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Adrius
Honorable
Undefeatable Hero
Stand and fight!
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posted September 18, 2008 07:35 PM |
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Edited by Adrius at 19:48, 18 Sep 2008.
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Umm... not that I think I'll win, but if there's even a possibility that I might have to judge something... I'm out
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mvassilev
Responsible
Undefeatable Hero
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posted September 20, 2008 02:30 AM |
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Adrius
Honorable
Undefeatable Hero
Stand and fight!
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posted September 20, 2008 10:29 AM |
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I don't know, guess he's really busy with school and all.
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted September 20, 2008 02:03 PM |
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Hmm, but nevertheless I personally would like the contest to go on...not th ejudging, this can even wait, IMO, but how bout new creatures, so we can go on?
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blitzkrieg777
Tavern Dweller
Mmmm! Love that monkey sweat!
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posted September 22, 2008 02:30 PM |
bonus applied by alcibiades on 15 Oct 2008. |
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Tell you what. I'll judge the next one and give you the criteria. If Daystar wants to cancel me out, by all means, but I have no problem helping out a little bit. If you guys don't like it, then I'll back out.
So on this contest you only have to pick four of the seven, however the picture below must be used in your new race somewhere. It can be a creature, an individual hero, or an entire race. Its up to you.
New creatures: Centaur, Devil, Water Elemental, Assassin, Genie, Vampire, Gnoll
And the required aspect:
This is starting on the 22nd of September, so unless anyone has an objection, I'll judge on the 6th of October. Good luck!
If you want some alternative colors check below:
[url]http://i7.photobucket.com/albums/y263/Buffal-Bill-Man/FUNGORpsycho-fearic.jpg[/url]
[url]http://i7.photobucket.com/albums/y263/Buffal-Bill-Man/Midnight_FUNGOR_Glow.jpg[/url]
[url]http://i7.photobucket.com/albums/y263/Buffal-Bill-Man/FUNGORLineArt.jpg[/url]
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Lexxan
Honorable
Undefeatable Hero
Unimpressed by your logic
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posted September 22, 2008 03:55 PM |
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Swamp Faction for me
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Coincidence? I think not!!!!
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted September 22, 2008 05:53 PM |
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I'll do an Underground faction, name something like: "The Grotto", "The Caverns" or "Deep Labyrinth".
And I'll take some of those creatures:
Centaur, Devil, Assassin, Vampire, Gnoll
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emilsn
Legendary Hero
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posted September 22, 2008 06:06 PM |
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Should I judge the round, that have not been judged yet?
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Don't walk behind me; I may not
lead. Don't walk in front of me;
I may not follow. Just walk
beside me and be my friend.
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Adrius
Honorable
Undefeatable Hero
Stand and fight!
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posted September 22, 2008 08:46 PM |
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I'd prefer if we wait for Daystar, it's his competition.
For all we know, he might be preparing a new round or rating our factions...
So please, can we wait instead?
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sith_of_ziost
Promising
Supreme Hero
Scouting the Multiverse
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posted September 22, 2008 10:13 PM |
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I agree with Adrius. I say we wait for Daystar. Give him time.
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted September 23, 2008 07:06 PM |
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No, I'm sorry, life is doing strange things and I just don't have that much time. Thanks for stepping in, the suggested round and creatures are canon.
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How exactly is luck a skill?
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einomida
Known Hero
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posted September 27, 2008 03:14 PM |
bonus applied by alcibiades on 06 Mar 2009. |
Edited by einomida at 22:58, 05 Oct 2008.
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The Deepwood
Town: a forest with various plants and little houses in it. The houses are on the ground. City hall is an ancient, somewhat deformed and big tree. Light colors; sunny - a happy place
Worship: Sylanna
Associated Colors: green, brown, yellow and red
Hero: Herbalist
Primary Skill Distribution: Defense 30%; Knowledge 30%; Attack 25%; Spellpower 15%
Hero visual: let`s begin with Shroompeople -
This is a basic Deepwood citizen (note the demon-like scales on hands and feet: read below). The hero looks almost the same, but older - wrinkled, maybe some little cracks in its body. Also some gray fungy- or green moss-hair on its head. Rides a regular Centaur.
History: A couple of centuries back, a new Academy town was being built over a great forest. Being so very keen on magic, the wizards there began their work even before the town was completed. Unfortunately, a demon general saw an opportunity to raid the still defenseless town and so he did. The battle was tense, but the outcome was quite clear - demons would win. As a last means of hope, a Prime Wizard, known as Hayak, created a magical bomb that would destroy the town and the attacking demons with it. Putting his alchemy skills to good use, he did just that. With a loud explosion, the town was completely destroyed and everyone there was killed
Afterwards, no wizard or demon wanted to go there - the place was contaminated by alchemy and magic of the wizards and the blood of demons.
Despite this, nature had its own plans. Combining the demon blood, magic and some natural misteries, new species began to appear. The forest was becoming more alive. After a while, these new lifeforms created a society and began to learn the ways of their mother, their creator, the Earth. It would seem that Shroompeople (thats what they are called now, because they look very much like mushrooms) are, like Orcs, half demon and half man. And Although they do share some visual similarities with demons, it seems that the enormous amount of magic releasd during the explosion, coupled with mother nature`s secrets, somehow purified the demon blood. This means that Shroompeople don`t have even a fraction of evil in them - only the ones who threaten them and above all, their creator, should be punished.
Tier 1
Shroom Warrior
"Do not fear if a human-sized mushroom confronts you in a forest one day. It is a peaceful Shroom, maybe trying to ask you if you`re lost and need help. But be aware, don`t do anything that might upset it, because Shroompeople know how to fight. And even if you manage to kill it and escape the forest, you are most likely going to die anyway..."
ATT 4
DEF 3
HP 14
DMG 2-3
INIT 10
SPD 5
Visual: Shroom warrior is a basic Deepwood citizen..
Abilities: Spore Infection*
A basic, mediocre unit with high HP for lvl 1. Try to Infect as many enemies as possible to later have some extra Warriors.
Shroom Assassin - 1st Upgrd
"Some things might not be what they seem at first so watch your step and watch you actions in the forests. You never know what`s watching you from under a tree there or a under rock there..."
ATT 6
DEF 3
HP 16
DMG 2-4
INIT 11
SPD 6
Visual: changed beyond recognition, Shroom Assassins are completely covered with moss and grass to remain hidden in the forest.
Abilities: Spore Infection, Invisibility
Invisibility is a super ability, great against shooters and spellcasters - infect them, do much damage, block and eventually get some Shroom Warriors. Nice!
Shell Shroom - 2nd Upgrd
"Whoever thought that outrunning a Shell Shroom is the best way to get rid of it, think again. Yeah, they might be slow, but if you just run mindlessly, you`re probably going right where they want you to go..."
ATT 4
DEF 5
HP 16
DMG 2-3
INIT 10
SPD 5
Visual: a normal Shroom with some brown shell-like stuff here and there.
Abilities: Spore Infection, Immunity to Earth, Biotrap*
And if you don`t feel like leaving your own fragile units unprotected, set up some traps for weaker enemy units, turn them into Warriors and block shooters. But dont waste too long or you`re dead before all this happens.
New Abilities:
Spore Infection: infect attacked creature w/ spores. Spores can`t be removed. Does dmg for 3 turns (or more if effect is renewed). If the targeted stack dies, it`s turned into Shroom Warriors - the number depends on the dmg done by Spore Infection + dmg by Shroom creatures. Note that turning into Shroom Warriors cannot be reversed and always occurs if the enemy has been infected even once (the 3 turn rule doesn`t matter here). Doesn`t work on elemental mechanical or incorporeal creatures. Doesn`t inflict damage to undead creatures, but does turn them into Shroom Warriors with an exception of Ghosts and upgrades, Wights and upgrades and Bone Dragon upgrades.
Biotrap: this creature can lay a trap anywhere on the battlefield. Any enemy walking in the trap recieves some damage and is infected with spores.
Tier 2
Wood Centaur
"They ride together, they die together. That`s what describes this ally the best. Fighting for the same cause - to protect mother earth, Centaurs are good friends to Shroompeople."
ATT 4
DEF 3
HP 17
DMG 4-6
INIT 10
SPD 5
Shots: 7
Abilities: Large Creature, Shooter, Hunter`s Eye*
Visual: looks like a normal centaur, not demonic like Stronghold`s. Brown, covered w/ some leaves and small twigs - a true forest creature.
Centaur Woodrider - 1st Upgrd
"Here, the motto "ride and die together" gets a little more direct approach."
ATT 6
DEF 3
HP 23
DMG 5-6
INIT 10
SPD 5
Shots: 7
Abilities: Large Creature, Shooter, Hunter`s Eye, Ride-By Attack*, Tandem Attack*
Visual: Similar to Wood Centaur, but has a Shroom Warrior w/ a spear mounted on it.
Centaur Demolisher - 2nd Upgrd
"Ooh, they seem angry and well... they are."
ATT 4
DEF 3
HP 24
DMG 7-7
INIT 9
SPD 5
Shots: 5
Abilities: Large Creature, Shooter, Heavy Bolt*, Light Artillery*
Visual: has a more muscular, mean look. Carries a big/heavy crossbow or a small ballista on its back/shoulder.
New Abilities:
Hunter`s Eye: ranged attack has a chance to inflict crippling wound or lower target`s attack for a period of time.
Ride-By Attack: pretty obvoius
Tandem Attack: both the centaur and Shroom Warrior attack - does 125% melee dmg. Passive skill.
Heavy Bolt: reduces enemy DEF by 3 per shot and ignores 20% of enemy DEF
Light Artillery: Ranged Penalty is reduced from 50% to 30%.
So, we basically have a solid ranged attacker, Centaur Demolisher, or a hybrid melee-ranged-debuff(crippling wound) creature, the Centaur Woodrider.
Tier 3
Gnoll
"These wolf-like, bipedal creatures roam only the deepest of forests. They are merciless, deadly and if you hear them howling during a moon-lit night, hope you don`t meet one."
ATT 5
DEF 5
HP 24
DMG 4-7
INIT 8
SPD 5
Abilities: Bash, Bite*
Visual: looks like H3 gnoll (brown). But weapon is a big wooden, spiked club.
Alpha Gnoll - 1st Upgrd
"Born under a full moon, the Alpha Gnoll are the elite of their species. Unlike their bretheren, they are somewhat intelligent and are thus chosen to lead the packs."
ATT 6
DEF 7
Hp 32
DMG 6-7
INIT 9
SPD 5
Visual: black in color. Is bigger than other Gnolls. Weapons is a big, spiked metal mace.
Abilities: Bash, Bite, Howl
Gnoll Reaper - 2nd Upgrd
"Born under the young moon, Gnoll Reapers are reckless and fierce. Unable to wield a weapon, they use their sharp teeth and long claws to slice the enemy."
ATT 5
DEF 5
HP 28
DMG 4-8
INIT 10
SPD 6
Visual: slim and agile, they look more "messed up", don`t have any weapons bc they use their claws to attack.
Abilities: Bite, Double Attack, Scavenger
New Abilities:
Bite: this creature`s attack can infect its target with bacteria which causes [Suffering] or [Weakness]. Passive skill. Can be dispeled by First Aid Tent, Cleansing, Lay Hands, Purge (all this stuff)
Tier 4
Shroomsayer
"They are the keepers of Sylanna`s secrets. Shroomsayers rank highly in the Shroom civilization and thus everyone are willing to fight by their side."
ATT 8
DEF 8
HP 28
DMG 7-8
INIT 10
SPD 4
Abilities: No Melee Penalty, Herbmaster aka Spellcaster ("Spellbook" - Biobomb, Beverage of Courage), Keeper of Sylanna*
Visual: I see them similar to H4 Ogre Magi, but they are obviously Shroom.
Shroom Herbsayer - 1st Upgrd
"Being almost as elder "priests", the Herbsayers dwell deeper into the secrets of nature and with it, Sylanna. Their duty is practically the same as Shroomsayer`s."
ATT 10
DEF 10
HP 36
DMG 7-10
INIT 10
SPD 4
Abilities: No Melee Penalty, Herbmaster ("Spellbook" - Biobomb, Beverage of Courage, Poison Ivy, Plant a Warrior), Keeper of Sylanna
Mushdoctor - 2nd Upgrd
"No longer learning the ways of nature, Mushdoctors have dedicated their lives to heal and protect their kind."
ATT 8
DEF 10
HP 33
DMG 7-8
INIT 10
SPD 4
Abilities: No Melee Penalty, Herbmaster ("Spellbook" - Biobomb, Beverage of Courage, Potion of Health, Clear Drink), Whisper of Life*
Statistically weak, this tier is an effective spellcaster or ranged unit (see below how). Plant a Warrior to block enemy shooters or have meat shields. Keeper of Sylanna is a nice moral boost and don`t forget the healing powers of Mushdoctors.
Note: Biobomb, although mediocre damage, is a very "cheap" spell and can be effectively used as a substitute to ranged attack. But don`t use it too much or you can`t make some nasty potions.
New Abilities:
Keeper of Sylanna: being a direct link to their god, all Shroom(! - this means, Centaurs, Gnolls and 7th Tier not included) creatures in the army get +1 to morale.
Whisper of Life: only one creature can be under the effect of this skill at any time. If the stack dies, 50% of it is Resurrected for one turn.
Tier 5
Flyleaf
"So small and harmless, the Flyleaf play a minor damaging role in the armies of Deepwood. That`s why they have found uses for their ultimate speed."
ATT 10
DEF 8
DMG 10-13
HP 40
INIT 12
SPD 8
Abilites: Flyer, No Enemy Retaliation
Visual: looks like a flying squirrel, but is actually a very small shroom with "skin" grown between its legs and arms. Covered with green leaves.
Thunderleaf - 1st Upgrd
"Still so small and harmless, the Thunderleaf are almost the same as their little brothers. Only a bit quicker. But, the thunderleaf have developed a smart way to attack the opponent. First, take cover, strike and then hide yourself again."
ATT 12
DEF 8
DMG 11-14
HP 40
INIT 13
SPD 8
Abilities: Flyer, No Enemy Retaliation, Strike and Return, Seek Cover*
Visual: Almost the same as Flyleaf, but has a gray tail. Is a bit darker in color.
Fall-leaf - 2nd Upgrd
"Age has done its work on these creatures. Although still possessing the same physical speed, the Fall-leaf have lost their quick wits and thinking ability. They no longer hide in the way they used to. Still, their experience and constant training of speed has almost become as a sixth sense for avoiding enemy attacks."
ATT 12
DEF 12
DMG 11-17
HP 50
INIT 13
SPD 8
Abilities: Flyer, No Enemy Retaliation, Supreme Speed*, Battlesense
Visual: looks like the Flyleaf, but leaves are yellow, orange and red. A bit older look also.
New Abilities:
Seek Cover: This creature can seek cover from firendly large creatures. If the two creatures are together, the one seeking cover can only be harmed by AoE and Mass spells (because they automatically target everyone), but cannot be targeted otherwise. Also, the cover seeking creature loses Initative depending on the time spent on another creature (-1 instantly after seeking cover). Thunderleaves come back to their protector after returning from an attack.
Supreme Speed: (a skill from my previous faction). Speed and Initiative of this creature cannot be lowered by any means.
Battlesense: possessing above average dexterity and agility, this creature takes less damage from melee and ranged attacks.
Tier 6
Shroom Giant
"If you feel the earth tremble beneath your feet and hear a loud mumbling behind the trees, you know you`ve encountered a Shroominator. There are few creatures in the forests who can match the physical powers of Shroominators, but again, have no fear. These giant mushrooms are simple minded and wouldn`t hurt a fly... unless ordered otherwise."
ATT 19
DEF 25
HP 160
DMG 13-21
INIT 7
SPD 6
Abilities: Large Creature, Stomp*, Protective Pileus*
Visual: almost basic Shroom, but it`s large and has some tree-like properties.
Shroominator - 1st Upgrd
"Don`t be fooled by the wild name, Shroominators are actually the eldest and the most intelligent of Giant Shrooms. With time, their "skin" has become thicker and by learning from Sylanna, they have become friends with the elements."
ATT 19
DEF 25
HP 170
DMG 15-21
INIT 7
SPD 6
Abilities: Large Creature, Protective Pileus, Armor of Oak*, Elemental Compression*,
Destro Shroom - 2nd Upgrd
"The wild and merciless, Destro Shrooms do best what their name suggests - destroy. Practicing melee combat over and over again, Destro Shrooms have developed a natural defense against any kind of enemy."
ATT 22
DEF 25
DMG 15-23
HP 160
INIT 8
SPD 6
Abilities: Large Creature, Stomp, Protective Pileus, Armor of Spruce*, Enraged
Tier 7
Demonshroom
"Unlike the name suggests, the Demonshroom is not demonic. They are actually a subspecies of Giant Shrooms who have inherited more demon blood than their bretheren. Instead of making them evil, they have become wild and dumb. Fortunately, the Shroompeople still care and take care of them."
ATT 27
DEF 25
DMG 40-50
HP 190
INIT 11
SPD 7
Abilities: Enraged, Large Creature
Devilosh - 1st Upgrade
"Now these creatures can be mean. Spending too much time in the wilderness has turned them unpredictable and violent. Still, evil is not the right word to describe them..."
ATT 32
DEF 30
DMG 50-64
HP 220
INIT 11
SPD 7
Abilities: Enraged, Large Creature
Grove Devil - 2nd Upgrd
"Evolved from Demonshrooms, Grove devils are proud of what they are."
ATT 32
DEF 32
DMG 53-67
HP 219
INIT 11
SPD 7
Abilities: Enraged, Large Creature
New Abilities:
Stomp: during an attack, the creature can stomp and stun any adjecent enemies.
Protective Pileus: small (1 tile) friendly adjecent creatures cannot be targeted by direct damage spells.
Armor of Oak: This creature takes 50% less damage from direct damage spells.
Elemental Compression: elemental damage increases this creature`s defense.
Armor of Spruce: covered with thorns, this creature does damage to enemies who are melee attacking it.
Skills:
Shatter Destructive instead of Destructive Magic
Shatter Light instead of Light Magic
Shatter Dark instead of Dark Magic
Secrets of Nature instead of Sorcery
Enlightment -> Gardening instead of Intelligence - hero`s herb growing skills are improved, allowing him/her to carry more herbs.
Natural Medicine instead of Summoning Magic
Natural Medicine:
a skill that uses different plants, animals or what ever to create salves, potions, bombs and other stuff. Like with magic schools, ALL Herbalists can use 1st and 2nd circle of Natural Medicine without the skill.
Some possible:
1st circle:
Beverage of Courage - raises creature`s morale to 1.
2nd circle:
Biobomb - direct damage to target creature plus splash damage to adjecent enemies.
Plant a Warrior - the hero can spread spores anywhere on the map (1 tile). It takes one turn for the spores to evolve into a Shroom.
3rd circle:
Poison Ivy - entangles the target creature
Hallucination Drug - targeted creature acts unexpectedly. Doesn`t affect non-living creatures.
4th circle:
Megalion Powder - spread this herbal powder on 2x2 area. Friendly creatures in that area get 75% Magic Resistance against the next 2 spells cast on them and 20% chance to lower enemy caster`s mana to 0 (excluding hero), but lowers the speed of these units by 1. If Megalion Powder is put on a creature more than once, it furthemore lowers various stats (Init, Spd, ATT, DEF etc.), even if the previous effect has faded.
Clear Drink - Dispel Magic
5th circle:
Healing Salve - instant Hp rec + regeneration w/ resurrection.
Note: the extra mana-lowering effect only occurs if the spell is resisted.
Knowledge and Spellpower
This faction has no mana, the hero carries around a fixed amount of herbs through a game (unless modified by secondary skills). Herbs grow back every turn and they can be replenished by mana wells (or whatever they are called), because the magical energies from the water speeds up the growth. Spellpower determines the power of "spells" while Knowledge determines the amount of herbs used per "spell".
Why only a fixed amount of herbs? Can´t they just use a centaur to pull a wagon full of them? No, because these herbs aren`t hay. They have magical properties and it`s hard for the hero to preserve them.
Racial: Earthchild
This racial ability revolves around the same herbs used in Natural Medicine. Herbs are much needed so knowledge is an important stat for Herbalists. Earthchild ability allows the hero to "plant" a creature on the battlefield during a battle (the models vary, but are generally plant-like; trees and stuff). Stats of this creature are based on ATT, DEF and Spellpower of the hero and the amount of herbs used to create the creature. The last one also grants different abilities. As with Natural Medicine, the amount of herbs used to create more powerful creatures is smaller if the hero has more Knowledge. For example (completely random numbers): a hero with 1 Knowledge uses 20 herbs to create a creature while a hero with 10 knowledge uses 5 herbs to create the same creature (healing them using herbs during combat is also possible). If the creature is planted, it takes one turn to complete its growth, but it can be released on ANY time during your turn. Whats more, the planted creature remains hidden from the enemy until it emerges from the ground. Upon planting, the creature gets its place on the ATB (also hidden from enemy) and if it emerges from the ground, this ATB value does not change. Note that planted creatures are immune to abilities such as Harm Touch, Vorpal Sword or Cold Death (no one hit KO.
Basic Earthchild:
The hero can "summon" one creature during combat.
Advanced Earthchild:
The hero can "summon" two creatures during combat and one of them can be placed in the ground during the tactics phase.
Expert Earthchild:
The hero can "summon" three creatures during combat and one of them can be placed in the ground during the tactics phase.
Ultimate Earthchild:
The hero can "summon" four creatures during combat and two of them can be placed in the ground during the tactics phase.
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Adrius
Honorable
Undefeatable Hero
Stand and fight!
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posted September 27, 2008 03:35 PM |
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I won't join this round, I've been here from the start and well... my interest is beginning to fade...
Great competition however.
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted September 27, 2008 05:53 PM |
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Edited by Jiriki9 at 17:27, 10 Oct 2008.
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My first ideas for:
The Caverns:
aka: "The underground Hordes", "Threat from beneath", "Black Tunnels"
Colors: Black, Dark Brown, Crimson
Symbols: The Black Mushroom, The thorned roots, The Devil Claw
Worship: The Devils and Demon Lords
Region: Underneath the world in the underground, and almost everywhere there.
Capital: Fforwhare
Unit Lineup:
Tier 1: Gnoll
Appereance: The Gnolls look like typical Gnolls, kind of humanoid hyaenas. They have hands and walk on two legs and they are slightly intelligent, yet they also have a fur, small claws, and the head of an hyena. The ordinary Gnoll wears leather armor and bears just a club.
Ability: Cowardice;
Tier 1 upgrade: Gnoll Cutthroat
Appereance: Here are no big differences to the ordinary Gnolls, but the Cutthroat wear a kind of Cape and their Club has thorns.
Ability: Cowardice, Hide, Sneaky Strike;
Tier 1 alternative upgrade: Gnoll Mareudeur
Appereance: The Gnoll Mareudeur's armor is a bit stronger than the Gnoll's one, and he wields a morning star instead of a club.
Ability: Cowardice, Ransack;
Tier 2: Descended Centaur
Appereance: A normal Centaur, the lower body that of a brown horse, the upper that of a strong, slightly dark-skinned man with brown hair. This centaur is full of Scars and wields a bow.
Ability: Large creature, Secure Line, Shooter;
Tier 2 upgrade: Blackhoove
Appereance: The Lower body is that of a black horse, the upper that of a dark skinned man, dressed in a black cloak. The Blackhoove carries no bow, but a strange kind of throwing weapon, looking like a big shuriken-bumerang-mix.
Ability: Circle Throw, Large creature, No melee Penalty, Shooter;
Tier 2 alternative upgrade: Crippled Centaur
Appereance: The legs of this Centaur are obviously broken, he wields a longbow.
Ability: Large creature, No Range Penalty, Secure Area, Shooter;
Tier 3: Lykanthrope
Appereance: In man-form, the lykanthrope is a pale man, wearing not much clothes, and those in rags, with short, blond hair. In this form, he also wields several daggers. In wolf-form, the lykanthrope is a black wolf with bloody claws.
Ability: Curse of the Moon, Lykanthropic;
Tier 3 upgrade: Werewolf
Appereance: In man-form, the werewolf looks just like the Lykanthrope, except he got no daggers and the hair is longer (and uncombed). In wolf form, he is more musculous and has longer fur.
Ability: Cleave, Curse of the Moon, Frightening Howl, Lykanthropic;
Tier 3 alternative upgrade: Lykanian
Appereance: In man-form, the Lykanian is better dressed than his cousins. He wields short swords instead of daggers and his ksin is less pale. In wolf-form, he looks less aggressive, his fur is dark grey, not black.
Ability: Lykanthropic, Self-Control;
Tier 4: Minotaur Warrior
Appereance: The Minotaurs have the body of a very muscular, rather hairy human and the head of a brown Bull, with rather long horns. The Warrior wears a rather Heavy Armor and his weapon is a two-handed battleaxe.
Ability: Armored, Cleave;
Tier 4 upgrade: Minotaur Champion
Appereance: The Minotaur Champions armour is plate armor and he wears a kind of Metal mask in front of his face. His battle axe also is goldened.
Ability: Armored, Bash, Double Strike;
Tier 4 alternative upgrade: Red Bull
Appereance: The Red Bull has a black head and even longer Horns, which are furthermore adorned with ornaments and Metal implants. His Armour and Cloth is completely Red, as are his eyes, and his Axe is Black-silver with Scarlet ornaments.
Ability: Armored, Battlerage, Cleave, No Enemy Retaliation;
Tier 5: Vampiress
Appereance: The Vampiress is a female Vampire, looking like a very pale human woman, rather beautiful, with long black hair and extremely pale skin. Her cloth is rather noble, a black dress, and her long sword is thin but long.
Ability: Caster, Life Drain, Seduce, Undead;
Spells: Sorrow, Vulnerability, Weakness;
Tier 5 upgrade: Vampire Priestess
Appereance: She looks mostly like a Vampiress, but her cloth is more ornamented and she also wears a purple robe.
Ability: Caster Life Drain, Seduce, Undead;
Spells: Confusion, Decay, Sorrow, Suffering, Vulnerability;
Tier 5 alternative upgrade: Assassin
Appereance: A Vampiress all dressed in a black body-suit, wielding a extremely long and thin sword.
Ability: Assassinate, Caster, Increased Invisibility, Life Drain, Seduce, Undead;
Spells: Slow, Sorrow, Vulnerability, Weakness;
Tier 6: Funghoide
Appereance:
Ability: Bash, Large creature, Spore Infection;
Tier 6 upgrade: Phosphoide
Appereance:
Ability: Bash, Large creature, Poisonous Attack, Phospore Infection;
Tier 6 alternative upgrade: Funghoide Lord
Appeareance: Almost like the Funghoide, but darker and it has an additional pair of arms.
Ability: Bash, Large creature, Mushrooms Sprouting, Spore Infection;
Tier 7: Captive Devil
Appereance: A red, rather big, almost humanoid Creature with dark, reddish skin, long claws and Two black horns on the head.
Ability: Call Hellfire, Demonic, Endless Hate, Immunity against Fire, Large creature;
Tier 7 upgrade: Shadowlord
Appereance: Like the Devil, but more humanoid, the skin is more black than red, the claws are more like hands, and the face is more human-like. It has red eyes and the two horns are long and curved.
Ability: Call hellfire, Capture Souls, Demonic, Endless Hate, Immunity against Fire, Immunity against Dark, Large creature, Shadow Cloak;
Tier 7 alternative upgrade: Uncaged Devil
Appereance: The uncaged Devil is more red than black, has a doglike Face, long sharp teeth, extremely long claws and musculou arms. He has a lot of horns on his head, but they are shorter than the devils' horns.
Ability: Demonic, Double Strike, Eat Souls, Endless Hate, Immunity against Fire, Large creature, Purgatory;
Creature Abilities:
Assassinate: When striking from Invisibility, this creature deals triple damage.
Call hellfire: The creature can, once per battle, call astorm of fire down on an area of 4*4 squares,dealing massive fire damage.
Capture Souls: This creature can capture souls. When it kills any opponent with a soul (so no undead, mechanical, elemental,...) in melee battle, its attack and defense stats are increased a bit (hp of killed creature(s)/100). It cannot get more than 20+ in these stats.
Circle Throw: The creatures ranged attack flies in a circle, i.e., there are several possible fields which could be attacked (skizze see below). The damage is evenly divided on the hit enemies, if more than one are hit.
Curse of the moon: In wolf-form, this creature cannot be controlled by the player, but it tries to attack the enemy - and there's a small chance (about 5%) that it attacks one of your creatures.
Eat Souls: This creature eats souls. Whenever a creature with a soul is killed on the battlefield, this creature has a 5% chance to convert 5% of the killed creatures(') hp to its own max-hp.
Endless Hate: This creature hates everything except demonic beings. Its damage is increased against non-demonic beings and when attacking theem, this creature has the abilities "Bash" and "Cleave".
Frightening Howl: in its wolf-form this creature causes fear on every creature it attacks, having a good chacne that the attacked creature looses all initiative, cannot retaliate and gains the attribute "frightened". Frightened Creatures' moral is decreased by three, their defense is decreased by 25% and they only have a 25% chance to retaliate. if they do not retaliate, they run away if possible, and loose all their initiative, if they do, their retaliation deals double damage.
Hide: This creature is invisible as long as no enemy creature is within 7 squares away from the creature. When this creature attacks, it reveals is position and is duisguised.
Increased Invisibility: Like 'Invisibility', but it can be used as much as wanted in battle, not just once.
Lykanthropic: Once per battle, this creature can morph into Lyykanthropic wolf-form, increasing the stats.
Mushrooms Sprouting: Activated Combat Ability (once per combat). The ability creates a mushroom colony on the chosen square. Whenever the mushroom colony is at turn, it grows, which means that the mushroom colony now takes more squares. Grwoth rate x+1, while x is the current size of the colony. Whenever any creature passes through teh colony, it gets damaged and Spore-infected, no matter if its an enemy or friendly unit.
Phospore Infection: All enemies attacked by this creature are infected with phospores. At every round, their is a 50% chance for phospores to fade. If they do not fade they deal damage at the infected creature - and the damage is doubled with every round the creature stays infected - and decrease the enemy defense and attack stats by 1 per round of infection. Phospore infection can not be healed by a healing tent or any spell or ability.
purgatory: This creature can, once per battle, call a Purgatory on the battlefield, dealing massive fire damage to all soul-inhabiting beings (so no undead, demonic, mechanical, elemental, etc. units)
Ransack: At the end of the combat, you gain an amount of gold according to the number of ransackers in your army and the number of ransackable creatures (mostly humanoids) in your enemies' army.
Secure Area: Activated Ability. when used, the ability targets an area of 4*4 fields. The enemy can NOT see which area is targeted. Whenever an enemy creature moves from, through or into this area, it gets range-attacked by the securing creature and has no chance of range retaliation.
Secure Line: Activated Ability. when used, the ability targets a line of 6 squares (vertikal from the normal h5-point-of-view). The enemy can NOT see which squares are targeted. Whenever an enemy creature moves from, through or into this area, it gets range-attacked by the securing creature and has no chance of range retaliation.
Seduce: The creature can use this ability once per battle on a living or demonic enemy creature. If succesfull, the enemy creature looses all defense against the seducing one and cannot move for three turns.
Self-control: This creature has a 50% chance to resist all mind-controlling spells and abilities.
Shadow Cloak: This creature and all friendly creatures within 3 squares are invisible, as long as this creature does not attack. If it does, the Cloak does not work, until this creatures' next round.
Sneaky Strike: When this creature was invisible/hiding at the beginning of its turn and is attacking, it deals twice its normal damage.
Spore Infection: All enemies attacked by this creature are infected with spores. At every round, their is a 50% chance for spores to fade. If they do not fade tehy deal damage at the infected creature - and the damage is doubled with every round the creature stays infected. Spore infection can not be healed by a healing tent or any spell or ability.
Skizze for Circle Throw:
Your creature is on position A3 and attack enemy on G3; It also hits the enemy on F5, but not the otehrs. Thats just to get the idea, its not a god example, because this is more an ellipse than a circle, but it was all I managed in two minutes^^
Heroe Class: Raider
Racial Skill: Looting
The hero gains ressources when attacking building, dwellings, towns...
Basic looting: When the hero succefully conquers a town, he/she gains a small amount of gold, depending on the buildings in the town and the town level.
Advanced Looting: When the hero succefully conquers a town, he/she gains an amount of gold and a small amount of wood/ore, depending on the buildings in the town and the town level. When he conquers a Mine he gains a small amount of the mine's ressources.
Expert Looting: When the hero succefully conquers a town, he/she gains a rather large amount of gold and an amount of wood/ore/the more valuable ressource most important for this town, depending on the buildings in the town and the town level. When he conquers a Mine he gains an amount of the mine's ressources and when he conquers a dwelling he gains a small amount of gold.
Subskills:
Pillage: With this Skill, you can destroy buildings in conquered towns or on the adventure map to gain a good amount of gold.
Digger Brigade: With this skill, the hero can place one unit, chosen at the begin of the battle, on any place on the battlefield, AFTER the enemy player has set up his troops and the battle has begun. The set up unit gains +20% initiative until its first round in this battle.
Slaughter: Increases the experience the hero gains per killed creature after a battle.
Invasion from beneath: Ultimative Skill - On the adventure map, the hero can, if possible at his current map position, allways switch between underground and overground- without a stairway - using up all of his movement points. Additionally, he can also use up all of his movement points to call units from any Caverns-town to him.
Heroes:
Magrish:
Hero Special:
Gnoll Chief - All Gnolls, Gnoll Mareudeurs and Gnoll Cutthroats in Magrishs army get +1 attack and defense.
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MattII
Legendary Hero
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posted September 27, 2008 08:59 PM |
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Gnoll Upgrade:
Crocotta
Lykanthrope Upgrade:
Wyrwolf
Lykanthrope Alternative Upgrade:
Wolfman
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sith_of_ziost
Promising
Supreme Hero
Scouting the Multiverse
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posted September 28, 2008 04:44 AM |
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My chosen four are:
-Centaur
-Water Elemental
-Gnoll
-Genie
I like this round, Blitz. Its pretty cool.
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emilsn
Legendary Hero
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posted September 30, 2008 09:27 PM |
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Edited by emilsn at 12:13, 12 Oct 2008.
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In Progress
Asylum
Race: Humans, gnolls, Shrooms and centaurs - no real majority.
Motto: "Loyalty is the key to victory", "He, who listen will be heard", "Protect the society or die in solitude"
Associated colors: Black
Worship: Nothing
Racial Symbols: A skeleton hand with a Centaur spear, a shroom bulb and a Gnoll mace in it
Country/Kingdom: Unknown
Capital city: Até
Allies: Necropolice
Neutral: None
Enemies: Those who are against the Necromancers
Main Magic skills: Summoning & dark
Main attribute: Knowledge
Secondary attribute: Attack
History:
A cold winter night, where the necromancer's guild was founded, a young necromancer was experimenting. He was educated in the silver cities and was called Ra'Tha, he was a master of summoning and had a tendency to the dark arts of magic aswell. The wizards of the silver cities banned him after he had done crucial things in the "orc-experiment". This young mage left the silver cities, not with anger, but with a deep need to end his experiment. He met up with some of his fellow dark mages and they founded the necromancers, in deep secret ofcourse.
He finished his experiment and called it: centaur. It was one of the creatures the wizards had dismissed and they created the orcs instead. But Ra'tha finished his work, his passion and the centaur lived as his slaves for long.
He continued his creation work and started working on a wolf-like man creature and after many years he called the project done, this was the birth of the gnolls!
His two beings was great together and he had created a little society, but they were leaderless. He needed a leading creature or something to control them. He discussed it with his fellow necromancers and another necromancer: Ba'tari, an old botanist suggested a living shroom of some sort. Ra'tha loved it, it was wicked and dark. They started working on it. they finished it after a few years and a leader kind creature saw its light in Ra'tha society.
As his society grew he knew that it had to be moved as the space was getting crowded. He moved them far away from Heresh to make them less noticable. He wanted them to live in the dark, so he one day if he needed it could turn the tables of a possibel war.
They were moved to a secret place and Ra'tha elected a leader, it became a Shroom called Traqual, the most intelligent of the shrooms. Perhaps not the best choice. Traqual was dumb at all, he started to form the society in a way no one would have expected, he made a small democratic faction. Making a council of 3 Shroom, 3 centaurs and 3 Gnolls. They started building cities, in the still secret land, but it is said to be near a swampish empire in the east.
The democracy worked great and they soon had a perfect empire, Ra'tha was proud, yet puzzled. He hadn't expected this turn of event and he often visited his race and they proudly greeted him. He brought them gifts in term of beings, plants, food, weapons and other useful things.
Traqual still leads the Asylum empire and is loyal to the necromancers and would fight for them if they say the word.
Hero:
Hero Ability:
Tier 1: Gnoll Gnoll Mage or Gnoll Warden
Marsh Huts Swamp Huts
Tier 2: Centaur Nomadic centaur or Centaur Marauder
Encampment
Tier 3: ? ? or ?
Tier 4: Water Elemental Poison elemental or frozen elemental
Forest Pond :arrow Forest Lake
Tier 5: Savage Shroom Devil Shroom or Plague Shroom
Enclaive Dark Enclaive
Tier 6: Dark Assassin Vamparic Assassin or Gnassassin
Halls of Shadow Halls of Blood
Tier 7: Fiend Terror Fiend or Paikiri Fiend
Black hole Pitchblack pit
Tier 1: Gnoll
Description: Gnolls are the basic troop of the Asylum troops. They are brutal warrios that no show mercy or remorse. They ravage the enemies with their huge maces!
Abilities: Bash
Tier 1 Upgrade A: Gnoll Mage
Description: Gnoll mages are gnolls with a sense of magic, or atleast witchcraft. They know basic curses and uses a staff instead of a maze.
Abilities: Caster(slow, weakness)
Tier 1 Upgrade B: Gnoll Warden
Description: Gnoll Wardens guard the Halls where the Assassins dwell. They got some of the best defensive skills in the Asylum line up and they will never flee!
Abilities: Bash, Fearless
Tier 2: Centaur
Description: Swiftness is the key word for a centaur, they strike fast with their spears. They have learned to be agile because their horse body can be a huge weakness in combat!
Abilities: Agility
Tier 2 upgrade A: Nomadic Centaur
Description: Nomadic centaurs also uses spears but they throw them instead, they can even run and still throw it. This make them great ranged units.
Abilities: Ranged, Maneuver
Tier 2 upgrade B: Centaur Marauder
Description: Centaurs that have killed over 50 enemies get the rank of Centaur Marauder and get a special spear that is made for one purpose wounding the enemy to ensure death!
Abilities: Agility, Wound
Tier 5: Savage Shroom
Description: These are sheer power, they are twice the size of normal shrooms and deliver some of the most deadly blows in the Asylum lineup. Nothing can stand in the way of the Savage Shroom
Abilities: Fearless, Poison Blow
Tier 5 upgrade A: Devil Shroom
Description: Ra'tha did have samples of demon blood, but had no idea what to use it for untill the Shrooms wanted a fighting machine no one had seen. He took the savage shroom and gave it the demon blood, the outcome was horrifing.
Abilities: Teleport, Bash, Fearless
Tier 5 upgrade B: Plague Shroom
Description: Poisoness, sturdy and in large numbers. They grow fast and they come in large numbers. The plague shrooms can take a good beating and is tough to get rid off, the ultimate weed!
Abilities: Plague Aura, Fearless, Poison Blow
Tier 6: Dark Assassin
Description: The victims of these merciless warriors never seen their killer because the Dark Assassins are master of subtlety, always watch your back when they are on the battlefield!
Abilities: Subtlety, wound
Tier 6 upgrade A: Vampiric Assassin
Description: These creatures are the proof of the alliance between Asylum and necropolice. It is normal Assassins that have been bit by vampires and they are now faster and even deadlier.
Abilities: Drain life, Teleport
Tier 6 upgrade B: Gnassassin
Description: Another proof of the alliance between Asylum and Necropolice, these were once normal assassin but a the lords of asylum wanted the brute strenght of the gnolls and the subtlety of the assassin in one mix. This was the creature they got.
Abilities: Subtlety, Wound, Fearless
Tier 7: Fiend
Description: These creatures are spawns of evil. They are black and gooey, so black that they seem like black holes! They seem harmless but they are not that physical more psychic!
Abilities: Confusion strike, sticky Goo
Tier 7 upgrade A: Terror Fiend
Description: These fiends gets into your mind and mess you up for good, one bite and you are insane. One look in its eyes and you can't remember the last 5 minutes.
Abilities: Terror Bite, Eyes of terror, Sticky goo
Tier 7 upgrade B: Paikiri Fiend
Description: Paikiri means Death from the hole - they got the name after 50 shrooms was killed entering an empty mineshaft and all but 5 was killed! They reported this new breed of fiends and the Asylum empire went down to enslave them, now the Paikiri fiends work for the Asylum empire!
Abilities: Confusion Strike, Sticky goo, Death Touch
Ability List:
Bash: HoMM5 Style
Fearless: Cannot be feared
Agility: HoMM5 style
Maneuver: HoMM5 style
Poison Blow: 25% of the dmg is converted to poison that is dealed over 3 turns.
Teleport: HoMM5 style
Plague Aura: Descreases all adject enemies defense by 3 and their attack by 1
Subtlety: Can not be seen unless within 3 tiles of radius
Wound: The victim bleeds for 15% of the dmg that struck it.
Drain life: HoMM5 Style
Confusion strike: Afflects enemies with confusion
sticky Goo: leaves goo on the ground, when creatures walk over it they lose 10% of their initiativ for the next round(This is also the same for friendly units!)
Terror Bite: The creature is forced to flee atleast 3 tiles away from the terror fiend.
Eyes of terror: 30% chance to make the enemy skip a round and lose 1 positive spell.
Death Touch: 5% to remove 50% of the defense of the enemy unit for 3 turns and killing 2% more units in the stack.
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Don't walk behind me; I may not
lead. Don't walk in front of me;
I may not follow. Just walk
beside me and be my friend.
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Adrius
Honorable
Undefeatable Hero
Stand and fight!
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posted October 01, 2008 09:59 PM |
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So... the previous round just got thrown down the trashbin?
Sorry if I sound a bit angry, but I literally worked my ass off on that round... I hate to see it all go to waste.
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sith_of_ziost
Promising
Supreme Hero
Scouting the Multiverse
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posted October 01, 2008 11:23 PM |
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I'm sure you can coax Daystar into judging one last time for posterity. Or Mytical can pop in and do it.
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Lexxan
Honorable
Undefeatable Hero
Unimpressed by your logic
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posted October 01, 2008 11:25 PM |
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Or someone else judges it, who didn't participate.
I would've judged myself, but I have College to attend to and Civ 4 Colonization to test
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Coincidence? I think not!!!!
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