duration.
Temporal abnormalities :
This creature can target a 4x4 area (activated ability, resets atb value to 0) and cause temporal abnormalities to randomly appear in it (between 1 and 6 abnormalities, depending on the size of the stack) The abnormalities stay for 2 turns and each time a stack stops in it, its initiative but also the damage it receives from physical attacks are multiplied by 5. The default turn duration is decreased accordingly (for spells). The effects take a short time to effectively occur after the stack has stopped in it (0.25 turn of default duration).
Immune to banishment :
This creature can't be targetted by banishment unless it casts it on itself (his own ability, not the spells which destroys summoned creatures)
Banishment :
This creature can target any stack on the battlefield (even itself) and ban it for 3 turns (activated ability, resets atb value to 0) Once banned, the stack can't be targetted anymore and can't have any interaction with the rest of the battlefield anymore, but all effects active on it remain active and continue to work normally, and this stack can use ability on itself when his turn comes. He can also move wherever he wants, ignoring every obstacles. Banned stacks can't interact with each others. The probability the ability works uses the usual chance formula (even if cast on friendly stacks or itself) and is affected by soldier's luck.
Temporal rift :
This creature can target a 4x4 area and ban every stack in it (even itself) for 3 turns (activated ability, resets atb value to 0) Once banned, the stacks can't be targetted anymore and can't have any interaction with the rest of the battlefield, but can have interaction between each others. Spells remain active of course. Banned stacks can move ignoring obstacles, but not stacks which were banned with them. Banned stack can't interact with stacks having been banned by another temporal rift. The probability the ability works uses the usual chance formula, is calculated separately for each stack (so you may ban only some of the targetted stacks) and is affected by soldier's luck.
Rewind :
Extremly powerful ability, can only be activated once per battle and per side (if 2 stacks on a side are able to activate it and one of them do it, the 2nd one lose the ability) Resets the battlefield exactly like it was a turn before (a turn of default duration) cancelling everything that happened during this turn.
Important notes : « Temporal sensitivity » and « Aura of temporal sensitivity » enhance the effects of « Temporal bubble », « Slowing aura », « Accelerating aura », « Accelerate magic », « Accelerate allies », « Temporal abnormalities ».
The effect of « Accelerate magic » is influenced by « Temporal sensitivity », « Aura of temporal sensitivity », « Temporal bubble », « Slowing aura », « Accelerating aura », « Accelerate allies », « Temporal abnormalities ».
The duration of the « Temporal vortex » is affected by « Accelerate magic », « Freeze magic », « Temporal bubble », « Slowing aura », « Accelerating aura » and « Temporal abnormalities ».
« Temporal bubble », « Slowing aura », « Accelerating aura », « Accelerate allies » and « Temporal abnormalities » have cumulative effects. For example, a « Slowing aura » negates the effects of an « Accelerating aura » (and vice-versa). A « Temporal bubble » negates the effects of a « Temporal abnormality » (and vice-versa).
If a stack is both stationned on a « Slowing aura », a « Temporal abnormality » and an « Accelerating aura », his initiative will be : initiative / 1.5 x 5 x 1.5. The damage suffered from physical attacks will be : damage /1.5 x 5 x 1.5. The default duration of a turn (for spells) will be default duration x 1.5 / 5 / 1.5.
« Aging » and « Force shield » acts like normal spells and are also affected by abilities which affect spells.
All effects that freeze time (« Freeze magic », « Freeze time », « Black holes ») are more powerful than effects that accelerate or slow down time.
The black hole isn't a giant star of course, but is named that way because the ability creates black spots on the battlefield (since light is frozen).
Hero abilities :
Attack (8%) :
-Cold steel (level 1)
-Power of speed (level 2, require frenzy)
-Excruciating strike (level 2, require frenzy)
-Ultimate power of speed (level 3, require power of speed and hasting time)
Defense (15%) :
-Resistance (level 2, require protection)
-Last stand (level 2, require evasion)
-Stand your ground (level 2, require vitality)
-Preparation (level 3, require stand your ground and tactics)
Luck (2%) :
-Tear of Asha vision (level 2, require resourcefulness)
-Dead man's curse (level 2, require soldier's luck)
-Cancel retaliation (level 3, require dead man's curse)
Leadership (2%) :
-Aura of swiftness (level 2, require recruitment)
-Divine guidance (level 2, require recruitment)
-Sorrow (level 3, require divine guidance)
Logistics (8%) :
-Swift mind (level 2, require scouting and arcane intuition)
-Teleport assault (level 2, require scouting)
-Warpath (level 2, require pathfinding)
-Death march (level 2, require pathfinding)
Enlightenment (10%) :
-Arcane exaltation (level 2, require scholar)
-Dark revelation (level 2, require intelligence)
-Arcane enlightenment (level 3, require dark revelation and magic insight)
-Mentoring (level 3, require scholar and intelligence)
War machines (2%) :
-Triple ballista (level 2, require ballista)
-Brimstone rain (level 2, require catapult)
-Plague tent (level 2, require first aid)
-swift war machines (level 3, require catapult and ballista)
Destructive magic (5%) :
-Mana burst (level 2, require master of fire)
-Sap magic (level 2, require master of storms)
-fiery wrath (level 2, require master of fire)
-Cold death (level 2, require master of ice)
-Ignite (level 3, require fiery wrath)
-Call storm (level 3, require master of ice and master of storms)
Light magic (5%) :
-Fire resistance (level 2, require master of abjuration)
-Eternal light (level 2, require master of abjuration)
-Storm wind (level 2, require master of wrath)
-Suppress light (level 2, require master of abjuration)
-Accelerating time (level 3, require master of wrath)
Dark magic (8%) :
-Seal of darkness (level 2, require master of mind)
-Dark renewal (level 2, require master of curses)
-Shrug darkness (level 2, require master of mind)
-Slowing time (level 3, require master of mind)
Summoning magic (10%) : -Banish (level 2, require master of conjuration)
-Fog veil (level 2, require master of earthblood)
-Swift Summoning (level 2, require master of conjuration)
-Absolute town portal (level 3, require master of earthblood, teleport assault, advanced time control and arcane enlightment) (yeah that's pretty damn hard to get)
Sorcery (15%) :
-Erratic mana (level 2, require mana regeneration)
-Counterspell (level 2, require arcane training)
-Arcane excellence (level 2, require arcane training)
-Cancel spell (level 3, require counterspell)
-Distract (level 3, require magic insight)
Time control (Racial) (10%) :
-Freeze mana (require mana regeneration)
-Mark of the time (require time control advanced)
-Advanced time control (require time control expert)
-Ultimate time control (ultimate, require advanced time control, cancel spell, dark renewal, ultimate power of speed)
Ultimate power of speed :
Not only does the haste spell increase the initiative of your army, but also his attack (depending on the mastery of the spell)
Cancel retaliation :
Everytime they get hit, your creatures have 50% chance to jump back in time right before the retaliation and are given a chance to avoid it (50% too)
Sorrow :
Decreases the morale of the enemy army by 1.
Arcane enlightenment :
The hero gain a new level and is given the choice between the 4 magic schools (or less, if he already has some of them at expert level)
Swift war machines :
Your war machines are now enclosed in a temporal bubble. Their initiative and the damage they receive from physical attacks are increased by 50%. Duration of spells active on them is decreased accordingly.
Call storm :
The hero can summon a storm like the thunderlord.
Accelerating time :
The effectiveness of the haste spell is increased by 25% (doesn't apply to ultimate power of speed)
Slowing time :
The effectiveness of the slow spell is increased by 25%.
swift summoning :
Creatures summoned by the hero gets +0.25 to their atb value when they spawn on the battlefield.
Absolute town portal :
The hero can now cast the spell town portal during a battle (provided he already has the spell town portal in his spellbook)
Cancel spell :
The hero can cancel the last spell cast by the enemy.
Time control :
At the beginning of a battle, the hero can change the position of creatures on the atb bar. He spends 1 mana per variation of 0.1 atb.
Basic : The hero can move up to 3 stacks
Advanced : 5 stacks
Expert : 7 stacks
Ultimate : 9 stacks
Freeze mana :
Activated ability, resets atb value to 0.5. During a turn, the hero will absorb all the mana used on the battlefield. Spells are cast normally (as usual) during this turn.
Mark of the time :
The hero can mark an enemy stacks (resets atb value to 0.5) From now on, each time the hero will target this enemy with a spell, the sentinels / guardians / annihilators and time keepers / time masters / time ? Will have a chance to fire a free shot at it. The abilities « Stunning shot », « Magnetic shot » and « magical attack » will work. The chance of it happening depends on the hero level.
Advanced time control :
Grants 2 new adventure map spells, they take a whole day to cast and cost a lots of mana.
The 1st one accelerates the growth of a chosen wandering creature close enough to the hero (same distance as for dimension door in homm 2 and 3)
The 2nd one slows down the growth of a chosen wandering creature close enough to the hero (same distance as for dimension door in homm 2 and 3)
Ultimate time control :
The cost for using the time control is now 1 mana per variation of 0.3 atb.
Heroes :
Starting skills :
Attack : 0 (15%)
Defense : 2 (40%)
Power : 1 (20%)
Knowledge : 2 (25%)
Buildings :
View of a void city :
Buildings look quite futuristic and are made of pieces of metal linked together by magical energy.
City :
Village Hall common building
The Village Hall allows you to purchase town structures and earns your kingdom 500 gold per day.
Town Hall common building
An upgrade of the Village Hall.
The Town Hall allows you to purchase town structures and earns your kingdom 1000 gold per day.
City Hall common building
An upgrade of the Town Hall.
The Town Hall allows you to purchase town structures and earns your kingdom 2000 gold per day.
Requires Town Hall
Capitol common building
An upgrade of the City Hall.
The Town Hall allows you to purchase town structures and earns your kingdom 4000 gold per day.
Requires City Hall
Castle :
Fort common building
The Fort provides your town with defensive walls.
Citadel common building
An upgrade of the Fort.
The Citadel increases base creature growth by 50%, adds a moat-like terrain obstacles to a town's defenses.
Requires Fort
Instead of a moat, the citadel is surrounded by a temporal abnormality which decreases initiative and damage suffered from physical attacks by 50% and increases duration of spells accordingly (the default turn duration is twice longer in the temporal abnormality)
Castle common building
An upgrade of the Citadel.
The Castle adds the central arrow tower, fortifies your town's defenses, and doubles base creature growth.
Requires Citadel
Instead of a moat, the citadel is surrounded by a temporal abnormality which decreases initiative and damage suffered from physical attacks by 50% and increases duration of spells accordingly (the default turn duration is twice longer in the temporal abnormality)
Magnetic towers Exclusive to time sanctuary
The castle towers now shoot magnetic projectiles (same as magnetic shot)
Requires Castle
Left tower common building
Requires Castle
Right tower common building
Requires Castle
Fortifications common building
Makes the castle walls harder to destroy
Requires Fort
Marketplace :
Martketplace common building
With the Marketplace you can buy and sell resources and artifacts (exchange rates decrease with each Marketplace you own).
Resource silo common building
An upgrade of the Marketplace.
The Resource Silo provides you with an additional +1 mercur each day.
Requires Marketplace.
Blacksmith common building
The Blacksmith provides your armies with First Aid Tent. Other war machines can be bought on triple price.
Requires Marketplace.
Merchant common building
The merchant sells weak and cheap artifacts and potions (like on heroes 4. potions act like spells but can only be used once)
Requires Marketplace.
Artifacts merchant common building
The merchant now sells some more powerful artifacts (like in dungeon and academy) They are pretty expensive. The merchant won't sell relics.
Requires Merchant.
Trade place common building
Count as a 2nd market (but is more expensive to build)
Requires Marketplace.
Spells merchant common building
Sells spell scrolls. The scroll have to be equiped like a shield in order to be used.
Requires Merchant.
Other :
Tavern common building
The Tavern allows to recruit heroes. Increases morale of troops defending the city by +1.
Shipyard common building
The Shipyard allows you to purchase ships.
Thieves guild common building
Allow you to buy informations about other players. The more guilds you have, the cheaper it is to buy informations.
requires Tavern.
Observatory common building
Reveal the map around the city.
Caravan common building
Do what caravans are used to do.
Magic guild :
Magic Guild level 1 common building
Allows a visiting hero to learn the spells kept within. Keeps 4 spells of the first circle.
Magic Guild level 2 common building
An upgrade of the Magic Guild level one.
Allows a visiting hero to learn the spells kept within. Adds 3 spells of the second circle.
Requires Magic Guild level 1
Magic Guild level 3 common building
An upgrade of the Magic Guild level two.
Allows a visiting hero to learn the spells kept within. Adds 3 spells of the third circle.
Requires Magic Guild level 2
Magic Guild level 4 common building
An upgrade of the Magic Guild level three.
Allows a visiting hero to learn the spells kept within. Adds 2 spells of the fourth circle.
Requires Magic Guild level 3
Magic Guild level 5 common building
An upgrade of the Magic Guild level four.
Allows a visiting hero to learn the spells kept within. Adds 2 spells of the fifth circle.
Requires Magic Guild level 4
Mana vortex common building
Allows a visiting hero to regenerate all his mana if he sleeps in the city. (without it the hero will regenerate only a few mana points per days (but still more than out of the city, even with mysticism))
Requires Magic Guild level 2
mystic guild level 1 common building
Allows the defending hero to cast all level 3 spells contained in the guild at the lowest level, even if he doesn't have the necessary abilities.
requires magic guild level 3
mystic guild level 2 common building
Allows the defending hero to cast all level 4 spells contained in the guild at the lowest level, even if he doesn't have the necessary abilities.
requires magic guild level 4, mystic guild level 1
mystic guild level 3 common building
Allows the defending hero to cast all level 5 spells contained in the guild at the lowest level, even if he doesn't have the necessary abilities.
requires magic guild level 5, mystic guild level 2
Dwellings :
Dwelling level 1 common building
Allows you to recruit sentinels
Dwelling level 2 common building
Allows you to recruit intelligent temporal abnormalities
Requires mage guild level 1
Dwelling level 3 common building
Allows you to recruit skirmishers
Requires dwelling 1 OR dwelling 2 AND mage guild level 1
Dwelling level 4 common building
Allows you to recruit chrono-mages
Requires dwelling 1 OR dwelling 2 AND mage guild level 2
Dwelling level 5 common building
Allows you to recruit time assassins
Requires dwelling 3 OR dwelling 4 AND citadel AND mage guild level 2
Dwelling level 6 common building
Allows you to recruit time keepers
Requires dwelling 3 OR dwelling 4 AND citadel AND mage guild level 3
Dwelling level 7 common building
Allows you to recruit banishers
Requires dwelling 5 OR dwelling 6 AND castle AND mage guild level 3
Miscellaneous :
Temporal bubble exclusive to time sanctuary
Allow you to build 2 buildings per day.
Conflux of energies exclusive to time sanctuary
+2 power to each hero visiting the city (only the 1st time)
Dark crystal exclusive to time sanctuary
+2 time assassin / scourge / time executionner available to recruit per week.
Requires dwelling level 5
Mystic vortex exclusive to time sanctuary
(racial) Gives 10 free mana points to each hero of the army. those 10 mana points can only be used for the racial skill and are lost when the fight begins (after the tactic phase). They are refreshed after each battle.
Arcane clock exclusive to time sanctuary
Provides 5000 gold per day, increases growth by 50% , increases the power of the defending hero by 8 and divide by 2 the initiative of all the war machines of the attacker (including the catapult)
Requires Grail
Free
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Golemcrafter
Promising
Famous Hero
Unlimited Fantasy Master
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posted March 11, 2008 09:16 PM |
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I hope you'll post more infos about your town as soon as possible, because I really like your basic ideas. I always liked time-fractions. Carry on!
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Fauch
Responsible
Undefeatable Hero
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posted March 11, 2008 09:19 PM |
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Oh yes the town, I still don't know how it will look
If you have any ideas...
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mamgaeater
Legendary Hero
Shroud, Flying, Trample, Haste
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posted March 11, 2008 09:23 PM |
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good ideas but time is overused in this.
try cronos,kronos,chrono. and other time related things
eg:chronology a timeline essentially
____________
Protection From Everything.
dota
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Golemcrafter
Promising
Famous Hero
Unlimited Fantasy Master
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posted March 11, 2008 09:26 PM |
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What would you say for this one? The huge pyramid could be the level 7 creature dwelling...
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Momo
Promising
Famous Hero
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posted March 12, 2008 01:25 AM |
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Pros: 1. great theme, 2. hints to some Might and Magic themes;
Cons: 1. serious risk of being overpowered, 2. no work on flavor;
About this last one, golemcrafter got it right -"ancient yet advanced" seems the way to go (by the way, where did you got that image?), maybe you want to take a look to the Draenei (World of Warcraft), the Protoss (Starcraft) and the Thran (Magic The Gathering) to get some brainstorming ideas/inspirations.
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Fauch
Responsible
Undefeatable Hero
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posted March 12, 2008 04:17 AM |
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it might be overpowered, in the hand of someone who masters the faction.
but a bad strategy may give your enemy the opportunity to use your own habilities against you.
why do you mean exactly by flavor?
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Momo
Promising
Famous Hero
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posted March 12, 2008 10:57 AM |
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Quote: flavor?
Aesthetics, general feeling, etc.
You know perfectl what you want your faction to do, but now how it should look like. The opposite is far more common, and with reason: people usually start visualizing a cool faction, and then developing the concept and theme only after. I suggest you to look the civilizations I mentioned to get some inspiration.
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GenieLord
Honorable
Legendary Hero
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posted March 15, 2008 10:11 PM |
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I admit that I only took a glace on this entry, and I have to comment about the creatures' names.
Some of them VERY long, like:
Quote: Intelligent temporal abnormalities catalyst
And some of them are VERY funny, like:
Quote: Magic freezer
Which only reminds me of:
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Fauch
Responsible
Undefeatable Hero
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posted March 15, 2008 10:28 PM |
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yes I know, I have trouble finding good names.
didn't think about that when I named the magic freezer XD since he was named after his ability (freeze magic)
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Golemcrafter
Promising
Famous Hero
Unlimited Fantasy Master
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posted March 17, 2008 07:11 PM |
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Have you seen the picture I have sent as a possible town look?
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Fauch
Responsible
Undefeatable Hero
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posted March 17, 2008 07:37 PM |
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yes, but I haven't thought about town look yet.
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Snatch
Promising
Known Hero
Proud Kappa
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posted March 29, 2008 05:23 PM |
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Cohesiveness: 9/10 (time themes are always hard to make them cohesive, but you did a good job in fitting it into the universe, in terms of creatures you maybe overdid it a bit, time faction by numbers)
Imagination: 10/15 (time is a very ingrateful theme and you don't do much to improve it and making it more interesting, as I said already, a time faction by numbers)
Back story: 7/10 (there is one and you are trying to fit it into the Heroes universe, but it is not at all interesting, time keepers watching, time keepers warning, time keepers taking advantage of a war between wizards and necromancers, time keepers taking advantage of a war between wizards and necromancers again... oh, yes, and don't forget time keepers taking advantage of a war between wizards and nec... I think you see what I mean )
Battle facts: 8/10 (many new abilities, many of them working together it is all rather theoretical for me, I can hardly imagine how all will work out on battle field, but you have a cohesive theme and there is some variety in it, the racial is adequate)
Discretionary: 4/5 (I think your greatest advantage is also your greatest diasadvantage - the time theme, points for your effort, a consequent outworking and some nice ideas)
38/50
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Momo
Promising
Famous Hero
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posted March 29, 2008 05:37 PM |
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Edited by Momo at 17:40, 29 Mar 2008.
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Cohesiveness: 9/10 points cohesiveness is in there, if not as much as originality. Could have been more varied if it took into account how many creatures could be available to people who travels in time (see the "Laboratory" by Daystar) but good as far as cohesiveness is concerned. Certain things, though, like itnelligent time abnormalities, are just too weird to be cohesive anywhere.
Imagination: 13/15 points a good theme and, what's most important, well traslated into gameplay. it's sad that the pictures are ill-chosen and often don't help defining the lore enough, nor does the story.
Back story: 6/10 points as Snatch said, there's the story, undeniably, but it doesn't strike for originality. Time keepers have been done to death.
Battle facets: 8/10 points many interesting abilities who try desperately to make gameplay and lore go in tandem; if the effect isn't the best in terms of balance, it's still dripping uniqueness in all directions.
Discretionary: 5/5 points this would be a good chance to give you a taste of your own medicine and use the discretionary mark to lower your overall score -not mine, lucky me- but I'll be objective and mark the great theme and the good cohesion between theme and mechanics/abilities.
Overall 42/50
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Fauch
Responsible
Undefeatable Hero
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posted March 29, 2008 09:01 PM |
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Edited by Fauch at 21:04, 29 Mar 2008.
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Quote:
Back story: 6/10 points as Snatch said, there's the story, undeniably, but it doesn't strike for originality. Time keepers have been done to death.
if it wasn't marked I probably would have not written a story. at least it makes the faction fit in homm.
Quote:
Battle facets: 8/10 points if the effect isn't the best in terms of balance, it's still dripping uniqueness in all directions.
thinking of it, some abilities may be quite powerful in creeping, since I was thinking of a final battle when I designed them. the idea was that your enemy may use some of your own abilities against you.
Quote:
Discretionary: 5/5 points this would be a good chance to give you a taste of your own medicine and use the discretionary mark to lower your overall score
??
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Momo
Promising
Famous Hero
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posted March 29, 2008 09:04 PM |
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Edited by Momo at 21:07, 29 Mar 2008.
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Quote:
Discretionary: 5/5 points this would be a good chance to give you a taste of your own medicine and use the discretionary mark to lower your overall score
??
I've seen that you, among with others, are extremely cautious in giving discretionary marks. Discretionary marks are basically about how much you liked a faction besides the other parameters for whatever reason, so by giving so much low marks you (and others) are essentially saying you don't like most things, which is harsh to read (again, thank god I've been spared). I was ironizing about this.
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Fauch
Responsible
Undefeatable Hero
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posted March 29, 2008 09:06 PM |
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did I gave many low scores?
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Momo
Promising
Famous Hero
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posted March 29, 2008 09:09 PM |
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Quote: did I gave many low scores?
Mostly, you gave low discretionary mark, perhaps not realizing that this can be a great disadvantage for the entrant you rate. Then again, I repeat, I was joking and there's nothing to take seriously about it. Everyone can and should mark how he/she feels like.
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Fauch
Responsible
Undefeatable Hero
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posted March 29, 2008 09:20 PM |
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Edited by Fauch at 21:23, 29 Mar 2008.
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I may remark some factions because I feel I've been harsh with some people.
(and I gave good discretionary marks overall)
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sith_of_ziost
Promising
Supreme Hero
Scouting the Multiverse
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posted March 30, 2008 12:54 AM |
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Before I start, I must say that this is one of my favorite factions of ICTC III
Cohesiveness - 10/10. I must say you've pulled together the aspects of this town quite nicely. I like how you've split time into two different sections: Hastening and Slowing time
Wow Factor - 13/15. You've gained everything necessary from this. Just a couple of details overlooked (hero bios). Other than that, you've made a really good set-up.
Back Story - 8/10. The faction fits in history, but I don't like how you've cut it off after the war with the Necromancers. Did they do nothing in any Eclipses or Wars?
Battle Facets - 8/10. I would absolutely love to play this faction in Heroes. It would be amazing to manipulate time to your own advantage, but I can't help but wonder how it would be balanced.
Discretionary - 5/5. I give you a very good evaluation becuase it was worth it. I'm fascinated by your interpretation of time. Its been a great faction.
Total Score: 44 Points.
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