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Thread: ict5(my teams early release) | |
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flackmandan
Known Hero
Veni,Vidi,Vichi
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posted November 27, 2009 12:28 PM |
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ict5-The Sunpeople
i am just doing this now and early in case my i am not online like last year while the compitition is on-_- and it was over
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SUNPEOPLE
FACTS AND TRAITS
Aka: The SunMages
Associated colors: orange
Worship:The Sunpeople believe that the sun is the ultamate source of power and that it will help them to extinguish all opposition
Core philosophy: “No Gods, no Masters. Knowledge is Power, Power is Freedom”. The universe is a puzzle to be solved… and the ends justify the means.
Country / kingdom: Kingdom of the Sun
Capital city: Crows Head
Key symbols: Holy Cross of Ishtanbar
cross of Ishtanbar
DESCRIPTION
The SunMages are proud seekers after knowledge and manipulators of the suns beams. The Sunpeople society is dedicated to power and knowledge. The Sunmages spend their lives studying and Making efforts for glorious conquest.
Lord Jatuk rules over his kingdow choosing to "gift" his people with the bounty of the sun. Citizens who are incapable of Sunmanipulation are given a place in the army, with an ability to harness the power of the sun the Sunmages are extremely loyal to his highness Lord Jatuk.
Sunmanipulation is taught in The larg Schools in the massive cities, These academies are formal places where which school you’re in means a great deal about what you will learn, how you learn it, and how the rest of your life plays out.There are two schools in the sun kingdom,the school of heat(which focuses on the manipulation of heat)and the school of flame(which focuses on the ability to damage the enemy). Wizards tend to cluster in these “schools” following the teachings of one great magus or another, and rivalries between schools are fierce.
image of a desert city
Sunmage city
HISTORY
497 YSD: Fadawahs Secession
Fadawah, legendary founder of the Sunmages, declares independence from the Silver cities.
500-509 YSD: War of Fire and Ice – Birth of the SunMages
The Elves of Irollan and the Human Knights of the Holy Falcon Empire aswell as the mages of the Silver Cities attack Fadawahs kingdom as They view the new splinter faction of the cities as a future threat. His territory under attack from three sides, Fadawah makes a deal with the Orcs for aid in protecting her people. Those who follow her are aided by the Desert Orcs. From this day on thousands of Orcs are accepted into the Sun Kingdom*, and are civilized and trained in modern ways by the Sunmages much to the distaste of the Silver cities
*note-not alll orcs joined which leads to the orcs own kingdow on their island if u remember
510 YSD: The Peace of the Desert
THe Silver Cities forfeits any claim to Sunpeople lands and makes extensive reparations to their own kingdom. Sunmages kingdom's independence is recognized – at sword point – by Elves,Humans and the Silver Cities, but intermittent hostilities persist across the borders.
520 YSD:Tears of the desert – Death of Fadawah
A massive Strike from assasins kills Fadawah while he sleeps. The High King.was from then on remembered as the only High King and became the first man ever to be buried in the sand and the Sunpeople renamed the desert the Desert Of Tears
The Silver Cities are blamed for this which re-ignited hostilitys betwween ther two factions
521 YSD: The Sunpeople are worried by this and continualy create a powerful army to stop future occurences of this from happening.
The SunMages begin to experiment to find new ways of warfare and make efforts to recruit new creatures
THE MODERN AGES
576 YSD:The Sunpeople Create Massive Cities in large clusters in order to create a safer enviorment for their people and enire races are intergrated together(Humans,Orcs,Half-Dragons)
589 YSD:The SunMages Find a way to Create creatures from fire and use them in their new remoddeled army
RACIAL SKILL
FLAMING INFERNO
destructive magic
requires light magic advanced, master of abjuration,fire resistance
destructive magic advanced, master of fire
Flame spells from all sources deal 50% extra damage while giving allied units temporary immunity to fire spells
HEROES
FAIT(campaign Hero)-SunLord
Fait
Fait is famous in the Sunkingdom for his Charitable habbits, which he usually trys to cover up for modesty. His habbits are the result of an encounter with renegade soldiers from the silver cities.The soldiers took all the money that Fait and his family had and they were left poor and stranded.Fait trys to help any unfortunata he can and he trys to protect as many soldiers as he can during combat
Specialty
Beings of flames-All creatures gain a 10% fire resistence which gets higher every three levels
Beings of fire
JASMIN(Campaign Hero)-SunLord
Jasmin
Jasmins's Swift Mind gives her the ability to launch magical attacks at a pace unmatched by any of her fellow Sunmages. The first beings to discover this was rebel bandits, who made the mistake of attempting an attack on a garrison where Jasmin was stationed, still an apprentice at the time. The sudden flurry of Fireballs that fell upon the attackers sent them running for the hills.
Specialty
Quick Of Mind-All creatures on Jasmins side gain a minor boost in initiative which gradually increases as she levels up
Quick of Mind
BUILDINGS*
*note-Dwellings listed with creatures
Town Hall
An upgrade of the Village Hall.
The Town Hall allows you to purchase town structures and earns your kingdom 1000 gold per day.
Cost: 2000 gold
Requires: Village Hall, Town level 3.
City Hall
An upgrade of the Town Hall.
The City Hall allows you to purchase town structures and earns your kingdom 2000 gold per day.
Cost: 5000 gold
Requires: Town Hall, Town level 9.
Capitol
An upgrade of the City Hall.
The Capitol earns your kingdom 4000 gold per day.
Cost: 10000 gold
Requires: City Hall, Town level 15.
Tavern
The Tavern allows to recruit heroes. Increases morale of troops defending the city by +1.
Cost: 500 gold, 5 wood.
Requiers: nothing
Marketplace
With the Marketplace you can buy and sell resources (exchange rates decrease with each Marketplace you own).
Cost: 500 gold, 5 wood.
Requiers: nothing
Resource Silo
An upgrade of the Marketplace.
The Resource Silo provides you with an additional +1 gem each day.
Cost: 5000 gold, 5 ore.
Requiers: Marketplace
Blacksmith
The Blacksmith provides your armies with First Aid Tent. Other war machines can be bought on triple price.
Cost: 1000 gold, 5 wood.
Requiers: nothing
Shipyard
The Shipyard allows you to purchase ships.
Cost: 2000 gold
Requiers: Town level 12, Town must be situated near the water.
Fort
The Fort provides your town with defensive walls.
Cost: 5000 gold, 5 wood, 5 ore.
Citadel
An upgrade of the Fort.
The Citadel increases base creature growth by 50%, adds a keep and moat-like terrain obstacles (Suffocating Quicksand) to a town's defenses and central tower (unit:Aprentice)
Cost: 5000 gold, 10 wood, 10 ore.
Requiers: Fort, Town level 12.
Castle
An upgrade of the Citadel.
The Castle adds two arrow towers, fortifies your town's defenses, and doubles base creature growth.
Cost: 5000 gold, 10 wood, 10 ore.
Requiers: Citadel, Town level 15.
Magic Guild level one
Allows a visiting hero to learn the spells kept within. Keeps 3 random spells of the first circle. (1 Heat spell, 1 Fire spell, 1 Summoning spell)
Cost: 2000 gold, 5 wood, 5 ore
Requiers: Town level 3.
Magic Guild level two
An upgrade of the Magic Guild level one.
Allows a visiting hero to learn the spells kept within. Adds 3 random spells of the second circle. (1 Heat spell, 1 Fire spell, 1 Summoning spel)
Cost: 1000 gold, 5 wood, 5 ore, 1 each rare resource
Requiers: Magic Guild level one, Town level 3.
Magic Guild level three
An upgrade of the Magic Guild level two.
Allows a visiting hero to learn the spells kept within. Adds 3 random spells of the third circle. (1 Heat spell, 1 Fire spell, 1 Summoning spell)
Cost: 1000 gold, 5 wood, 5 ore, 2 each rare resource
Requiers: Magic Guild level two, Town level 3.
Magic Guild level four
An upgrade of the Magic Guild level three.
Allows a visiting hero to learn the spells kept within. Adds 2 random spells of the fourth circle. (1 Heat spell, 1 Fire spell)
Cost: 1000 gold, 5 wood, 5 ore, 3 each rare resource
Requiers: Magic Guild level three, Town level 3.
Magic Guild level five
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.One random one not.(1 Heat spell)(Word Of Light)
Cost: 1000 gold, 5 wood, 5 ore, 5 each rare resource
Requiers: Magic Guild level four, Town level 3.
RACIAL BUILDINGS
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ORC SLUMS(1000gold 5stone)-provides +5 population to Lesser Desert Orc,Lesser Desert Orc Swordsman and Lesser Desert Orc Shieldbearer populations
OASIS-(5000gold 10stone)provides an extra 1000gold per day
TRAINING GROUND-hero gets +1 attack and +1defence
UNITS
TIER1
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CREATURE NAME=LesserDesert Orc
DWELLING=Stone Brick Hut(500gold 5stone)
COST=22gold
WEEKLY GROWTH=20
ATTACK=3
DEFENCE=2
HEALTH POINTS=5
INITIATIVE=7
SPEED=6
MANA=0
SHOTS=0
DESCIPTION=Small in orc terms,wearing a tan tunic with a small iron shortsword
INFO=The orcs which do not show sufficiant phisical strength their relatives do serve as the basic foot soldiers of the sunpeoples army
ABILITYS = BASH-At every attack creature has a chance to stun the enemy so they won't be able to retaliate and lose initiative (mechanical creatures are not affected).
Lesser desert orc
TIER1upg
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CREATURE NAME=Lesser Desert Orc Swordsman
DWELLING=Stone Brick House(1500gold 5stone)
COST=35gold
WEEKLY GROWTH=20
ATTACK=4
DEFENCE=3
HEALTH POINTS=6
INITIATIVE=12
SPEED=7
MANA=0
SHOTS=0
DESCRIPTION=Same as lessed Desert Orc but red tunic and longsword
INFO=More skilled in combat then the average Lesser Desert Orc the swordsman is invaluable on the battle field
ABILITYS = CLEAVE-If this creature's attack kills at least one creature in the target stack, it performs an additional strike.
TIER1alt
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CREATURE NAME=Lesser Desert Orc Shielbearer
DWELLING=Stone Brick House(1500gold 5stone)
COST=35gold
WEEKLY GROWTH=20
ATTACK=2
DEFENCE=5
HEALTH POINTS=8
INITIATIVE=10
SPEED=5
MANA=0
SHOTS=0
DESCRIPTION=Wears a brown tunic and carrys a Shield instead of a sword
INFO=The more cautious are usually frowned upon by orcs but orcs have develobed more sense over time and are making an effort to protect them selves nowadays
ABILITYS = BASH-At every attack creature has a chance to stun the enemy so they won't be able to retaliate and lose initiative (mechanical creatures are not affected).
SHIELD-Creature has 20%chance to make enemy creature do half damage to this unit
shieldbearer
TIER2
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CREATURE NAME=Lesser Fire Elemental
DWELLING=Fire Pool(1200gold 5stone)
COST=45gold
WEEKLY GROWTH=14
ATTACK=4
DEFENCE=2
HEALTH POINTS=9
INITIATIVE=11
SPEED=5
MANA=0
SHOTS=5
DESCRIPTION=small being made of fire
INFO=A small elemental that the Sunmages have manages to create to aid in their military efforts.It can shoot beams at fire at their enemies from afar
ABILITYS = IMMUNITY TO FIRE-Fire Magic spells cannot harm this creature.
fire elemental
TIER2upg
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CREATURE NAME=Volcanic elemental
DWELLING=Flaming pits(2400gold)
COST=70gold
WEEKLY GROWTH=14
ATTACK=5
DEFENCE=3
HEALTH POINTS=12
INITIATIVE=10
SPEED=6
MANA=0
SHOTS=10
DESCRIPTION=A fire elemental with extremely minor explosions moving around its body
INFO=Lesser Fire elementals that have become unstable have turned into lesser volcanic elementals which have more powerful but unstable power.
ABILITYS = IMMUNITY TO FIRE-Fire Magic spells cannot harm this creature.
FIRE SHIELD-When this creature is subjected to melee attack, its Fireshield inflicts a certain amount of damage to the attacker(The attacker suffers 20% of the damage dealt to its target as elemental fire damage)
UNSTABILITY-The volcanic elemental has a 25%chance that it will explode damiging itself and nearby units
Volcanic elemental
TIER2alt
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CREATURE NAME=Lesser Magma Elemental
DWELLING=Flaming pits(2400gold)
COST=70gold
WEEKLY GROWTH=14
ATTACK=5
DEFENCE=4
HEALTH POINTS=20
INITIATIVE=10
SPEED=5
MANA=0
SHOTS=o
DESCRIPTION=The fire has hardened and the elemental now has an armoured magma exterior
INFO=The hardened carapace of the magma elemental give it a tougher and robust strenth but it can nolonger shoot fire
ABILITYS = MAGMA SHIELD-When this creature undergoes a melee attack, the attacker suffers Fire damage, the amount depending on the attack's force.(The attacker suffers 40% of the damage dealt to its target as elemental fire damage.)
ARMOURED-This creature is resistant to all spells and effects that decrease Defense.
magma elemental
TIER3
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CREATURE NAME=Greater Desert Orc
DWELLING=Mess Hall(1500gold,5stone,5mercury,5gems)
COST=100gold
WEEKLY GROWTH=9
ATTACK=5
DEFENCE=5
HEALTH POINTS=18
INITIATIVE=7
SPEED=5
MANA=0
SHOTS=0
DESCRIPTION=larger and stronger then lesser desert orc,wears pieces of chainmail
INFO=The stronger of the Orcish brethren,they are better trained and better equiped then their smaller relatives
ABILITYS = BASH-At every attack creature has a chance to stun the enemy so they won't be able to retaliate and lose initiative (mechanical creatures are not affected).
Greater Desert Orc
TIER3upg
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CREATURE NAME=Greater Desert Orc Raider
DWELLING=Great Hall(2500gold,5wood,5stone,5sulfur)
COST=150
WEEKLY GROWTH=9
ATTACK=7
DEFENCE=5
HEALTH POINTS=20
INITIATIVE=9
SPEED=7
MANA=0
SHOTS=0
DESCRIPTION=Larger then average Greater Desert Orc Carries To large dualswords
INFO=More Savage an uncontrolable the Raiders are far more offensive minded then normal orcs
ABILITYS = BESERKER FURY-When this ability is used, the creature's Defense drops temporarily to zero, Offense increases by the same amount, and it attacks the nearest enemy automatically without suffering the retaliation strike. However if there is no enemy in the movement range of this creature it will attack a nearest friendly unit instead of the enemy (activated ability).
CLEAVE-If this creature's attack kills at least one creature in the target stack, it performs an additional strike.*
*note-abilitys do not work in tandom
Greater Desert Orc Raider
TIER3alt
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CREATURE NAME=Greater Desert Orc Defender
DWELLING=Great Hall((2500gold,5wood,5stone,5sulfur)
COST=150
WEEKLY GROWTH=9
ATTACK=5
DEFENCE=7
HEALTH POINTS=24
INITIATIVE=7
SPEED=6
MANA=0
SHOTS=0
DESCRIPTION=Similar in size Carries a shield to protect himself
INFO=More cautious but nontheless a deadly foe.The defenders strength lies in there ability to protect
ABILITYS= SHIELD-Creature has 20%chance to make enemy creature do half damage to this unit
ARMOURED-This creature is resistant to all spells and effects that decrease Defense.
Greater Orc Defender
TIER4
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CREATURE NAME=Sunmage Apprentice
DWELLING=Sun Temple(2200gold,10stone,10sulfur,5gems)
COST=250gold
WEEKLY GROWTH=5
ATTACK=10
DEFENCE=10
HEALTH POINTS=18
INITIATIVE=10
SPEED=4
MANA=10
SHOTS=3
DESCRIPTION=Female mage in a red robe
INFO=SunMage are similar to a Priestess in the Sunpeoples society
ABILITYS = NO RANGE PENELTY-Shooter has no penalty for damage inflicted during ranged attack, provided the range is over half the arena.
MAGIC ATTACK-Creature hits all creatures in the line of attack with its shot, including friendly ones.
CASTER-Can cast Spells(Heat Beam,HeatShield)
SunMage Apprentice
TIER4upg
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CREATURE NAME=Sunmage Manipulator
DWELLING=Sun Cathedral(5000gold,10stone,10crystal,5gems)
COST=340gold
WEEKLY GROWTH=5
ATTACK=10
DEFENCE=10
HEALTH POINTS=30
INITIATIVE=10
SPEED=4
MANA=25
SHOTS=4
DESCRIPTION=similar but with a red cape
INFO=The Mages from the school of Heat and they focus on giving their troops an advantage in battle.
ABILITYS= NO RANGE PENELTY-Shooter has no penalty for damage inflicted during ranged attack, provided the range is over half the arena.
MAGIC ATTACK-Creature hits all creatures in the line of attack with its shot, including friendly ones.
CASTER-Can cast Spells(Heat Sickness,HeatShield)
SunMage Manipulator
TIER4alt
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CREATURE NAME=SunMage Desacrator
DWELLING=Sun Cathedral(5000gold,10stone,10crystal,5gems)
COST=340gold
WEEKLY GROWTH=5
ATTACK=12
DEFENCE=9
HEALTH POINTS=29
INITIATIVE=10
SPEED=4
MANA=20
SHOTS=5
DESCRIPTION=Wears a grey cape instead of a red one
INFO=Sunmages from the School of Flame,they focus on the offensive element of fire
ABILITYS=NO RANGE PENELTY-Shooter has no penalty for damage inflicted during ranged attack, provided the range is over half the arena.
MAGIC ATTACK-Creature hits all creatures in the line of attack with its shot, including friendly ones.
CASTER-Can cast Spells(Heat Beam,SunBeam)
SunMage Desacrator
TIER5
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CREATURE NAME=Efreet
DWELLING=Alter of Fire(6000gold,5wood,5stone,5mercury)
COST=460gold
WEEKLY GROWTH=3
ATTACK=11
DEFENCE=10
HEALTH POINTS=40
INITIATIVE=12
SPEED=7
MANA=0
SHOTS=0
DESCRIPTION=Similar to genie but made of fire
INFO=Opposite to Genies the Efreets prefer to take then to give.They come from the plane of Fire wheras the genies are being of the plane of Air.
ABILITYS=FIRE SHIELD-When this creature is subjected to melee attack, its Fireshield inflicts a certain amount of damage to the attacker(The attacker suffers 20% of the damage dealt to its target as elemental fire damage)
LARGE CREATURE-This creature takes 2x2 squares on the battlefield.
FLYER-This creature can move on to any free tile on the battlefield during its turn, regardless of the obstacles in the way.
Efreet
TIER5upg
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CREATURE NAME=Efreet Sultan
DWELLING=Alter of the Inferno(6000gold,5stone,5mercury)
COST=630gold
WEEKLY GROWTH=3
ATTACK=13
DEFENCE=13
HEALTH POINTS=45
INITIATIVE=12
SPEED=8
MANA=15
SHOTS=0
DESCRIPTION=Similar to an Efreet but with flames sprouting from there head
INFO=Leaders of the Efreet kind,They have the ability to gift their allies.
ABILITYS=FIRE SHIELD-When this creature is subjected to melee attack, its Fireshield inflicts a certain amount of damage to the attacker(The attacker suffers 20% of the damage dealt to its target as elemental fire damage)
LARGE CREATURE-This creature takes 2x2 squares on the battlefield.
CASTER-Can cast Spells(Heat Sickness,HeatShield)
FLYER-This creature can move on to any free tile on the battlefield during its turn, regardless of the obstacles in the way.
Efreet Sultan
TIER5alt
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CREATURE NAME=Efreet Vizier
DWELLING=Alter of the Inferno(6000gold,5stone,5mercury)
COST=630 gold
WEEKLY GROWTH=3
ATTACK=14
DEFENCE=12
HEALTH POINTS=40
INITIATIVE=12
SPEED=8
MANA=15
SHOTS=0
DESCRIPTION=An increast amount of flames circulating around the Efreet Vizier
INFO=The most powerful or the normal Efreets,they are similar in power to the sultans but they prefer to kill then to gift
ABILITYS=FIRE SHIELD-When this creature is subjected to melee attack, its Fireshield inflicts a certain amount of damage to the attacker(The attacker suffers 20% of the damage dealt to its target as elemental fire damage)
LARGE CREATURE-This creature takes 2x2 squares on the battlefield.
CASTER-Can cast Spells(Heat Beam,SunBeam)
FLYER-This creature can move on to any free tile on the battlefield during its turn, regardless of the obstacles in the way.
Efreet Vizier
TIER6
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CREATURE NAME=Draconion
DWELLING=Cave(5000gold,10stone,10crystal,10sulfur,5gems)
COST=1400
WEEKLY GROWTH=2
ATTACK=20
DEFENCE=25
HEALTH POINTS=140
INITIATIVE=7
SPEED=5
MANA=0
SHOTS=0
DESCRIPTION=Large reptilian crature,That Stands like a man
INFO=The Dracoion is a half-man half-Dragon creature that even tho its wings have dissapeared and it cant breath fire it is still a formidable opponent due to it massive muscles.
ABILITYS = LARGE CREATURE-This creature takes 2x2 squares on the battlefield.
BASH-At every attack creature has a chance to stun the enemy so they won't be able to retaliate and lose initiative (mechanical creatures are not affected).
Draconion
TIER6upg
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CREATURE NAME=Draconion Warrior
DWELLING=Craggy Cave(8000gold,10stone,10crystal,10sulfur)
COST=1700gold
WEEKLY GROWTH=2
ATTACK=25
DEFENCE=22
HEALTH POINTS=110
INITIATIVE=8
SPEED=7
MANA=0
SHOTS=0
DESCRIPTION=Massive Half-Dragons that carry huge swords and shields
INFO=The more reckless of the dragonions prefer to attack there ememys rather then let them come to the Draconions
ABILITYS= LARGE CREATURE-This creature takes 2x2 squares on the battlefield.
STOMP=This creature has a 25%chance to to stun all nearby creatures so they won't be able to retaliate and lose initiative (mechanical creatures are not affected).
Draconion Warrior
TIER6alt
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CREATURE NAME=Draconion Totem
DWELLING=Craggy Cave(8000gold,10stone,10crystal,10sulfur)
COST=1700gold
WEEKLY GROWTH=2
ATTACK=22
DEFENCE=25
HEALTH POINTS=150
INITIATIVE=7
SPEED=5
MANA=0
SHOTS=0
DESCRIPTION=Larger then normal draconions,more muscular and carry a larger shield
INFO=leaders on the battlefield they rally there troops at any chance they get.
ABILITYS = LARGE CREATURE-This creature takes 2x2 squares on the battlefield.
AURA OF BRAVERY-Creatures will always has positive morale (no less than +1).
Draconion Totem
TIER7
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CREATURE NAME=Firebird
DWELLING=Pyre(12000gold,10stone,10wood,5gems)
COST=2700gold,1gem
WEEKLY GROWTH=1
ATTACK=27
DEFENCE=27
HEALTH POINTS=185
INITIATIVE=12
SPEED=8
MANA=0
SHOTS=0
DESCRIPTION=Huge bid that is made of fire
INFO=The Firebird is fires incarnate,the firebirds bright fiery body gives there enemy a chance to witness its beuty before they die.
ABILITYS=LARGE CREATURE-This creature takes 2x2 squares on the battlefield.
FIRE SHIELD-When this creature is subjected to melee attack, its Fireshield inflicts a certain amount of damage to the attacker(The attacker suffers 20% of the damage dealt to its target as elemental fire damage)
Firebird
TIER7upg
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CREATURE NAME=Pheonix
DWELLING=Volcanic Pyre(1200gold,10stone,10wood10gems)
COST=3300gold.2gems
WEEKLY GROWTH=1
ATTACK=32
DEFENCE=28
HEALTH POINTS=190
INITIATIVE=14
SPEED=9
MANA=0
SHOTS=0
DESCRIPTION=More intense and structured flames around the Pheonix
INFO=The symbol of rebirth the pheonix is an extremely powerful enemy.
ABILITYS=LARGE CREATURE-This creature takes 2x2 squares on the battlefield.
FIRE SHIELD-When this creature is subjected to melee attack, its Fireshield inflicts a certain amount of damage to the attacker(The attacker suffers 20% of the damage dealt to its target as elemental fire damage)
REBIRTH-Once during the combat this creature can rise from the dead if killed. The number of revived creatures equals half the number of killed ones.
Pheonix
TIER7alt
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CREATURE NAME=Molten Firebird
DWELLING=Volcanic Pyre(1200gold,10stone,10wood10gems)
COST=3300gold,2gems
WEEKLY GROWTH=2
ATTACK=30
DEFENCE=32
HEALTH POINTS=200
INITIATIVE=12
SPEED=7
MANA=0
SHOTS=0
DESCRIPTION=Feathers have become molten rock
INFO=A Firebird whos feathers have become molten rock,the Molten Firebirds new body is slower but tougher then before.
ABILITYS=LARGE CREATURE-This creature takes 2x2 squares on the battlefield.
MAGMA SHIELD-When this creature undergoes a melee attack, the attacker suffers Fire damage, the amount depending on the attack's force.(The attacker suffers 40% of the damage dealt to its target as elemental fire damage.)
ARMOURED-This creature is resistant to all spells and effects that decrease Defense.
Molten Firebird
New spells
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HEAT SPELLS(another branch of fire spells)
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HeatSickness-Enemy units initiative,speed and morale decreases
Heat Sickness
HeatShield-When this is placed on creature it is and it is subjected to melee attack, its HeatShield inflicts a certain amount of damage to the attacker(The attacker suffers 10% of the damage dealt to its target as elemental damage and loses initiative)
Heatshield
Heatbeam-Shoots a magic beam to deal elemental damage to the selected enemy creature.
Heatbeam
Sunbeam-Shoots a magic beam to deal elemental damage to the selected 3x3 area
Sunbeam
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pei
Famous Hero
Fresh Air.
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posted November 27, 2009 03:44 PM |
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Why early releasing? man...cant you hold it together? =P
A little style could help the reading
Sunpeople is a good idea for a faction
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flackmandan
Known Hero
Veni,Vidi,Vichi
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posted November 27, 2009 04:27 PM |
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lol thks im releasing it early cuz last time i forgot about it and anyways i aint got no style to write with and anyways thks for the props
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