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Heroes Community > Age of Heroes Coliseum > Thread: ICTC 5: The Tribe
Thread: ICTC 5: The Tribe
Golemcrafter
Golemcrafter


Promising
Famous Hero
Unlimited Fantasy Master
posted March 12, 2010 08:33 PM
Edited by Golemcrafter at 20:51, 02 Apr 2010.

ICTC 5: The Tribe

Here's my sterter! Corrections coming soon!




Aka: The Aztecs
Associated Colours: Brown, Yellow
Worship: Yadomichotec, the God of Tranquillity
Core Philosophy: coming soon
Capital City: Pachertsu
Key Symbol: Mask of the Headman



CREATURES:

Level 1: Scout

Dwelling's name: Outpost

Scouts are well-trained soldiers, who are able to spend hours under bushes or on trees to watch out for dangerous –not at least hazardous- happenings. This endurance is a great advantage during battles, because they can engage several times whitout taking a rest. However, Scouts are not really suited for battles, only when they are in greater number.

Abilities: Alertness (The Initiative of this creature can’t be reduced in no way.)

Upgrade Level 1: Chaser:
Dwelling's name: Disguised Outpost

It is no use to run away from Chasers, because next to their ability to signify danger, they can catch the escapee within a few seconds after they notice the person. Chasers are always in three or four-groups and so they can "lure" quickly and tactically the chased-ones into a trap. They often confuse innocent wanderers by making them suppose they've seen an animal.

Abilites: Alertness, Chase (The creature can select an opponenet from the enemy army. The next turn, the creature will be able to reach and attack the selected opponent immediately. (activated ability)

Stats of Scout | Chaser:

Attack: 1 | 3
Defense: 1 | 1
Damage: 1-2 | 1-3
Initiative: 8 | 8
Speed: 4 | 5
HP: 4| 6
Mana: 0 | 0
Shots: 0 | 0


Level 2: Watcher

Dwelling's name: Watch Tower

Watchers are mainly used for town gate guards and hunting. It must be recognized though, that when they have to bring down animals to gain food, the clan won't be hungry. Their accuracy should not be underrated. In close-combat, they are almost helpless, although they wear a light wooden armour on their arm, to avoid wounds and loose through their shooting ability.

Abilities: Shooter, Precision (There is 20% chance, that the creature will inflict 20% more damage when using ranged attack.)

Upgrade Level 2: Sentry
Dwelling's name: Lookout Tower

When a battle is near, Watchers must be trained more and harder. This effort on training result in having more dominant and effective archers: the Sentries. Their tasks differes merely from the ones of Watchers: protecting the village from intruders. Their precision is even better than before and their close-combat abilities have been refined as well.

Abilities: Shooter, Precision (There is 25% chance, that the creature will inflict 20% more damage when using ranged attack.), Double Arrow (Allows the creature to shoot two enemy targets at the same time, if they are standing next to each other.)

Stats of Watcher | Sentry:

Attack: 3 | 4
Defense: 1 | 2
Damage: 1-3 | 2-4
Initiative: 9 | 9
Speed: 4| 4
HP: 7 | 10
Mana: 0 | 0
Shots: 10 | 15

Level 3: Anti-Magician

Dwelling's name: Magic Cell

The greatest and longest magic ritual in the tribes is the initiation of Anti-Magicians. The guru blesses them in the name of the celestial gods and hands over a sword and a more important "weapon", a staff. The staff can drain manas and spells to boost the Anti-Magician's attack, that's why wizards and mages give them a wide berth. When their wand's are filled with mana, they release the mana in different cells for further usage.

Abilities: Spell Absorption (The creature has 50% chance to absorb an enemy harmful spell and each absorbed spell increases the attack by 1.)

Upgrade Level 3: Magekiller
Dwelling's name: Mage Prison

The poorly choosen name makes others think, that Magekillers are ruthless and blood-thirsty wizard executioners. In opposite, Magekillers are more talented Anti-Magicians, who learned how to learn a spell immediately, when a spell is casted against them, however, there are limitations. But nobody can disagree, that Magekillers are more effective against spellcasters.

Abilities: Spell Absorption, Denying Magic (The creature inflicts 20% more damage to spellcasters and gets no enemy relitation ability, if attacking a spellcaster.) Spell Mimicry (The creature can learn spells, that have been casted on the creature by enemy units or heroes. The number of the learnable spells are the following: 3 level one spells OR 2 level two spells OR 1 level three spell. A clash of non-matching spells will casue the former spell(s) disappear.)

Stats of Anti-Magician | Maggekiller:

Attack: 6 | 8
Defense: 3 | 3
Damage: 3-4 | 4-5
Initiative: 8 | 9
Speed: 6 | 5
HP: 15 | 20
Mana: 0 | 30
Shots: 0 | 0

Level 4: Sword Maiden

Dwelling's name: Fencing Fields

Legends circulates about martial amazons, who protect their territory with umimaginable strenght, putting a shame on some male warriors. The beauty of the Sword Maidens hides their great power from enemies. It is not rare, that Sword Maidens lead a small group of warriors into combat.

Abilities: No Enemy Relitation, Dagger Attack (When this ability is used, the creature will cause a fair amount of damage to the enemy target. The attack can not be avoided. The damage depends on the nuber of the creatures. (activated ability))

Upgrade Level 4: Blade Maiden:
Dwelling's name: Fencing Arena

A warrior is deadly, when it's strong, swift and accurate at the same time. Blade Maidens have acquired thease abilites. Every combat is a chance to proove themselves as a true fighting master. Long fights are held almost every day, where Blade Maidens fight with each other. Even if they are about to loose, Blade Maidens are able to create advantage from disadvantage and that is their key to victory.

Abilites: No Enemy Relitation, Dagger Attack, Counterattack (The creature has 25% chance to block an enemy physical attack and then strike back with doubled damage.)

Stats of Sword Maiden | Blade Maiden:

Attack: 8 | 10
Defense: 4 | 5
Damage: 7 -11 | 9-11
Initiative: 10 | 10
Speed: 5 | 5
HP: 26 | 26
Mana: 0 | 0
Shots: 0 | 0

Level 5: Maceman

Dwelling's name: Maceman Shed

Macemen are the most important and most determining pillars in the battle line-up. They cause serious amounts of damage, while they fight steadfast for the tribe. Only a few warriors can allow themselves to be trained as a Maceman, that is why there is only a moderate number of them and the traning time is quite long and exhaustive as well.

Abilities: Immune to Mind Control, Paralyze (The creature has 50% chance to paralyze the opponent after a succesful meelee attack, which leads the enemy to miss the next round.)

Upgrade Level 5: Leopard Warrior
Dwelling's name: Legendary Barracks

Leopard Warriors spent their whole life with training since their childhood. It is a tradition, that the young warrior leaves the tribe for a couple of years to train himself deep in forests and as a final exam, he must fight a leopard and defeat it. The legends say, that the warrior will earn that way the strenght of the animal and finally, the Leopard Warrior title.

Abilities: Immune to Mind Control, Paralyze, Strength Aura (The creature increases the attack of friendly creatures, who stand near the creature.), Overcome (The creature deals double damage to any opponent, who have negative morale.) Bonds of Instinct (The creature increases the max damage of Leopard Riders by 2. The ability will break off as the creature dies.)

Stats of Maceman | Leopard Warrior:

Attack: 14 | 17
Defense: 8 | 10
Damage: 10-14 | 12-16
Initiative: 8 | 9
Speed: 5 | 6
HP: 45 | 60
Mana: 0 | 0
Shots: 0 | 0


Level 6: Leopard Rider

Dwelling's name: Howling Woods

A perfect example of human-animal cohesion within the tribe are Leopard Riders. Leopards, that have been captured by Leopard Warrior as their task, have been trained gently as well stricktly to obey the tribes orders. A beautiful animal deserves a beautiful rider, too: Lance Throwers take the back of each Leopard. Their staggering harmony make them quickly overcome the foe.

Abilities: Large Creature, Protected Territory (The creature can select a 3x3 squares wide area on the battlefield. If the attacked opponenet is inside the area, the creature will inflict +20% damage without enemy relitation. (activated ability)), Lance Throw (The creature’s rider (Lance Thrower) is able to throw lances limited times at the enemy (6 times). The damage dealt this way depends on how far the opponenet is staying. The attack will always count as a ranged attack.)

Upgrade Level 6: Leopard Pack Leader
Dwelling's name: Finite Forest

During the night, the whole tribe can hear the Leopard Pack Leaders' howl. Thease marvellous animals can summon other common leopards together for the tribe's village, where the trainers can start to improve the animal's abilties. Some say, that if the leopard dies, its rider commits suicide to be with it after death for ever.

Abilities: Large Creature, Protected Territory, Lance Throw, Summon Leopards (The creature can summon a number of Leopards (without a Rider). The number of the summoned creatures depends on the number of Leopard Pack Leaders.)

Stats of Leopard Rider | Leopard Pack Leader:

Attack: 22 | 24
Defense: 16 | 19
Damage: 18-26 | 20-30
Initiative: 10 | 11
Speed: 8 | 8
HP: 90 | 110
Mana: 0 | 0
Shots: 0 | 0 (SEE ABILITY ONLY!)


Level 7: Gigant

Dwelling's name: Mighty Palace

An ancient legend says, that Gigants have been formed by the celestial gods hundreds of years ago. The gods once walked in the forest and they have touched some of the trees. A couple of months later, the touched trees shattered into pieces and full-grown Gigants have stepped out of them. They were the first founders of the tribe and many of them lives still today.

Abilities: Large Creature, Immune to Magic, Wand of the Forest (Contains three spells: Summon Tree Block, Summon Wooden Armour, Summon Root Traps. To use the spells, the creature must charge the wand from the soil, which will cost him a turn.)

Summon Tree Block: Summons a 2x2 squares wide tree on the battlefield with an HP {number of creatures*50}.
Summon Wooden Armour: Increases the selected target's defense by +3.
Summon Root Traps: Summons 5, 1x1 square wide root traps on the battlefield randomly, which stop the foe immediately and hurt it. The damage inflicted is {number of creatures*10}.

Upgrade Level 7: Tormentor
Dwelling's name: Ancient Palace

The more unrelenting Tormentors really punish their enemies with the rage of the forest. The last warriors of the tribe, who have been recived the bless and the strenght of the gods. The tribe only awakens them, if their village is in ultimate danger, because Tormentors are hardly to control and they kill without hesitation, bringing the combat to an abrupt end.

Abilities: Large Creature, Immune to Magic, Wand of the Forest, Sudden Rampage (The creature temporary goes berserk every third turn. During a rampage, the creature recives +2 attack, but loses -5 defense points.), Shapeshifting (The creature can transform into Chidomacoatl.)

Stats of Gigant | Tormentor:

Attack: 28 | 32
Defense: 25 | 25
Damage: 34-56 | 45-56
Initiative: 12 | 12
Speed: 5 | 5
HP: 170 | 190
Mana: 0 | 0
Shots: 0 | 0

Tormentor transforms into: Xailucoatl

This ability (Shapeshifting) requires the dwelling "Altar of Yadomichotec"!


HEROES:

Hero: Vanquisher


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flackmandan
flackmandan


Known Hero
Veni,Vidi,Vichi
posted March 14, 2010 01:49 AM

nice faction good pics for example sword maiden and leopard rider^^
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Fofa
Fofa


Famous Hero
Famous? Me?!
posted June 15, 2010 06:51 AM

Shows promise (as all factions do), but there are too many human troops in the units, making the faction seem a little boring. Adding more mystical creatures could remedy this.

But that's just my two cents. You don't have to listen.
____________
Creator of the Guild and Prison towns for ICTC.

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted August 11, 2010 09:30 AM

Ok.  Not sure how the others are judging, or if in fact anybody else is judging..so I am going to post my score/impression..but the main Judges that signed up will have the final word if they judge.  My scores will only count if nobody else is judging.

Background : 3/10 Not much background. Will slightly lower overall score, as will the late edit.
Line Up: 7/10 I like it.  Needs a bit more spice, but it has potential.
Creativity: 9/10 Very Creative.  Had huge potential.
Overall : 7/10 The lack of background and the late post hurt you imo.
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Message received.

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