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Thread: Re-listing of Concept to a possible Heroes 6 | This thread is pages long: 1 2 · NEXT» |
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Brawlermatrix
Thinking Outside the Box
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posted May 09, 2010 02:31 PM |
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Re-listing of Concept to a possible Heroes 6
PLEASE READ THREAD BEFORE COMMENTING
First of all i would like to state that this topic is for constructive discussions and not a place where you air your predigests against my faction set ups.
Revision of Concept will be posted soon, prominently related to magic and unit/dwelling renaming.
If there is anything in particular someone sees that needs to be revised apart from the above statement, all are welcome to post suggestions
This set of postings may look overly complicated but its rather simple to understand if you take the time to read through all of it.
I started with the base storyline so people would understand the background of the game then covered the factions so you can understand what each time is about before i go listing anything more "complicated", espically if no once thinks my design is worthy of comments.
Please note that the original was concept based now all "concepts" are working elements of the games structure and design.
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Game Template;
3 hero classes
6 starting factions with 2 expansion factions
7 tiers with 2 choices each with a upgrade and natural units
Fully worked magic system using 5 levels and 2 grades of magic
3 unique unit classes
I will release more information at a later date
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Two New Concepts:
Fortification Units:
Each Faction’s fortification tier structure is based on a selection process; apart from tier 1 dwellings that must be
both created to advance; the player selects the unit that best meets their needs. All fortification dwellings are limited
to the fortification.
Field Army:
Field army dwellings are a group of units allied to each faction that can be used like any other unit or have their
dwellings converted to their sister fortification dwelling with the usage of Unique Units and a small sum of resources
to pay for the conversion and convenience of having a field dwelling liking to those of your fortifications and a small
increased to fortification weekly growth. When there are more than one fortification with both sister dwellings
produced the hero can select their preference the dwelling is to be converted to.
To make it simple; there is no longer the typical adventure map clones of fortification dwellings. they are now two separate areas; the fortification dwellings are limited to your castle while field army are allied units only available in the adventure map
All descriptions are covered in each section for quite and simple reference
Terms Usage
Speed: How quickly someone can act in combat.
Movement: How far someone can move across the adventure map.
Initiative: How far someone can move across the battlefield.
READING STATS: Base Unit [Upgrade Unit]
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Core Storyline
Pre-Story – Background
For 3000 years peace has covered the land of (xxx) till the lands started to die, the first effected was the great “kingdom of life” once fertile fields weathered and died as the great plague speed across towards the neighbouring kingdoms many believed it the result of a great imbalance in the “kingdom of life” that had sucked the life essence from their lands and would soon effect the lands of their neighbouring kingdoms. As the population of “kingdom of life” try to escape the descending darkness of the plague soon tension raised between once friendly neighbours that the great gates bordering each kingdom where closed and those who had already crossed the borders were hunted down and rounded up that it was soon realised that though the plague had been stemmed, all their efforts were too late and the plague was soon found in each kingdom who had once allowed those fleeing the plague refuge now regretted there noble acts of kindness and playing a heavy price for it that each rises arms against the “kingdom of life” for bringing down this curse on their lands and on their people that war was declared and the peace that once stood for 3000 years was the first to fall on a war that would kill millions.
As the armies of the Kingdoms of (Order, Nature and Might) marched towards the “kingdom of life’s” capital it was soon discovered that the great plague was more sinister than first thought and that the “Emperor of Life” himself was involved in its creation and release now corrupted beyond recognition, no longer the emperor once known across the lands now stood in front of a great army of walking dead the hollowed out shell of the great emperor this being of darkness proclaimed across the cursed ground that he was no longer the “emperor of life” and that he was “emperor of death” and that all lands corrupted by the curse he cast upon the lands now belonged to him and the “kingdom of death” all who stayed and did not flee where now servants of the “kingdom of death” and would be rounded up and taken to the mines to work and die to only be raised into the army of death to serve for a eternity in the service of the kingdom.
Across the battlefield the leaders stood staring at the forces amassed against them considering their best option, wether to fight a force they had never fought against or retreat till they can gather enough strength and understanding about who they are up against that they would be able to defeat the “emperor of death” and regain their lands that lay claimed by the “emperor of death” that one hero stood afoot from the rest and waved his messenger to him that he gave him a message to be sent to the “emperor of death” himself, the message read “we of noble blood agree to your terms, as leaders of our people we do not condone your actions but we accept to recognise you as “emperor of death” and the creation of the “kingdom of death” and that we ask that you allow those of the “kingdom of life” a chance to leave as payment of our acceptance of you and your kingdom.” The messenger took hold of the message, bowed to his master and took flight towards the “emperor of death”, upon arrival the messenger gave the “emperor of death” the message and waited for the reply, moments later the reply was sent and the messenger took flight once again and handed the parchment to his master who read it out to all around him, it read “I “emperor of death” agree to your terms and will allow ½ the population of the kingdom of life a chance to begin again in a distant land and allow you and your men to leave our lands before nightfall or I will give the order for my armies to attack and you and your men will not leave here alive but will become servants of my army for eternity.” Upon reading message the order to retreat was call and the armies of (Order, Nature and Might) retreated back behind their borders with a sad sigh of relief that they lost their lands but left with their lives able to return back to their family who awaited for them on the other side.
2000 years have passed since that dark day when the great border gates where closed and the kingdoms of (Order, Nature and Might) amassed there forces sought to hunt down and destroy the source of the curse and the creation of the “kingdom of death” in the old lands of the “kingdom of life” along with the loss of much land that became corrupted and claimed by the “emperor of death” on the proclamation grounds; site of the first appearance of the “kingdom of death” and the “emperor of death”. Rumours have begun to surface about a child born during the great alignment of the 8 celestial bodies; this newborn will have the power to bring peace to the war that has now encumbered the world spreading its wings of destruction and sadness that touches everyone it crosses, this child when they become of age will set forth on a journey to heal the sadness and bring peace to the warring factions and bring about a new era of peace.
Main Story - Kingdom of Life
Our people struggle to live in the lands not of our forefathers, a land that was handed to us by those who agreed to unjust terms to surrender against the “kingdom of death” and the immortal “emperor of death” that much scorn lives between “the kingdom of life” and those who falter at the sight of a greater force, that would rather flee than destroy the great evil that was born that day that the Guild of Mages seceded as advisers for the Royal Family seeking to take back our ancient homeland from the clutches of the “kingdom of death” and a great number of our people are in agreement of the drastic moves the Guild of Mages Grand Mage (xxx) has decreed that the final action must be taken against the “emperor of death” and that this war has gone on too long and straining already stretched resources available within our borders that drastic action must be taken to gain more resource and expand the borders to stave off the looming downfall of the “kingdom of life” as the fight between our own people for resources descends into anarchy the needs of the empire must come first, that we need more resources to grow our strength so we may take the final fight to the “emperor of death” and retake the birthplace of the “kingdom of life” once called the “shining pillar of light” by those who stood in front of the capital at awe of the shinning pillars shooting skyward and the pristine beauty of the white stone architecture amongst the manicured gardens of the great palace.
Main Story - Kingdom of Death
Since the time of the Sealed Age knowledge of the “Kingdom of Death” was a well kept secret in the quite halls of the “Kingdom of Life” know only by a select few who gave their lives to keep the truth hidden, worshiped in secret till that fateful day when the “Great Crystal” was created from the very ancient texts kept hidden under the direct instruction of the “Emperor of Life” surged a unimaginable wave of energy that starved all the energy from nature than the people of the empire started to die without cause or reason and it soon became apparent that the “Emperor of Life” had unleased a great power not by mistake but on purpose, the “Emperor of Life” began to use the text to create a unstoppable army bent on the destruction of his fellow kingdoms and by the time these neighbouring kingdoms realised the origin of the curse now swarming across the land and rallied there troops to march on the capital of the “kingdom of life” it was too late, for they meet on the battlefield a army that stretched beyond the distant horizon rose the “Emperor of Life” proclaiming himself “Emperor of Death” and that all lands corrupted by the curse he cast upon the lands now belonged to him and the “kingdom of death”, all that stayed and did not flee where now servants of the “kingdom of death” and would be rounded up and taken to the mines to work and die to only be raised into the army of death to serve for a eternity in the service of the kingdom. On that day the “Kingdom of Death” was born from its shadows no longer kept secret by the select few true worshipers now stood the might of the “kingdom of death” that once great armies stood in fear and retreated saving who they could before the population of the former “kingdom of life” was rounded up and placed in the great mines of (xxx) to excavate the raw resources desired by the “Emperor of Death” striving to grow his power and control of all surveyed and desired.
The growing nation of the “Empire of Death” soon became known and feared amongst the other “Empires” the story of their rise and of the power the “Emperor of Death” wielded that day has surpassed even the oldest of the greatest legends that are spoken in the local pubs and taverns around a table of spirits. Soon rumours of the foretold rise of a newborn that will unite the kingdoms to bring about the next great peace reached the ear of the “Emperor of Death” that he decreed all children born during the great alignment will be taken under the guidance of the emperor and his court of mages would moulded this child into a great leader who will march the armies of death across the borders and conquer those unworthy of the seed of life that they shell serve the empire as slaves and as additions to the growing ranks of the “Undead Army”.
One night as the “Emperor of Death” scoured the ancient volumes stumbled across an old tome engraved with strange symbols and stained with a strong smell of sulphur spewing from its ancient binds that he opened the tome and his eyes set upon a warning etched in blood as fresh as if it was sacrificed to the stained pages yesterday that read; “Here lie the power unforgiving, the power of the abyss harnessed and honed read at your own peril for beyond will consume your soul, madness your curse and the understanding of the abyss is yours.” And without second thought the “Emperor of Death” turned the pages to reveal the fiery truth of the abyss and the creatures that lurk in its depths that he entrusted his highest advisers and skilled mages to create the Abyss Gateway so he may summon the Demon Legion of the Abyss to aid him on his quest to conqueror the realm of the living. As the great task of creating the Abyss Gateway was undertaken it was soon discovered that the key to the gateway was the “Great Crystal” that released the plague that gave rise to the “Kingdom of Death” was the key that would open the schism between the Realm and the Abyss that the “Great Crystal” was relocated to the “Abyss Chamber” than the final rights where performed that summoned a beam of energy connected the “Grate Crystal” and the apex stone of the Abyss Gateway that the schism fall and the gateway activated moments later the schism rippled and from its wake walked the leader of the Demons, Arch Devil (xxx) requested audience with the “Emperor of Death” to discuss terms of their release that a agreement was forged between the two leaders that the “Emperor of Death” would take command of the Demon Army while in the realm and the Arch Devil (xxx) would command her minions within the Abyss in exchange for all the resources they require to expand and grow her powerbase within the turmoil of the abyss.
Main Story - Kingdom of Order
The plague of our lands was not of our fault, we closed the borders yet it still cursed our lands to death that we gathered our forces and marched towards the origin of the plague of our lands, we marched to the capital of the “Kingdom of Life” and as we marched we soon realised that this plague not only effected with us but all that had lands that bordered the “Kingdom of Life” was effected that we join forced and marched on the capital soon to discover the truth behind the plague of all our lands; the “Emperor of Life” released this curse on our lands and now stands proclaiming himself the “Emperor of Death” and standing behind him stood a great army that seemed to stretch beyond the horizon, that our leader sent forth for his messenger clutching his hand the reply his messenger ran towards the towering figure of the “Emperor of Death” and stood waiting the reply that upon recite turn face returned to his master that the agreement of was made on the Proclamation Grounds that we retreated to the kingdoms capital and sent forth our builders to construct the kingdoms new borders so that we may better defend ourselves with stronger enchantments that our walls would be better defended against the future war that is bound to happen in due course.
The Great War continues and our borders stand strong but the once powerful enchantments that were built in the great defences in the aftermath of our shameful retreat from the Proclamation Grounds now weaken for we struggle on a war of two fronts, the curse that once effected our lands now attacks our very borders and the second an age old war of ideology brought about by a disagreement of two brothers, one believed creation is chaos the other creation is the flow of order in the endless stream of time, this age old dispute erupted into a major conflict that split a once great family know throughout (xxx) now lays as two shattered empires struggling for supremacy over the other.
Main Story - Kingdom of Chaos
My dearest brother so weak that he ran from the Proclamation Grounds with his tail between his legs and his army in toe, so consumed by fear of the “Kingdom of Death” that he erected the great defences as the final line of defence of his failing kingdom from the inevitable truth using the knowledge of his wises advisers and skilled sages to create a defence that would stop the spread of the plague upon his lands knowing the truth that sooner or later they would fall; for nothing stops the plague that the “Kingdom of Death” has unleashed, that he orders his armies to advance on my territories in the hope that he will not suffer the defeat that was handed to the fallen “Kingdom of Life” with their population scatted across the kingdoms hoping to find a one that would give then refuge and lands so that they may once again call home; what my brother failed to consider that my armies stand ready and our borders stand strong for since the day the first stone was laid down in the dirt of our ancestors, I grew my armies and strengthened our borders for it was foretold that he would once again seek to conquer lands by force in our inevitable struggle of blood and jealousy that (xxx) choose me over him and took me as her husband. He shall never be forgiven after the actions he took that day where unforgiveable, abducting my bride-to-be on way to the altar, holding her captive with no food or water till she agreed to relinquish me and marry him.
Main Story - Kingdom of Nature
Our great goddess is in pain, the fowl plague the “Kingdom of Death” cursed us with is draining the life essence from the Spirits of the Great Forest, there cries of anguish can be heard from the Secrete Place where all but the chosen may enter; carried on the winds entering our souls that we all feel the goddesses pain, we and all the living beings who are one with the Great Forest suffer slowly descending into madness by the cries of the Spirits, no longer able to withstand the suffering of their cries; we now strike back at the heart of this great evil known as the “Kingdom of Death” for even nature has her wrath, so must we bring the wrath of nature upon those that seek to harm her.
The call to war is now, spread on the winds to the clans of the Secrete Grove and the clans of the Great Tree, the call to war is heard by all the beast of this Great Forest and even the Spirits themselves sing there heart-full song that we go knowing that we will prevail.
The clans begin to converge on the Secrete Place where the chosen one for this momentous task will be chosen by the guiding hand of the ancestors with their guiding light will shine upon the one that will guide us with the spirit of the ancestors upon this great task.
The day has come and the clans stand in waiting to see whom the ancestors have bestowed this great task upon and as the sun moves up in the heavens a guiding light shines down wondering amongst the masses than stops upon a young woman by the names of (xxx); the spirits chosen one to lead us on our quest to bring peace once more to the lands of (xxx) and to the Spirits of the Great Forest.
Main Story – Kingdom of Might
A war wages amongst the 5 Houses of the Arcane after the re-emergence of the “Kingdom of Death” that day on the Proclamation Grounds, each seeking power over the rest and all forgetting why we are here now, the war that begun everything started there in the distant empire lost to history’s pages but what it begun has never been forgotten. 5 siblings each of noble blood and each posing a great gift struggled for rulership over the rest after their king and father died at the hands of an unknown assassin and each as guilty as the next split the empire to further their own destiny’s and ultimately their own fates.
We stand virtuous and pure untainted by the arcane thrust for power, guardians of the truth and the darkest of secrets of the first empire that truly unified this savage land and founded a empire that stood for 5000 years till the horde where awoken, a ancient race older than the tallest of trees of the Great Forest and older than the stones of the Great Mountains, so ancient where these creatures that none knew they ever existed apart from myth and legends.
Post-Story
It was all too late, what began as a search for power fate has given another course that reverberates throughout the realm with the “Temple of the Horde” located and the ancient seal that resides inside created by the wisdom of The Ancients broken, now opens shooting forth a shadowy beast that strikes terror and fear amongst all who witness its release than disappearing without a trace, the army looks to their leader for guidance looking for answers that even their leader cannot answer for themselves.
A new chapter has begun that will forever change the face of (xxx), the war has taken a new course with the release of the Horde, now enemies stand banded together to fight this new foe with unknown strength and unknown power. Only one hope remains, the legend that brought about their release shell be our saviour, for it was written that a great power sealed the Horde way, we can only hope that they return to seal them away once more.
Expansion 1: Pre-Story – Background
“The Horde is awakening and all shall worship them, the beast and his armies will rise from the pit to wage war against their betrayers” where the first whispers heard amongst the people of our realms, then came the sages vision that spoke the words that all now fear; “We are the legion of the beast. The legion shall be many; and the legion shall be free to walk amongst the realm once more, this is our domain. You insignificant things that live in the light clinging to your feeble lives which wither and die, in the end...you will all die.”
It has been 5 years since the Horde returned to our lands, 5 years of pain and suffering, everything we had worked and built up is now lost, destroyed upon the Hordes release, our once Great Kingdoms now lay in ruins, the Horde now our masters and we there servants, slaves to their will and there whims.
We must stand up and take this flight to the “Kingdom of the Dragon Legion”, but first we need to rebuild our empires, one stone at a time if need be for we shell rise up against the Horde, for the rebellion starts here in the hearts of the messes, freedom from the horde will be ours once more, free from oppression the messes will rise. Send forth word to all who will listen and heed our call, to rise up against out persecutors; Freedom to live and die how we will it, freedom to live without persecution and repression, freedom from tyranny at the hands of our masters. Freedom! Let it be heard, let it be known. Freedom will be ours once more.
Main Story - Kingdom of Life
We are not unknown to suffering and persecution at the hands of our new masters though there overwhelming power might be great our strength is greater, we are not as weak as we appear for we have learnt how to conceal our true strength to survive any master who seeks to rule over us.
5 long years the fight has been going on for, our people batted and beaten after our exile from our homeland lost to the “Kingdom of Death”, we fought with every ounce of energy we had but could not reclaim our homeland that it was decided that we must face the truth, the “Kingdom of Death” is here to stay and our new homeland must become our new home. Though we have struggled to lay the foundations when we where exiled since then we have prospered and grown into a empire that with the war we have pushed our borders outward and turned our fledgling empire into a great empire renowned throughout the lands, that was till the “Dragon Legion” where released from there seal and laid waste to all that stood up against their release into our realm.
Main Story - Kingdom of Death
What we unleased upon this realm was a power beyond our wildest estimates, the “Dragon Legion” are more than just untapped power but gods in a realm where no god dare to claim as their own apart from the “Dragon Legion” who claim ownership over all. Upon the Legions release into this realm we aligned ourselves to their great and boundless power and for 5 year the “Kingdom of Death” has prospered and our armies have grown.
5 years we have grown and learned much but now the needs of the empire stretch beyond the needs of the alliance, that we are forced to disband our alliance with the “Dragon Legion” and forge a new path for our empire that does not include the need of the “Dragon Legion”.
Main Story - Kingdom of Order
Rising of the Horde 5 years ago has seen much change within the empire, we have lost many and much, our great towers lay in ruins and our once great libraries that held centuries of history and knowledge now nothing more than ash and cinders swept to the four winds lost to the pages of history, all but the oldest of volumes were managed to be saved by the chambers hidden beyond the reach of the engulfing flames that decimated the great halls ounce lined floor to ceiling with ancient volumes, dusty manuscripts and tomes of dark and forbidden practices of heretics and false prophets.
Main Story - Kingdom of Chaos
War is profitable, war is power and everyone needs there supplier of chaos to fight the good fight against the great and all powerful evil that terrorises all in their beds at night. Since the Hordes release fallen kings has walked on their knees to ask for support to rebuild their weakened armies and each time we accept and lay our terms of agreement for support and each time the kings accept, that the “Kingdom of Chaos” once impoverished citizens reap the rewards the war has sown upon us all. It does not matter who we support Horde or Kingdoms of (xxx), for in the end the war will continue to grow and the people of this realm will grow ever more desperate that they would ask there enemy for aid and support, anything that would give them hope that the darkness the Horde has spread across this realm will soon recede beck where it come.
Main Story - Kingdom of Nature
Death and Chaos rule these dark days heralded by the release of the Horde upon this realm, the great kingdoms have fallen and so have their people from the grace of (xxx), the great goddess of us all weeps sour tears upon this land; as her children fight amongst themselves instead of working together to seal the Horde away once more as the Ancients did when Death and Chaos ruled over all after the “Great Kingdom of the Ancient” fell when debate turned into conflict that split the “Kingdom of the Ancient” apart, each faction fighting for its own ideals and only seeing their truth amongst the consensus of the people that brought about a great war that soon resulted in each faction searching for a force greater than their own to wield over all; upon their quest for power each faction soon discovered the ruins of a ancient society and at its heat the remains of the temple and after a short period of study and investigation each soon learned the purpose of this great temple that each summoned their ultimate beast to fight in lead of their armies upon the battlefield; upon revealing their new founded power it was soon realised that all had sought the same power that a peace was finally brooked amongst the warring factions and each upon agreement returned to the ancient temple to return their new founded power only to realise that they had released a formidable foe beyond their abilities that they themselves fell to the strength and power of the Horde. The story also reads of a power equal to that of the Horde and that the Horde was defeated, returned to the ancient temple but beyond that nothing else remains of that dark time for the passage of time has warn away at the words leaving nothing more than stained pages home to the words lost to history.
Main Story - Kingdom of Might
It was foreseen that the day would come and the Horde would be once more free upon this realm wreaking havoc and destruction upon as all, that the people of this realm would once again shiver and sleek back into the darkness to hide as a shadow of a beasts flies over head seeking to torment and demoralise us yet further into submission that none would seek to rise up against them.
Main Story - Kingdom of Dragon Legion
The Arcane Crystals have once more been recreated after centuries of waiting the final key has been turned and the Great Seal that once stoped our victory so long ago has been broken freeing us upon this realm so that we may finish what we started and what was forcefully taken away from us by the destruction of the previous 5 Arcane Crystals at the hands of the betrayer and their followers.
We take flight upon this realm and we claim what is rightfully ours once more; victory and ownership of this realm now belongs to us. Our name will once again reverberate across the lands and all who do not join us to serve the Great “Kingdom of the Dragon Legion” shell fear our wrath.
Post-Story
Upon the lands of (xxx) the midnight sky glows to the east across the still seas where legends once told of a great empire that fought an even greater evil sealing it away for eternity in a vault of their own creation sealed by 7 Great Crystals upon their destruction would close itself and the knowledge of the shards remains dispersed to the four corners of (xxx) forgotten, that legend is no longer a legend as seen by the release of the “Dragon Legion” so the people hope that the glow in the night sky is the return of “The Ancients” and that they can repeat the legend and seal the “Dragon Legion” back to whares they came.
Expansion 2: Pre-Story – Background
The Seal has been broken and the Horde it held is once again free upon the realm, there release calls to us beyond the void that we return from our great slumber to face once more the Horde in our timeless battle that we must repeat for it is our duty and our curse for if it was not due to our petty struggle for power over each other the Horde would still be sealed away in their temple of ruins forever lost and forgotten.
Main Story - Kingdom of Life
Since the glorious return of the fabled “Ancients” our empire has managed to regain its lost strength destroyed upon the release of the “Dragon Legion” and now takes steps to aid them on their majestic quest to destroy the Horde once and for all and end there endless torment of the eternal chains that bind these two great forces in there endless duel of supremacy over all in the realm.
Main Story - Kingdom of Death
The alliance of connivance between the powers of “Death” and “Chaos” has proven itself beneficial to both kingdoms; our combined borders now stretch from the “Great Mountains of the North” to the “The Southern Plains” and the ranks of our armies amass power that rivals that of the “Dragon Legion”, the knowledge we obtained during our short alliance was founded quite beneficial for we learnt of there every encampment and stronghold to their great mines producing the raw materials they require to sustain their growing armies throughout the realm now lay open for attack by our collective strength that will strike at the heart of these now forsaken beast.
Main Story - Kingdom of Order
Order once more returns to our lands in the hope of the returning “Ancients” to cleanse the lands of the Horde and the evil they unleashed upon this realm.
“The Great Ruins of the East” where cleansed of all impurities, stripped of contamination and prepared for the return of the “Ancients” as foretold in the ancient scriptures pass down the generations and protected in the Great Vaults of the Capitals Citadel Library. Our armies stood guard over the ruins, an unyielding ring of steel and men armed with the hopes and dreams of the realm stood waiting for the “Ancients” to return to their throne with waiting servants at their needs call prepared with the records of the realm to prepare the “Ancients” for the great battle ahead.
Main Story - Kingdom of Chaos
Fate has dealt the “Kingdom of Chaos” a harsh hand with the prophesied return of the “Ancients” imamate and a alliance of convince to strengthen the weakening borders from the persistent assaults from the “Kingdom of Order” as they struggle to obtain the resources they require to complete their task to prepare the “The Great Ruins of the East” for the “Ancients” prophesied return to there now ruined capital and their ancient throne once the seat of power over the entire realm now lay crumbling, plundered and abandoned.
Main Story - Kingdom of Nature
“The flow of time is but the trickling stream on its journey towards the sea of history only to return to follow the stream once more.” Once written words are never truer this historical time for events written are about to repeat once more and the realm will once again witness the wisdom and strength of the “Ancients” as they seal the Horde way once more and bring peace to (xxx).
Main Story - Kingdom of Might
The borders have been drawn in the sand, once 5 house stand as 2 sides, one revels in the “Ancients” return to the realm; the other herald the “Dragon Legion” for their power and wisdom they have shown and what they have forged this realm into and each stand at the crossroads facing each other and where only fate stands alone in judgement of the future of the realm and all who live in it. The final day of judgement has come to (xxx), all who stand at the crossroads now stand in judgment for the future they seek to create.
Main Story - Kingdom of Dragon Legion
The return of “The Ancients” brings the events of the past into the present and the final battle for rulership over this realm has begun, no longer will we be sealed away once more only to be freed and seal again, this ongoing struggle will end this time of our return to the realm, this realm will burn if we are sealed once more.
Main Story - Kingdom of Ancients
Upon our return we are shocked to learn of the horrors that have befallen our children and the wars they have fought over their own ideologies; forgotten are our lesions and our wisdom from their thoughts replaced by their own selfish thrusts for power over the realm as there people starve and perish, they push forwards their armies in their endless struggle over land and borders at the cost of the people they serve in rulership over. It is not the Horde that has brought society falling around there knees but themselves brought forth their own demise within their own actions they summoned the Horde and unleashed its wrath upon themselves that saddens us that we must right the wrong and save civilisation from the brink of total annihilation and forge a new path for all to follow and bring harmony to chaos that is well over due.
Post-Story
One question still remains unanswered that none have been able to solve till after the ancients left our realm once more returning to their place beyond understanding that the ancients are what we were from the distant age when we work together and built the once great empire and opened the portal so that our ancient selves could return to us in our time of need to save us once more from the horde.
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Kingdom Of Life
Faction: Life
Hero Types:
• Might: Knight
• Magic: Priest
• Balanced: Crusader
Magical Law: Life Magic
Faction Skill: Divination
Racial Skill: Religious Scriptures
Native Terrine: Grass
Alignment: Lawful Good
Element: Water
Creature List:
• Base: Human
• Army Type: Humanoids / Beasts / Magical Beasts
Facts and Traits:
Associated Names: Haven / Castle / Knight
Associated Colours: Violet / Plum
Leader:
Worship: Messenger of Life;
Core Philosophy/Motto:
“We Serve the Empire, We Die for the Empire, We are the Empire”
Country/Kingdom: Kingdom of Life
Capital City:
Religious Icons: Sword / Shield
Description / Summary:
The structure of Life is structured around the ideal of “To grow and to follow that path given by the powers that be one will find their true destiny”. Life structure consist of mostly Human and Nobel Breast that are groomed by their faith to fight and to die for the cause for they shell be raised upon the battlefield by Angels and be reborn upon the promised lands.
Background and History/Timeline:
The Origins:
The foundations of the rise of the Kingdom of Life are shrouded in secrets and myth. The tale reads; “The heavens opened and the great one breathed life upon the barren land, bringing life into existence. The foundation of the Kingdom of Life was created to honour and celebrate the event of creation and assist its followers on the path to returning to the great one and embrace the ones true will and power.”
The Current Age:
A great undercurrent rumbles deep in the heart of the kingdoms capital, the empires people are growing unhappy with the state of the war and the growing strain its placing on both its resources and its people has given rise to a breakdown between the ruling family and the guild of mages ruling council.
Key Characters:
Protagonist: The hero of legend born 500 years after the war began
The Royal Family: Emperor (xxx) & Empress (xxx), Prince (xxx) & Princess (xxx)
The Guild of Mages: Grand Mage (xxx)
Faction Skills:
The faction’s skill will be broken down to 5 key aspects, they are;
• Key Characteristic: Gives heroes the ability to cast unique class of magic
• Castle: Adds additional advantages when in a siege situation or other castle related aspects, such as income, training and production
• Combat: Adds additional damage based on the level of the skill
• Special: Adds a feature that aligns itself with the teams ethos
• Unit Protection: Adds additional protection to native units by enhancing their defence and hit point stats by the level x 2
Divination - Gives heroes the ability to cast Religious Scriptures
Weapons Forge - Heightens the critical hit ratio
Swordsmanship - Increases the damage dealt by melee attacks
Expertise - Reduces the cost of training
White Circle of Protection - Adds additional protection to native units by enhancing their defence and hit point stats by the level x 2
Element Skills:
Access to the Elemental Skills will be unlocked by the Factions skills. The Elemental skills will be broken down to 5 key aspects, they are;
• Unlocked upon learning of the Factions Characteristic skill. Unlocks Level 1 Elemental Skills
• Unlock Level 2 Elemental Skills and enhances faction particular limitations
• Unlock Level 3 Elemental Skills and enhances faction particular limitations
• Unlock Level 4 Elemental Skills and enhances faction particular limitations
• Unlock Level 5 Elemental Skills and enhances faction particular limitations
Water (Life) – Unlock usage of Level 1 Religious Scriptures
Master of Water – Unlock usage of Level 2 Religious Scriptures and Increases the power of Water Type spell
Master of Ice - Unlock usage of Level 3 Religious Scriptures and Decreases the strength of melee weapons
Master of Tranquillity - Unlock usage of Level 4 Religious Scriptures and Increases spell point recovery during combat for spellcasting units
Master of Extinguish - Unlock usage of Level 5 Religious Scriptures and Decreases the power of Fire Magic
Magical Law:
Magical Law will be broken down into 4 key aspects with a 5th element that will be unique to the law native to each hero who acquires learning beyond their own nations magical law; each hero who learns laws beyond their own will learn a 5th class unique to their own laws in each of their studies;
• Gives heroes the ability to use Magical Law
• Boost Spell points and increased spell point recovery
• Increases the effectiveness
• Unique Faction Skill
Life Magic – Ability to use Life Magical Law
Healing – Gives the hero extra spells points and increases spell point recovery
Spirituality – Increased Life Magical Law effectiveness
Resurrection – Allows the hero to resurrect a percentage of friendly creatures who die in combat. Undead, mechanical and elemental creatures cannot be resurrected.
Fortification Army
Each Faction’s fortification tier structure is based on a selection process; apart from tier 1 dwellings that must be both created to advance; the player selects the unit that best meets their needs. All fortification dwellings are limited to the fortification.
Tier 1
Name: Skilled Warrior [Specialist Warrior]
Class: Infantry - Melee
Dwelling: Keep [Specialist Keep]
Skills:
Building Cost:
Gold: 500[1000] Mana: [] Food: 2[2] Wood: 5 [10] Stone: 10 [15]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [20]
Health: 8[13] Attack: 5[15] Defence: 1[16] Damage Range: 2-3[22-28] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 50[100] Mana: [] Food: 1[6] Wood: [] Stone: []
Ore: 1[6] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Archer [Marksman]
Class: Infantry - Ranged
Dwelling: Archery Range [Marksman Tower]
Skills: Scatter Shot [Precision Shot], Medium Range [Long Range]
Building Cost:
Gold: 750[1250] Mana: [] Food: 2[2] Wood: 10[15] Stone: 5[10]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [20]
Health: 8[13] Attack: 3[8] Defence: 5[15] Damage Range: 2-2[17-22] Exp: []
Shots: 15 [20] Mana: N/A Speed: 2[17] Movement: 20[55] Initiative: 4[9]
Cost:
Gold: 50[100] Mana: [] Food: 1[6] Wood: 1[6] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 2
Name: Pikeman [Veteran Pikeman]
Class: Infantry – Melee
Dwelling: Guardhouse [Veteran Guardhouse]
Skills: Impale, Long Weapon, Negate First Strike, [Parry]
Building Cost:
Gold: 750[1250] Mana: [] Food: 4[4] Wood: 5[10] Stone: 10[15]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [15]
Health: 10[15] Attack: 7[17] Defence: 3[18] Damage Range: 3-5[23-30] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 150[175] Mana: [] Food: 2[7] Wood: 1[6] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Ballista [Mechanized Ballista]
Class: Warmachine - Ranged
Dwelling: Ballista Works [Mechanize Ballista Works]
Skills: Medium Range [Long Range], Machine, No Obstacle Penalty
Building Cost:
Gold: 1500[2000] Mana: [] Food: 4[4] Wood: 10[15] Stone: []
Ore: 5[10] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [15]
Health: 5[15] Attack: 4[19] Defence: 7[27] Damage Range: 4-6[9-31] Exp: []
Shots: 15 [20] Mana: N/A Speed: 1[16] Movement: 10[60] Initiative: 7[12]
Cost:
Gold: 150[175] Mana: [] Food: 2[7] Wood: 1[6] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 3
Name: Guardian [Light Guardian]
Class: Infantry - Melee
Dwelling: Pillar of Light [Pillar of Heaven]
Skills: [Death Ward], [Infuse Weapon]
Building Cost:
Gold: 1500[2000] Mana: 5[10] Food: 6[6] Wood: [] Stone: 10[15]
Ore: [] Crystal: 3[8] Gems: [] Mercury: [] Sulphur: []
Growth: [10]
Health: 20[25] Attack: 10[10] Defence: 5[20] Damage Range: 5-7[25-32] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[20]
Cost:
Gold: 200[300] Mana: 2[7] Food: 3[8] Wood: [] Stone: []
Ore: [] Crystal: 2[7] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Griffin [Royal Griffin]
Class: Flying - Melee
Dwelling: Griffin Tower [Griffin Bastion]
Skills: [Armoured], Unlimited Retaliation
Building Cost:
Gold: 1500[2000] Mana: [] Food: 6[6] Wood: [] Stone: 10[15]
Ore: [] Crystal: [] Gems: 3[8] Mercury: [] Sulphur: []
Growth: [10]
Health: 30[35] Attack: 5[15] Defence: 5[20] Damage Range: 4-6[24-31] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 200[300] Mana: [] Food: 3[8] Wood: [] Stone: []
Ore: 2[7] Crystal: [] Gems: 2[7] Mercury: [] Sulphur: []
Description:
Tier 4
Name: Priest [Cleric]
Class: Spellcaster – Melee
Dwelling: Hoy Sanctum [Inner Sanctum]
Skills: Death Ward, No Melee Penalty, Caster [Aura Caster]
Building Cost:
Gold: 3000[4000] Mana: 10[15] Food: 8[8] Wood: [] Stone: 20[25]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [5]
Health: 15[35] Attack: 15[40] Defence: 8[13] Damage Range: 8-11[18-26] Exp: []
Shots: N/A Mana: 35[45] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 400[600] Mana: 3[8] Food: 5[10] Wood: [] Stone: []
Ore: [] Crystal: 3[8] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Monk [Elder Monk]
Class: Spellcaster - Ranged
Dwelling: Monastery [Ancient Monastery]
Skills: Short Range [Medium Range], [Energy Channel], Death Ward, Caster [Aura Caster]
Building Cost:
Gold: 3000[4000] Mana: 20[25] Food: 8[8] Wood: 5[10] Stone: 20[25]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [5]
Health: 15[35] Attack: 15[40] Defence: 8[13] Damage Range: 8-11[18-26] Exp: []
Shots: 30[35] Mana: 35[45] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 400[800] Mana: 3[8] Food: 5[10] Wood: [] Stone: []
Ore: [] Crystal: 3[8] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 5
Name: Swordsman [Master Swordsman]
Class: Infantry - Melee
Dwelling: Barracks [Garrison]
Skills: [Precision Strike]
Building Cost:
Gold: 5000[7500] Mana: [] Food: 10[10] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [4]
Health: 75[80] Attack: 20[30] Defence: 15[35] Damage Range: 15-20[35-45] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 800[1000] Mana: [] Food: 10[15] Wood: [] Stone: []
Ore: 5[10] Crystal: [] Gems: 5[10] Mercury: [] Sulphur: 5[10]
Description:
Name: Acolyte [Acolyte of Light]
Class: Spellcaster - Ranged
Dwelling: Enclave [Light Spire Enclave]
Skills: Short Range [Medium Range], [Energy Channel], Caster [Aura Caster]
Building Cost:
Gold: 5000[7500] Mana: 15[20] Food: 10[10] Wood: [] Stone: 20[25]
Ore: [] Crystal: 10[15] Gems: [] Mercury: 5[10] Sulphur: []
Growth: [4]
Health: 38[58] Attack: 20[45] Defence: 10[15] Damage Range: 15-20[25-35] Exp: []
Shots: 35[40] Mana: 40[50] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 800[1000] Mana: 5[10] Food: 10[15] Wood: [] Stone: 5[10]
Ore: [] Crystal: 5[10] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 6
Name: Cavalier [Champion]
Class: Cavalry - Melee
Dwelling: Jousting Arena [Champion Arena]
Skills: Charge, First Strike
Building Cost:
Gold: 10000[15000] Mana: [] Food: 15[15] Wood: 20[25] Stone: 10[15]
Ore: 5[10] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [3]
Health: 150[165] Attack: 13[33] Defence: 13[38] Damage Range: 23-34[28-44] Exp: []
Shots: N/A Mana: N/A Speed: 9[19] Movement: 30[17] Initiative: 7[95]
Cost:
Gold: 1500[2000] Mana: [] Food: 15[20] Wood: 7[12] Stone: []
Ore: 7[12] Crystal: [] Gems: 7[12] Mercury: [] Sulphur: []
Description:
Name: Dirigible [Zeppelin]
Class: Flying – Ranged
Dwelling: Dirigible Armoury [Zeppelin Armoury]
Skills: Area Attack [Greek Fire], Machine, Short Range [Medium Range]
Building Cost:
Gold: 10000[15000] Mana: 10[15] Food: 15[15] Wood: 20[25] Stone: 10[15]
Ore: [] Crystal: 5[10] Gems: [] Mercury: [] Sulphur: []
Growth: [3]
Health: 150[155] Attack: 13[23] Defence: 13[28] Damage Range: 18-21[38-46] Exp: []
Shots: 40[45] Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 1500[2000] Mana: [] Food: 15[20] Wood: 7[12] Stone: []
Ore: 7[12] Crystal: 7[12] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 7
Name: Paladin [Crusader]
Class: Infantry - Melee
Dwelling: Cathedral [Cathedral of the Crusader]
Skills: Death Ward
Building Cost:
Gold: 17500[20000] Mana: 20[25] Food: 20[20] Wood: 25[30] Stone: 30[35]
Ore: 15[20] Crystal: 15[20] Gems: [] Mercury: [] Sulphur: []
Growth: [2]
Health: 150[155] Attack: 35[45] Defence: 25[40] Damage Range: 38-55[58-80] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 3000[5000] Mana: 10[15] Food: 20[25] Wood: [] Stone: []
Ore: 10[15] Crystal: [] Gems: 10[15] Mercury: [] Sulphur: 10[15]
Description:
Name: Angel [Archangel]
Class: Flying - Melee
Dwelling: Altar of Light [Altar of Heaven]
Skills: Resurrection [Healing Aura]
Building Cost:
Gold: 20000[25000] Mana: 25[30] Food: 25[30] Wood: [] Stone: 30[35]
Ore: [] Crystal: 20[25] Gems: 15[20] Mercury: [] Sulphur: []
Growth: [1]
Health: 225[230] Attack: 18[28] Defence: 18[33] Damage Range: 31-45[51-70] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 3000[5000] Mana: 10[15] Food: 20[25] Wood: [] Stone: []
Ore: 10[15] Crystal: 10[15] Gems: 10[15] Mercury: [] Sulphur: []
Description:
Name: Messenger of Life
Temple Class units are a unit that can only be built if there is a Grail within your fortifications; this unit does not have additional levels and is limited to 1 summoned at any time.
Class: Messenger
Dwelling: Holy Temple of Life
Skills: Death Ward, Caster [Aura Caster]
Building Cost:
Gold: [25000] Mana: [25] Food: [10] Wood: [30] Stone: [25]
Ore: [20] Crystal: [15] Gems: [15] Mercury: [15] Sulphur: [15]
Growth: [1]
Health: [255] Attack: [100] Defence: [100] Damage Range: [80-125] Exp: []
Shots: [50] Mana: [50] Speed: [25] Movement: [250] Initiative: [50]
Cost:
Gold: [10000] Mana: [15] Food: [25] Wood: [20] Stone: [20]
Ore: [20] Crystal: [15] Gems: [15] Mercury: [15] Sulphur: [15]
Description:
Name: Pidgin
Scout Class units are the eyes for advance team movement able to move fast and can only be able attacked by another scout class unit but with limited sight range that increased incrementally when stacked with additional scout units to a maximum of 5. Unit Production is also limited to a maximum of 5 at any one time. These units are affected by hero stats and abilities.
Class: Scout
Dwelling: Fort
Skills:
Building Cost:
Gold: [2500] Mana: [] Food: [5] Wood: [20] Stone: [10]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [1]
Health: [11] Attack: [3] Defence: [3] Damage Range: [2-2] Exp: []
Shots: N/A Mana: N/A Speed: [9] Movement: [40] Initiative: [6]
Cost:
Gold: [50] Mana: [] Food: [2] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: [1] Mercury: [] Sulphur: []
Description:
Name: Catapult [War Catapult]
Special Class units have unique offensive/defensive elements that are sympathetic to the ideals of the faction.
Class: Warmachine - Ranged
Dwelling: Catapult Range [War Catapult Range]
Skills: Medium Range [Long Range], Siege Capable [Greek Fire], Area Attack, Machine. [Armoured]
Building Cost:
Gold: 2500[3000] Mana: [] Food: 10[10] Wood: 30[35] Stone: 20[25]
Ore: 15[20] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [10]
Health: 38[48] Attack: 10[25] Defence: 20[40] Damage Range: 18-23[23-48] Exp: []
Shots: 30[35] Mana: N/A Speed: 1[16] Movement: 10[60] Initiative: 7[12]
Cost:
Gold: 400[500] Mana: [] Food: 7[12] Wood: 5[10] Stone: 5[10]
Ore: 5[10] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Peasant [Militia]
Unique Class units with unique skills and abilities that are team a specific like income, resources or recovery that support their native faction and when teamed up with a hero gain the additional ability to convert field dwellings after being captured to their equivalent within the fortification but with this skill also comes the choice to keep the field dwelling as is or convert it to its sister dwelling that is predetermined.
Class: Infantry - Melee
Dwelling: Peasant Hovel [Militia Hut]
Skills: Taxpayer
Building Cost:
Gold: 1500[2000] Mana: [] Food: 6[6] Wood: 20[25] Stone: 10[15]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [15]
Health: 20[25] Attack: 10[20] Defence: 5[20] Damage Range: 5-7[25-32] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 250[500] Mana: [] Food: 5[12] Wood: 2[7] Stone: []
Ore: 2[7] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Field Army
Field army dwellings are a group of units allied to each faction that can be used like any other unit or have their dwellings converted to their sister fortification dwelling with the usage of Unique Units and a small sum of resources to pay for the conversion and convenience of having a field dwelling liking to those of your fortifications and a small increased to fortification weekly growth. When there are more than one fortification with both sister dwellings produced the hero can select their preference the dwelling is to be converted to.
Tier 1
Name: Macemen [Elite Macemen]
Class: Infantry - Melee
Dwelling: Macemen Barracks [Elite Macemen Barracks]
Skills: Stun
Converted: Keep [Specialist Keep]
Building Cost:
Growth: []
Health: 8[13] Attack: 5[15] Defence: 1[16] Damage Range: 2-3[22-28] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 50[100] Mana: [] Food: 5[10] Wood: 2[7] Stone: []
Ore: 2[7] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Poleaxe Welder [Halberdier]
Class: Infantry - Melee
Dwelling: Poleaxe Barracks [Halberdier Barracks]
Skills: [Parry]
Converted: Archery Range [Marksman Tower]
Building Cost:
Growth: []
Health: 8[13] Attack: 5[15] Defence: 1[16] Damage Range: 2-3[22-28] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 50[100] Mana: [] Food: 1[6] Wood: [] Stone: []
Ore: 1[6] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 2
Name: Longbowman [Elite Longbowman]
Class: Infantry - Ranged
Dwelling: Longbow Range [Elite Longbow Range]
Skills: Medium Range [Long Range]
Converted: Guardhouse [Veteran Guardhouse]
Building Cost:
Growth: []
Health: 10[35] Attack: 3[9] Defence: 7[17] Damage Range: 2-3[23-25] Exp: []
Shots: 20[25] Mana: N/A Speed: 2[17] Movement: 20[55] Initiative: 4[9]
Cost:
Gold: 150[175] Mana: [] Food: 2[7] Wood: 1[6] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Footman [Squire]
Class: Infantry - Melee
Dwelling: Footman Barracks [Squire Guild]
Skills: Support, Large Shield
Converted: Ballista Works [Mechanize Ballista Works]
Building Cost:
Growth: []
Health: 10[15] Attack: 7[17] Defence: 3[18] Damage Range: 3-5[23-30] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 150[175] Mana: [] Food: 2[7] Wood: [] Stone: []
Ore: 1[6] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 3
Name: Monk Fighter [Monk Warrior]
Class: Spellcaster - Melee
Dwelling: Monastery Quarters [Monastery Barracks]
Skills: Support. Death Ward, Caster [Aura Caster]
Converted: Pillar of Light [Pillar of Heaven]
Building Cost:
Growth: []
Health: 10[30] Attack: 10[35] Defence: 5[10] Damage Range: 5-7[15-22] Exp: []
Shots: N/A Mana: 30[40] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 200[300] Mana: 2[7] Food: 3[8] Wood: [] Stone: []
Ore: [] Crystal: 2[7] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Scout Griffin [Hunter Griffin]
Class: Flying - Melee
Dwelling: Griffin Scout Fields [Griffin Hunting Grounds]
Skills: Support, Unlimited Retaliation
Converted: Griffin Tower [Griffin Bastion]
Building Cost:
Growth: []
Health: 30[35] Attack: 5[15] Defence: 5[20] Damage Range: 4-6[24-31] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 200[300] Mana: [] Food: 3[8] Wood: [] Stone: []
Ore: 2[7] Crystal: [] Gems: 2[7] Mercury: [] Sulphur: []
Description:
Tier 4
Name: Cavalry Archer [Heavy Cavalry Archer]
Class: Cavalry - Ranged
Dwelling: Cavalry Range [Heavy Cavalry Range]
Skills: Scatter Shot [Precision Shot], Short Range [Medium Range]
Converted: Holy Sanctum [Inner Sanctum]
Building Cost:
Growth: []
Health: 45[60] Attack: 8[28] Defence: 8[33] Damage Range: 9-13[14-23] Exp: []
Shots: 30[35] Mana: N/A Speed: 9[19] Movement: 30[95] Initiative: 7[17]
Cost:
Gold: 400[600] Mana: [] Food: 5[10] Wood: 3[8] Stone: []
Ore: 3[8] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Crossbow Archer [Elite Crossbow Archer]
Class: Infantry - Ranged
Dwelling: Crossbow Range [Elite Crossbow Range]
Skills: Scatter Shot [Precision Shot], Short Range [Medium Range]
Converted: Monastery [Ancient Monastery]
Building Cost:
Growth: []
Health: 30[55] Attack: 8[13] Defence: 15[25] Damage Range: 6-9[29-35] Exp: []
Shots: 30[] Mana: N/A Speed: 2[17] Movement: 20[55] Initiative: 4[9]
Cost:
Gold: 400[600] Mana: [] Food: 5[10] Wood: 3[8] Stone: []
Ore: 3[8] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 5
Name: Archon [Astral Archon]
Class: Spellcaster - Melee
Dwelling: Archon Sanctum [Astral Archon Sanctum]
Skills: Death Ward, Caster [Aura Caster]
Converted: Barracks [Garrison]
Building Cost:
Growth: []
Health: 38[58] Attack: 20[45] Defence: 10[15] Damage Range: 15-20[25-35] Exp: []
Shots: N/A Mana: 40[50] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 800[1000] Mana: 5[10] Food: 10[15] Wood: 5[10] Stone: []
Ore: [] Crystal: [] Gems: 5[10] Mercury: [] Sulphur: []
Description:
Name: Witch Hunter [Witch Slayer]
Class: Infantry - Melee
Dwelling: Witch hunter Guild [Witch Slayer Guild]
Skills: Death Ward
Converted: Enclave [Light Spire Enclave]
Building Cost:
Growth: []
Health: 75[80] Attack: 20[30] Defence: 10[35] Damage Range: 15-20[35-45] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 800[1000] Mana: 5[10] Food: 10[15] Wood: [] Stone: []
Ore: 5[10] Crystal: 5[10] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 6
Name: Knight [Champion Knight]
Class: Infantry - Melee
Dwelling: Knights Chapel [Knights Cathedral]
Skills: Support
Converted: Jousting Arena [Champion Arena]
Building Cost:
Growth: []
Health: 100[105] Attack: 25[35] Defence: 20[35] Damage Range: 20-28[40-53] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 1500[2000] Mana: [] Food: 15[20] Wood: 7[12] Stone: []
Ore: 7[12] Crystal: [] Gems: 7[12] Mercury: [] Sulphur: []
Description:
Name: Flaming Archer [Elite Flaming Archer]
Class: Infantry - Ranged
Dwelling: Brazier Range [Elite Brazier Range]
Skills: Scatter Shot [Precision Shot], Medium Range [Long Range], Greek Fire
Converted: Dirigible Armoury [Zeppelin Armoury]
Building Cost:
Growth: []
Health: 100[125] Attack: 13[18] Defence: 25[35] Damage Range: 18-21[33-41] Exp: []
Shots: 40[45] Mana: N/A Speed: 2[17] Movement: 20[55] Initiative: 4[9]
Cost:
Gold: 1500[2000] Mana: [] Food: 15[20] Wood: 7[12] Stone: []
Ore: 7[12] Crystal: [] Gems: [] Mercury: [] Sulphur: 7[12]
Description:
Tier 7
Name: Avatar [Avatar of Light]
Class: Spellcaster - Ranged
Dwelling: Avatar Monastery [Avatar of Light Monastery]
Skills: Short Range [Medium Range], [Energy Channel], [Death Ward], Caster [Aura Caster]
Converted: Cathedral [Cathedral of the Crusader]
Building Cost:
Growth: []
Health: 75[95] Attack: 35[60] Defence: 18[23] Damage Range: 38-55[48-70] Exp: []
Shots: 45[50] Mana: 50[60] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 3000[5000] Mana: 10[15] Food: 20[25] Wood: 10[15] Stone: []
Ore: [] Crystal: 10[15] Gems: 10[15] Mercury: [] Sulphur: []
Description:
Name: Inquisitor [Grand Inquisitor]
Class: Spellcaster - Melee
Dwelling: Inquisitor Chapel [Grand Inquisitor Cathedral]
Skills: Death Ward, Caster [Aura Caster]
Converted: Altar of Light [Altar of Heaven]
Building Cost:
Growth: []
Health: 75[95] Attack: 35[60] Defence: 18[23] Damage Range: 38-55[48-70] Exp: []
Shots: N/A Mana: 50[60] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 3000[5000] Mana: 10[15] Food: 20[25] Wood: 10[15] Stone: []
Ore: 10[15] Crystal: 10[15] Gems: [] Mercury: [] Sulphur: []
Description:
Fortification Buildings
Common Warmachine:
o Ammo Cart - gives friendly ranged unit’s unlimited ammunition.
Siege Warmachine:
o Siege Tower - attacks siege walls, affected by Ballistics secondary skill.
Field Warmachine:
o First Aid Tent - affected by Artillery secondary skill.
Holy Cathedral Level 1-5 – Teaches Life Magic spells
o Order of Enchantment - Teaches Order Magic spells
o Order of Nature - Teaches Nature Magic spells
Dispensary: Order of Paladins - Provides Potions to visiting Heroes
Castle Addition: Fortifications - Increase castle defences
Hero Skill Bonus: Seminary - Teaches basic hero skills
Hero Stats Bonus: Abbey - Provides +2 morale until next battle
Creature Boost: Fields - Boosts Tier 1 growth by +7 per week
Defence Enhancing: Brotherhood of the Sword - Increase human type defences
Unique Building (1): Hospital - Increase healing ratio
Unique Building (2): Stables - Gives armies +5 movement for one week
Special Building: Angelic Gates -You are able to re-purchase the troops that you lost during your last battle at the cost of their highest skill level. Limited to one purchase a week. Note: there skill will be that of what they die as.
Holy Temple: Holy Temple of Life - Allows access to build the Tier 7 building and allows the purchase of the Messenger of Life (Limit of 1 Stored Messenger of Faith) and gives a place of the Grail
Grail Building: Holy Shrine - Provides 5000 gold per day. Also, the strength of all Life Magic spells are increased by 50%.
____________
Think outside the box and see
true potential, stay inside the
box and say the same.
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Brawlermatrix
Thinking Outside the Box
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posted May 09, 2010 02:34 PM |
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Part 2
Kingdom of Death
Faction: Death
Hero Types:
• Might: Death Knight
• Magic: Necromancer
• Balanced: Reaver
Magical Law: Death Magic
Faction Skill: Undead
Racial Skill: Forbidden Texts
Native Terrine: Dirt
Alignment: Lawful Evil
Element: Earth
Creature List:
• Base: Skeleton
• Army Type: Undead / Spirits / Demons
Facts and Traits:
Associated Names: Necropolis / Graveyard / Necromancer
Associated Colours: Black / Gray
Leader:
Worship: Messenger of Death;
Core Philosophy/Motto:
“Beyond life, Beyond the flesh, Beyond the breath of life there is power”
Country/Kingdom: Kingdom of Death
Capital City:
Religious Icons: Sceptre / Orb
Description / Summary:
The structure of Death is structured around the ideal of “To gain power and knowledge you first must sacrifice your greatest gift of a noble death to understand all”. Death structure consists of mostly of the living dead in all there forms from Skeletons to Walking Flesh and harness the powers of the abyss, the fire of the Demon army to wage war upon the heretics of the Kingdom of Life and there abomination of faith and a belief in a greater power above that of one’s self.
Background and History/Timeline:
The Origins:
The foundation of the Kingdom of Death was brought about after the downfall of the lost ages, where many where lost in a great upheaval between a great and powerful force and those who sought its power for domination of all in existence and all that would exist, to gain power for power, wealth and greed. This age was sealed by the founder of the Kingdom of Death, the only words to remain that speaks about the lost ages reads; “the Age fell and was removed from histories pages never to be repeated, never to temp one with the promise of great power capable of destroy worlds if you so wished it. This age brought chaos and death to all it touched and the world was forever changed because of it.”
The Current Age:
For 500 years the secrete of the forgotten age has been protected but as the war wages and the desperate look for new ways to bring this war to a end; whispers of the age sealed by a powerful Necromancer and a second unknown forgotten by the remnants of texts that still survive from that dark and dangerous time where the world stood in terror with the war unleashed upon them all by those who sought to end that last war from deeds unspeakable.
Key Characters:
Protagonist: The hero of legend born 500 years after the war began
High Order of Necromancers
The Dark Order
Faction Skills:
The faction’s skill will be broken down to 5 key aspects, they are;
• Key Characteristic: Gives heroes the ability to cast unique class of magic
• Castle: Adds additional advantages when in a siege situation or other castle related aspects, such as income, training and production
• Combat: Adds additional damage based on the level of the skill
• Special: Adds a feature that aligns itself with the teams ethos
• Unit Protection: Adds additional protection to native units by enhancing their defence and hit point stats by the level x 2
Undead - Gives heroes the ability to cast Forbidden Texts
Undead Lord - Produces income from undead units
Dark Renewal - Increases spell point recovery during combat for dark spellcasting units
Howling Banshee - All enemy living creatures receive -1 to morale, luck and -10% on initiative per level of this skill
Black Circle of Protection - Adds additional protection to native units by enhancing their defence and hit point stats by the level x 2
Element Skills:
Access to the Elemental Skills will be unlocked by the Factions skills. The Elemental skills will be broken down to 5 key aspects, they are;
• Unlocked upon learning of the Factions Characteristic skill. Unlocks Level 1 Elemental Skills
• Unlock Level 2 Elemental Skills and enhances faction particular limitations
• Unlock Level 3 Elemental Skills and enhances faction particular limitations
• Unlock Level 4 Elemental Skills and enhances faction particular limitations
• Unlock Level 5 Elemental Skills and enhances faction particular limitations
Earth (Death) – Unlock usage of Level 1 Forbidden Texts
Master of Earth – Unlock usage of Level 2 Forbidden Texts and Increases the power of Earth Type spells
Master of Tremors – Unlock usage of Level 3 Forbidden Texts and When a catapult attacks creature stacks, the catapult will be able to attack the ground around the stack to deal additional damage
Master of Mineral – Unlock usage of Level 4 Forbidden Texts and Increases the number of Minerals (Crystal, Stone) you get per week and from the field
Master of Terrain – Unlock usage of Level 5 Forbidden Texts and Reduces terrain movement penalties and adds additional benefits to the hero with this skill
Magical Law:
Magical Law will be broken down into 4 key aspects with a 5th element that will be unique to the law native to each hero who acquires learning beyond their own nations magical law; each hero who learns laws beyond their own will learn a 5th class unique to their own laws in each of their studies;
• Gives heroes the ability to use Magical Law
• Boost Spell points and increased spell point recovery
• Increases the effectiveness
• Unique Faction Skill
Death Magic – Ability to use Death Magical Law
Occultism – Gives the hero extra spells points and increases spell point recovery
Demonology – Increased Death Magical Law effectiveness
Necromancy – Allows the hero to raise a number of undead creatures equal to the percentage of the strength of the defeated army. Maximum of 1 undead per slain enemy. Undead, mechanical and elemental creatures cannot be raised.
Fortification Army
Each Faction’s fortification tier structure is based on a selection process; apart from tier 1 dwellings that must be both created to advance; the player selects the unit that best meets their needs. All fortification dwellings are limited to the fortification.
Tier 1
Name: Skeleton Warrior [Skeleton Lord]
Class: Infantry - Melee
Dwelling: Cursed Temple [Desecrated Temple]
Skills: Skeletal, Undead, Large Shield
Building Cost:
Gold: 500[1000] Mana: 5[10] Food: 2[2] Wood: [] Stone: 10[15]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [20]
Health: 8[13] Attack: 5[15] Defence: 1[16] Damage Range: 2-3[22-38] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 50[100] Mana: [] Food: 1[6] Wood: [] Stone: []
Ore: 1[6] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Skeleton Archer [Skeleton Bowman]
Class: Infantry - Ranged
Dwelling: Graveyard [Boneyard]
Skills: Scatter Shot [Precision Shot], Medium Range [Long Range], Skeletal, Undead
Building Cost:
Gold: 500[1000] Mana: 10[15] Food: 2[2] Wood: [] Stone: 10[15]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [20]
Health: 8[33] Attack: 3[8] Defence: 5[15] Damage Range: 2-2[17-22] Exp: []
Shots: 15[20] Mana: N/A Speed: 2[17] Movement: 20[55] Initiative: 4[9]
Cost:
Gold: 50[100] Mana: [] Food: 1[6] Wood: 1[6] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 2
Name: Executioner [Master Executioner]
Class: Infantry - Melee
Dwelling: Cabal [Master Cabal]
Skills: Undead, [Precision Strike]
Building Cost:
Gold: 750[1250] Mana: [] Food: 4[4] Wood: 5[10] Stone: 10[15]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [15]
Health: 10[15] Attack: 7[17] Defence: 3[18] Damage Range: 3-5[23-30] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 150[175] Mana: [] Food: 2[7] Wood: 1[6] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Soul Spawn [Noxious Soul Spawn]
Class: Infantry - Ranged
Dwelling: Alchemy Pit [Spawning Pit]
Skills: Short Range [Medium Range], Poison
Building Cost:
Gold: 750[1250] Mana: 5[10] Food: 4[4] Wood: [] Stone: 10[15]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [15]
Health: 10[35] Attack: 4[9] Defence: 7[17] Damage Range: 2-3[17-23] Exp: []
Shots: 20[] Mana: N/A Speed: 2[17] Movement: 20[55] Initiative: 4[9]
Cost:
Gold: 150[175] Mana: [] Food: 2[7] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: 1[6] Sulphur: []
Description:
Tier 3
Name: Wight [Wraith]
Class: Flying - Melee
Dwelling: Tomb of Souls [Tomb of Lost Souls]
Skills: Spectral [Incorporeal], Undead
Building Cost:
Gold: 1500[2000] Mana: 5[10] Food: 6[6] Wood: [] Stone: 10[15]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [10]
Health: 30[35] Attack: 5[15] Defence: 5[20] Damage Range: 4-6[24-31] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 200[300] Mana: 2[7] Food: 3[8] Wood: [] Stone: []
Ore: 2[7] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Hell Hound [Cerberus]
Class: Infantry - Melee
Dwelling: Kennels [Cerberus Kennels]
Skills: [3-Way Attack], No Retaliation, [Unlimited Retaliation]
Building Cost:
Gold: 1500[2000] Mana: [] Food: 6[6] Wood: 3[8] Stone: 5[10]
Ore: 10[15] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [10]
Health: 20[25] Attack: 10[20] Defence: 5[20] Damage Range: 5-7[25-32] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 200[300] Mana: [] Food: 3[8] Wood: [] Stone: []
Ore: 2[7] Crystal: [] Gems: [] Mercury: [] Sulphur: 2[7]
Description:
Tier 4
Name: Vampire [Vampire Lord]
Class: Flying - Melee
Dwelling: Mansion [Estate]
Skills: Undead, Life Drain, Life Ward, No Retaliation, Cursed Blade, [Vorpal Sword]
Building Cost:
Gold: 3000[4000] Mana: [] Food: 8[8] Wood: 10[15] Stone: 20[25]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [5]
Health: 45[50] Attack: 8[18] Defence: 8[23] Damage Range: 6-9[26-34] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 400[600] Mana: 3[8] Food: 5[10] Wood: [] Stone: []
Ore: 3[8] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Lich [Archlich]
Class: Spellcaster - Ranged
Dwelling: Mausoleum [Great Mausoleum]
Skills: Short Range [Medium Range], Skeletal, [Energy Channel], Undead, Life Ward, Caster [Aura Caster]
Building Cost:
Gold: 3000[4000] Mana: 10[15] Food: 8[8] Wood: [] Stone: 20[25]
Ore: [] Crystal: [] Gems: [] Mercury: 5[10] Sulphur: []
Growth: [5]
Health: 15[35] Attack: 15[40] Defence: 8[13] Damage Range: 8-11[26-35] Exp: []
Shots: 30[] Mana: 35[] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 400[600] Mana: 3[8] Food: 5[10] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: 3[8] Sulphur: []
Description:
Tier 5
Name: Dark Bladesman [Death Bladesman]
Class: Infantry - Melee
Dwelling: Hall of the Sword [Hall of the Dark Blade]
Skills: Skeletal, Undead, Cursed Blade, [Vorpal Sword]
Building Cost:
Gold: 5000[7000] Mana: [] Food: 10[10] Wood: [] Stone: 20[25]
Ore: 10[15] Crystal: [5]10 Gems: [] Mercury: [] Sulphur: []
Growth: [4]
Health: 75[80] Attack: 20[30] Defence: 10[25] Damage Range: 15-20[35-45] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 800[1000] Mana: 5[10] Food: 10[15] Wood: [] Stone: []
Ore: 5[10] Crystal: 5[10] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Dark Priest [Elder Dark Priest]
Class: Spellcaster - Ranged
Dwelling: Dark Cathedral [Cathedral of Death]
Skills: Short Range [Medium Range], Undead, Life Ward, Caster [Aura Caster]
Building Cost:
Gold: 5000[7500] Mana: 15[20] Food: 10[10] Wood: 10[15] Stone: 20[25]
Ore: [] Crystal: [] Gems: [] Mercury: 5[10] Sulphur: []
Growth: [4]
Health: 38[58] Attack: 20[45] Defence: 10[15] Damage Range: 15-20[25-35] Exp: []
Shots: 35[40] Mana: 40[50] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 800[1000] Mana: 5[10] Food: 10[15] Wood: [] Stone: []
Ore: [] Crystal: 5[10] Gems: [] Mercury: 5[10] Sulphur: []
Description:
Tier 6
Name: Black Knight [Dread Knight]
Class: Cavalry - Melee
Dwelling: Hall of Darkness [Hall of Eternal Dread]
Skills: Charge, Skeletal, Undead, Life Ward, Cursed Blade, [Vorpal Sword]
Building Cost:
Gold: 10000[15000] Mana: 10[15] Food: 15[15] Wood: 20[25] Stone: 5[10]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [3]
Health: 150[165] Attack: 13[33] Defence: 13[38] Damage Range: 23-34[28-44] Exp: []
Shots: N/A Mana: N/A Speed: 9[19] Movement: 30[95] Initiative: 7[17]
Cost:
Gold: 1500[2000] Mana: 7[12] Food: 15[20] Wood: 7[12] Stone: []
Ore: 7[12] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Sky Knight [Sky Death Knight]
Class: Flying - Ranged
Dwelling: Sky Knight Temple [Dark Sky Knight Temple]
Skills: Short Range [Medium Range], Skeletal, Undead
Building Cost:
Gold: 10000[15000] Mana: 15[20] Food: 15[15] Wood: [] Stone: 20[25]
Ore: 5[10] Crystal: 10[15] Gems: [] Mercury: [] Sulphur: []
Growth: [3]
Health: 150[155] Attack: 13[23] Defence: 13[28] Damage Range: 18-21[38-46] Exp: []
Shots: 40[45] Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 1500[2000] Mana: 7[12] Food: 15[20] Wood: [] Stone: []
Ore: 7[12] Crystal: [] Gems: [] Mercury: [] Sulphur: 7[12]
Description:
Tier 7
Name: Bone Dragon [Spectral Dragon]
Class: Flying - Melee
Dwelling: Dragon Graveyard [Dragon Vault]
Skills: Skeletal, Undead. Fear
Building Cost:
Gold: 17500[20000] Mana: 25[30] Food: 20[20] Wood: [] Stone: 30[35]
Ore: 15[20] Crystal: 20[25] Gems: [] Mercury: 15[20] Sulphur: []
Growth: [2]
Health: 225[230] Attack: 18[28] Defence: 18[33] Damage Range: 31-45[51-70] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 3000[5000] Mana: 10[15] Food: 20[25] Wood: [] Stone: 10[15]
Ore: [] Crystal: 10[15] Gems: [] Mercury: 10[15] Sulphur: []
Description:
Name: Devil [Arch Devil]
Class: Infantry - Melee
Dwelling: Temple of the Damned [Forsaken Palace]
Skills: Life Ward, Teleport, [Summon Other]
Building Cost:
Gold: 20000[25000] Mana: 20[25] Food: 20[20] Wood: [] Stone: 30[35]
Ore: [] Crystal: 15[20] Gems: [] Mercury: 25[30] Sulphur: []
Growth: [1]
Health: 150[155] Attack: 35[45] Defence: 25[40] Damage Range: 38-55[58-80] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 3000[5000] Mana: 10[15] Food: 20[25] Wood: [] Stone: []
Ore: 10[15] Crystal: [] Gems: [] Mercury: 10[15] Sulphur: 10[15]
Description:
Name: Messenger of Death
Temple Class units are a unit that can only be built if there is a Grail within your fortifications; this unit does not have additional levels and is limited to 1 summoned at any time.
Class: Messenger
Dwelling: Holy Temple of Death
Skills: Life Ward, Caster [Aura Caster]
Building Cost:
Gold: [25000] Mana: [25] Food: [10] Wood: [30] Stone: [25]
Ore: [20] Crystal: [15] Gems: [15] Mercury: [15] Sulphur: [15]
Growth: [1]
Health: [255] Attack: [100] Defence: [100] Damage Range: [80-125] Exp: []
Shots: [50] Mana: [50] Speed: [25] Movement: [250] Initiative: [50]
Cost:
Gold: [10000] Mana: [15] Food: [25] Wood: [20] Stone: [20]
Ore: [20] Crystal: [15] Gems: [15] Mercury: [15] Sulphur: [15]
Description:
Name: Raven
Scout Class units are the eyes for advance team movement able to move fast and can only be able attacked by another scout class unit but with limited sight range that increased incrementally when stacked with additional scout units to a maximum of 5. Unit Production is also limited to a maximum of 5 at any one time. These units are affected by hero stats and abilities.
Class: Scout
Dwelling: Fort
Skills:
Building Cost:
Gold: [2500] Mana: [] Food: [5] Wood: [20] Stone: [10]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [1]
Health: [11] Attack: [3] Defence: [3] Damage Range: [2-2] Exp: []
Shots: N/A Mana: N/A Speed: [9] Movement: [40] Initiative: [6]
Cost:
Gold: [50] Mana: [] Food: [2] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: [1] Mercury: [] Sulphur: []
Description:
Name: Dark Hand [Dark Hand Elder]
Special Class units have unique offensive/defensive elements that are sympathetic to the ideals of the faction.
Class: Spellcaster - Ranged
Dwelling: Dark Hand Temple [Elder Dark Hand Temple]
Skills: Short Range [Medium Range], Undead, Caster [Aura Caster]
Building Cost:
Gold: 2500[3000] Mana: 15[20] Food: 10[10] Wood: [] Stone: 30[35]
Ore: [] Crystal: [] Gems: [] Mercury: 20[25] Sulphur: []
Growth: [10]
Health: 38[58] Attack: 20[45] Defence: 10[15] Damage Range: 15-20[25-35] Exp: []
Shots: 35[40] Mana: 40[50] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 400[500] Mana: 5[10] Food: 7[12] Wood: 5[10] Stone: []
Ore: [] Crystal: 5[10] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Ghost [Spectre]
Unique Class units with unique skills and abilities that are team a specific like income, resources or recovery that support their native faction and when teamed up with a hero gain the additional ability to convert field dwellings after being captured to their equivalent within the fortification but with this skill also comes the choice to keep the field dwelling as is or convert it to its sister dwelling that is predetermined.
Class: Flying - Melee
Dwelling: Ruined Spire [Ruined Tower]
Skills: Spectral [Incorporeal], Regeneration, Undead, Mana Drain
Building Cost:
Gold: 1500[2000] Mana: [] Food: 6[6] Wood: [] Stone: 20[25]
Ore: [] Crystal: 10[15] Gems: [] Mercury: [] Sulphur: []
Growth: [15]
Health: 30[36] Attack: 5[15] Defence: 5[20] Damage Range: 4-6[24-31] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 200[500] Mana: 2[7] Food: 5[10] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: 2[7] Sulphur: []
Description:
Field Army
Field army dwellings are a group of units allied to each faction that can be used like any other unit or have their dwellings converted to their sister fortification dwelling with the usage of Unique Units and a small sum of resources to pay for the conversion and convenience of having a field dwelling liking to those of your fortifications and a small increased to fortification weekly growth. When there are more than one fortification with both sister dwellings produced the hero can select their preference the dwelling is to be converted to.
Tier 1
Name: Imps [Familiaries]
Class: Flying - Melee
Dwelling: Imp Crucible [Familiar Crucible]
Skills: Mana Leach, [Mana Destroyer]
Converted: Cursed Temple [Desecrated Temple]
Building Cost:
Growth: []
Health: 11[16] Attack: 3[13] Defence: 3[18] Damage Range: 2-2[22-27] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 30[105] Initiative: 6[14]
Cost:
Gold: 50[100] Mana: [] Food: 1[6] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: 1[6]
Description:
Name: Bone Scavenger [Bone Collector]
Class: Infantry - Melee
Dwelling: Bone Pit [Bone Altar]
Skills: Support, Skeletal, Undead
Converted: Graveyard [Boneyard]
Building Cost:
Growth: []
Health: 8[13] Attack: 5[15] Defence: 1[16] Damage Range: 2-3[22-28] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 50[100] Mana: [] Food: 1[6] Wood: 1[6] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 2
Name: Zombie [Plague Zombies]
Class: Infantry - Melee
Dwelling: Forgotten Crypt [Dreaded Crypt]
Skills: Regeneration, Undead, Toughness, Enraged
Converted: Cabal [Master Cabal]
Building Cost:
Growth: []
Health: 10[15] Attack: 7[17] Defence: 3[18] Damage Range: 3-5[23-30] Exp: []
Shots: N/A Mana: N/A Speed: 3[14] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 150[175] Mana: 1[6] Food: 2[7] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Skull Slingers [Skull Archer]
Class: Infantry - Range
Dwelling: Skull Barracks [Skull Range]
Skills: Scatter Shot [Precision Shot], Short Range [Medium Range], Skeletal, Undead
Converted: Spawning Pit [Toxic Spawning Pit]
Building Cost:
Growth: []
Health: 10[35] Attack: 4[9] Defence: 7[17] Damage Range: 2-3[17-25] Exp: []
Shots: 20[25] Mana: N/A Speed: 2[17] Movement: 20[55] Initiative: 4[9]
Cost:
Gold: 150[175] Mana: 1[6] Food: 2[7] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 3
Name: Mummy [Royal Mummy]
Class: Infantry - Melee
Dwelling: Tomb of Curses [Royal Tomb of Curses]
Skills: Undead, Curse Attack
Converted: Tomb of Souls [Tomb of Lost Souls]
Building Cost:
Growth: []
Health: 20[25] Attack: 10[20] Defence: 5[25] Damage Range: 5-7[32] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 200[300] Mana: 2[7] Food: 3[8] Wood: [] Stone: []
Ore: [] Crystal: 2[7] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Banshee Sisters [Banshee Furies]
Class: Flying - Melee
Dwelling: Banshee Fields [Fury Fields]
Skills: Spectral [Incorporeal], Regeneration, Undead
Converted: Kennels [Cerberus Kennels]
Building Cost:
Growth: []
Health: 30[35] Attack: 5[15] Defence: 5[20] Damage Range: 4-6[24-31] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 200[300] Mana: [] Food: 3[8] Wood: [] Stone: []
Ore: [] Crystal: 2[7] Gems: [] Mercury: 2[7] Sulphur: []
Description:
Tier 4
Name: Demon [Horned Demon]
Class: Spellcaster - Melee
Dwelling: Demon Gate [Demon Portal]
Skills: Enraged, Caster [Aura Caster]
Converted: Mansion [Estate]
Building Cost:
Growth: []
Health: 15[35] Attack: 15[40] Defence: 8[13] Damage Range: 8-11[18-26] Exp: []
Shots: N/A Mana: 35[45] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 400[600] Mana: 3[8] Food: 5[10] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: 3[8]
Description:
Name: Flesh Golems [Putrid Flesh Golems]
Class: Infantry - Melee
Dwelling: Flesh Forge [Decay Forge]
Skills: Machine, Regeneration
Converted: Mausoleum [Great Mausoleum]
Building Cost:
Growth: []
Health: 30[35] Attack: 15[25] Defence: 7[22] Damage Range: 8-11[28-36] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 400[600] Mana: [] Food: 5[10] Wood: [] Stone: []
Ore: 3[8] Crystal: 3[8] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 5
Name: Incubus [Infernal Incubus]
Class: Spellcaster – Melee
Dwelling: Incubus Altar [Incubus Pinnacle]
Skills: Ranged Retaliation, [Chain Shot], Caster [Aura Caster]
Converted: Hall of the Sword [Hall of the Dark Blade]
Building Cost:
Growth: []
Health: 38[58] Attack: 20[45] Defence: 10[15] Damage Range: 15-20[25-35] Exp: []
Shots: N/A Mana: 40[50] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 800[1000] Mana: 5[10] Food: 10[15] Wood: [] Stone: []
Ore: [] Crystal: 5[10] Gems: [] Mercury: [] Sulphur: 5[10]
Description:
Name: Succubus [Infernal Succubus]
Class: Spellcaster - Ranged
Dwelling: Succubus Altar [Succubus Pinnacle]
Skills: Short Range [Medium Range], [Energy Channel], Caster [Aura Caster]
Converted: Dark Cathedral [Cathedral of Death]
Building Cost:
Growth: []
Health: 38[58] Attack: 20[45] Defence: 10[15] Damage Range: 15-20[25-35] Exp: []
Shots: 35[40] Mana: 40[50] Speed: 5[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 800[1000] Mana: 5[10] Food: 10[15] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: 5[10] Sulphur: 5[10]
Description:
Tier 6
Name: Pit Fiend [Pit Lord]
Class: Spellcaster - Melee
Dwelling: Abyss of the Fiend [Void of the Pit Lord]
Skills: Enraged, Support, Caster [Aura Caster]
Converted: Hall of Darkness [Hall of Eternal Dread]
Building Cost:
Growth: []
Health: 50[70] Attack: 25[50] Defence: 13[18] Damage Range: 20-28[30-43] Exp: []
Shots: N/A Mana: 45[55] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 1500[2000] Mana: 7[12] Food: 15[20] Wood: [] Stone: []
Ore: 7[12] Crystal: [] Gems: [] Mercury: [] Sulphur: 7[12]
Description:
Name: Ravanger [Soul Ravanger]
Class: Flying - Melee
Dwelling: Ravanger Tomb [Ravanger Crypt]
Skills: Spectral [Incorporeal], Undead
Converted: Sky Knight Temple [Dark Sky Knight Temple]
Building Cost:
Growth: []
Health: 150[155] Attack: 13[23] Defence: 13[28] Damage Range: 18-21[38-46] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 1500[2000] Mana: 7[12] Food: 15[20] Wood: [] Stone: []
Ore: [] Crystal: 7[12] Gems: [] Mercury: 7[12] Sulphur: []
Description:
Tier 7
Name: Dark Elder [Supreme Dark Elder]
Class: Spellcaster - Ranged
Dwelling: Dark Elder Spire [Supreme Dark Elder Spire]
Skills: Short Range [Medium Range], Support, Undead, Caster [Aura Caster]
Converted: Dragon Graveyard [Dragon Vault]
Building Cost:
Growth: []
Health: 75[95] Attack: 35[60] Defence: 18[23] Damage Range: 38-55[48-70] Exp: []
Shots: 45[50] Mana: 50[60] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 3000[5000] Mana: 10[15] Food: 20[25] Wood: 10[15] Stone: []
Ore: [] Crystal: 10[15] Gems: [] Mercury: 10[15] Sulphur: []
Description:
Name: Wraith Dragon [Supreme Wraith Dragon]
Class: Flying - Melee
Dwelling: Wraith Cave [Wraith Cavern]
Skills: Spectral [Incorporeal], Undead, Energy Wave
Converted: Temple of the Damned [Forsaken Palace]
Building Cost:
Growth: []
Health: 225[230] Attack: 18[28] Defence: 18[33] Damage Range: 31-45[51-70] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 3000[5000] Mana: 10[15] Food: 20[25] Wood: [] Stone: []
Ore: [] Crystal: 10[15] Gems: [] Mercury: 10[15] Sulphur: 10[15]
Description:
Fortification Buildings
Common Warmachine:
o Skull Pile - gives friendly ranged unit’s unlimited ammunition.
Siege Warmachine:
o Battering-ram - attacks siege walls, affected by Ballistics secondary skill.
Field Warmachine:
o Dark Ballista - affected by Artillery secondary skill.
Tower of Darkness Level 1-5 – Teaches Death Magic spells
o Annex of Wizardry - Teaches Order Magic spells
o Chaos Annex - Teaches Chaos Magic spells
Dispensary: Armoury - Provides Potions to visiting Heroes
Castle Addition: Shroud of Darkness - Increase radius of darkness
Hero Skill Bonus: Necromancy Amplifier - Adds 10% to Necromancy skill of all Necromancers under player's control (cumulative by all cities); i.e. supports Necromancy special ability.
Hero Stats Bonus: Unholy Temple - Provides -2 morale penalties for attacking enemy, allows transformation to undead troops (according to creature tier, if corresponding dwelling is built in this city).
Creature Boost: Unearthed Graves - Boosts Tier 1 growth by +8 per week
Defence Enhancing: Cursed Tombstone - Increase reanimated type defences
Unique Building (1): Undead Transformer - Converts creatures into Skeletons and Ghosts
Unique Building (2): Spirit Channeler - Gathers the lost souls of battle
Special Building: Death Totem - Absorbs all magic except Death Magic
Holy Temple: Holy Temple of Death - Allows access to build the Tier 7 building and allows the purchase of the Messenger of Death (Limit of 1 Stored Messenger of Faith) and gives a place of the Grail
Grail Building: Obelisk of Confined Souls - Provides 5000 gold per day. Also, the strength of all Death Magic spells is increased by 50%. The maximum number of creatures that can be raised by Necromancy is increased by 50%, and the effects of the Necromancy skill are increased by 10%
----------------------------------------------------------------------
Kingdom of Order
Faction: Order
Hero Types:
• Might: Lord
• Magic: Mage
• Balanced: Elementalist
Magical Law: Order Magic
Faction Skill: Mental
Racial Skill: Ancient Writings
Native Terrine: Snow
Alignment: Lawful Neutral
Element: Metal
Creature List:
• Base: Humanoids
• Army Type: Humanoids / Aberration / Mechanical (Animates)
Facts and Traits:
Associated Names: Academy / Tower / Mage
Associated Colours: Blue / Teal
Leader:
Worship: Messenger of Order;
Core Philosophy/Motto:
“Order bounds everything together, without order there is nothing”
Country/Kingdom: Kingdom of Order
Capital City:
Religious Icons: Scales / Tome
Description / Summary:
The structure of Order is structured around the ideal of “The understanding of Magic is the understanding of Science and the order of the realm, its position in the universe and the truth of all.” Orders’ structure consists of Human and Mechanical constructs that are forged and controlled by magic to forward the kingdoms understanding of existence itself.
Background and History/Timeline:
The Origins:
The foundation of the Kingdom of Order came about during the separation of understanding and the disbandment of the single school of thought that was to become the founding ethos of the Kingdom of Order and there driving force towards themselves achieving their ultimate goal of understanding the world, realm and the order of existence.
The Current Age:
The Great War wages on and order must prevail over everything, the final action must be taken to end this age old conflict once and for all and the greatest power known hidden deep in the vaults of the old kingdom buried deep in ancient tomes sealed away by ancient magic’s.
Key Characters:
Protagonist: The hero of legend born 500 years after the war began
High Council of Mages: Grand High Mage (xxxx), Councillor (xxxx)
Faction Skills:
The faction’s skill will be broken down to 5 key aspects, they are;
• Key Characteristic: Gives heroes the ability to cast unique class of magic
• Castle: Adds additional advantages when in a siege situation or other castle related aspects, such as income, training and production
• Combat: Adds additional damage based on the level of the skill
• Special: Adds a feature that aligns itself with the teams ethos
• Unit Protection: Adds additional protection to native units by enhancing their defence and hit point stats by the level x 2
Mental- Gives heroes the ability to cast Ancient Writings
Artificer – Allows creation of artefacts
Harness Energy – Increases the storage amount of mana
Mana Purifier – Allows collection of Mana crystals from the field in larger amounts
Teal Circle of Protection – Adds additional protection to native units by enhancing their defence and hit point stats by the level x 2
Element Skills:
Access to the Elemental Skills will be unlocked by the Factions skills. The Elemental skills will be broken down to 5 key aspects, they are;
• Unlocked upon learning of the Factions Characteristic skill. Unlocks Level 1 Elemental Skills
• Unlock Level 2 Elemental Skills and enhances faction particular limitations
• Unlock Level 3 Elemental Skills and enhances faction particular limitations
• Unlock Level 4 Elemental Skills and enhances faction particular limitations
• Unlock Level 5 Elemental Skills and enhances faction particular limitations
Metal (Order) – Unlock usage of Level 1 Ancient Writings
Master of Metal – Unlock usage of Level 2 Ancient Writings and Increases the stats of Warmachine’s and metal type units
Master of Ore – Unlock usage of Level 3 Ancient Writings and Increases the number of Ore you get per week and from the field
Master of Repair – Unlock usage of Level 4 Ancient Writings and Increases the ratio of repair
Master of Forge – Unlock usage of Level 5 Ancient Writings and Reduces the cost for purchasing weapons
Magical Law:
Magical Law will be broken down into 4 key aspects with a 5th element that will be unique to the law native to each hero who acquires learning beyond their own nations magical law; each hero who learns laws beyond their own will learn a 5th class unique to their own laws in each of their studies;
• Gives heroes the ability to use Magical Law
• Boost Spell points and increased spell point recovery
• Increases the effectiveness
• Unique Faction Skill
Order Magic – Ability to use Order Magical Law
Enchantment – Gives the hero extra spells points and increases spell point recovery
Wizardry – Increased Order Magical Law effectiveness
Charm – The hero can convert a percentage of a greatly outnumbered hostile force to their side before start of battle. Surrendering cost is reduced.
Fortification Army
Each Faction’s fortification tier structure is based on a selection process; apart from tier 1 dwellings that must be both created to advance; the player selects the unit that best meets their needs. All fortification dwellings are limited to the fortification.
Tier 1
Name: Warrior Mage [Elite Warrior Mage]
Class: Infantry - Melee
Dwelling: Warrior Mage Tower [Elite Warrior Mage Tower]
Skills: [Infuse Weapon], [Chaos Ward]
Building Cost:
Gold: 500[1000] Mana: 5[10] Food: 2[2] Wood: [] Stone: 10[15]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [20]
Health: 8[13] Attack: 5[15] Defence: 1[16] Damage Range: 2-3[22-28] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 50[100] Mana: [] Food: 1[6] Wood: [] Stone: []
Ore: 1[6] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Mage Archer [Mage Archer Tower]
Class: Infantry - Ranged
Dwelling: Elite Mage Archer [Elite Mage Archer Tower]
Skills: Scatter Shot [Precision Shot], Short Range [Medium Range], [Infuse Weapon], [Chaos Ward]
Building Cost:
Gold: 500[1000] Mana: 5[10] Food: 2[2] Wood: 10[15] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [20]
Health: 8[33] Attack: 3[8] Defence: 5[15] Damage Range: 2-2[17-22] Exp: []
Shots: 15[20] Mana: N/A Speed: 2[17] Movement: 20[55] Initiative: 4[9]
Cost:
Gold: 50[100] Mana: 1[6] Food: 1[6] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 2
Name: Dwarf [Battle Dwarf]
Class: Infantry - Melee
Dwelling: Dwarven Mines [Battle Dwarf Mines]
Skills: Large Shield
Building Cost:
Gold: 750[1250] Mana: [] Food: 4[4] Wood: 10[15] Stone: 5[10]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [15]
Health: 10[15] Attack: 7[17] Defence: 3[18] Damage Range: 3-5[23-30] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 150[175] Mana: [] Food: 2[7] Wood: [] Stone: []
Ore: 1[6] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Gremlin [Master Gremlin]
Class: Flying - Melee
Dwelling: Workshop [Master Workshop]
Skills: Repair [Sabotage]
Building Cost:
Gold: 750[1250] Mana: [] Food: [] Wood: [] Stone: 10[15]
Ore: 5[10] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [15]
Health: 15[20] Attack: 4[14] Defence: 4[19] Damage Range: 2-3[22-28] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 150[175] Mana: 1[6] Food: 2[7] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 3
Name: Droid [Sentry Droid]
Class: Flying - Ranged
Dwelling: Droid Factory [Sentry Factory]
Skills: Machine, Medium Range [Long Range]
Building Cost:
Gold: 1500[2000] Mana: 3[8] Food: 6[6] Wood: [] Stone: []
Ore: 10[15] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [10]
Health: 30[35] Attack: 5[15] Defence: 5[20] Damage Range: 4-6[24-31] Exp: []
Shots: 25[] Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 200[300] Mana: [] Food: 3[8] Wood: [] Stone: []
Ore: 2[7] Crystal: 2[7] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Shock Trooper [Thunder Trooper]
Class: Infantry - Ranged
Dwelling: Academy [Higher Academy]
Skills: Short Range [Medium Range], Lighting [Call Lighting]
Building Cost:
Gold: 1500[2000] Mana: 5[10] Food: 6[6] Wood: [] Stone: 10[15]
Ore: 3[8] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [10]
Health: 20[45] Attack: 5[10] Defence: 10[20] Damage Range: 4-6[19-26] Exp: []
Shots: 25[30] Mana: N/A Speed: 2[17] Movement: 20[55] Initiative: 4[9]
Cost:
Gold: 200[300] Mana: [] Food: 3[8] Wood: [] Stone: []
Ore: 2[7] Crystal: [] Gems: [] Mercury: 2[7] Sulphur: []
Description:
Tier 4
Name: Iron Golem [Steel Golem]
Class: Infantry - Melee
Dwelling: Golem Forge [Golem Foundry]
Skills: Machine
Building Cost:
Gold: 3000[4000] Mana: 5[10] Food: 8[8] Wood: [] Stone: 20[25]
Ore: 10[15] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [5]
Health: 30[35] Attack: 15 [25] Defence: 7[22] Damage Range: 8-11[28-36] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 400[600] Mana: 3[8] Food: 5[10] Wood: [] Stone: []
Ore: 3[8] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Mage [Arch Mage]
Class: Spellcaster - Ranged
Dwelling: Mage Tower [Archmage Tower]
Skills: Short Range [Medium Range], [Energy Channel], No Range Penalty, Chaos Ward, Caster [Aura Caster]
Building Cost:
Gold: 3000[4000] Mana: 10[15] Food: 8[8] Wood: [] Stone: 20[25]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [5]
Health: 15[35] Attack: 15[40] Defence: 8[13] Damage Range: 8-11[18-26] Exp: []
Shots: 30[35] Mana: 35[45] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 400[600] Mana: 3[8] Food: 5[10] Wood: [] Stone: []
Ore: [] Crystal: 3[8] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 5
Name: Automation [Reanimated Automation]
Class: Infantry - Melee
Dwelling: Mechanized Lab [Re-Mechanized Lab]
Skills: Machine
Building Cost:
Gold: 5000[7500] Mana: 10[15] Food: 10[10] Wood: [] Stone: []
Ore: 20[25] Crystal: 15[20] Gems: [] Mercury: 5[10] Sulphur: []
Growth: [4]
Health: 75[80] Attack: 20[30] Defence: 10[25] Damage Range: 15-20[35-45] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 800[1000] Mana: 5[10] Food: 10[15] Wood: [] Stone: []
Ore: 5[10] Crystal: 5[10] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Genie [Master Genie]
Class: Spellcaster - Melee
Dwelling: Altar of Wishes [Pinnacle of Wishes]
Skills: Elemental, Caster [Aura Caster]
Building Cost:
Gold: 5000[7500] Mana: 15[20] Food: 10[10] Wood: [] Stone: 20[25]
Ore: [] Crystal: 5[10] Gems: [] Mercury: [] Sulphur: []
Growth: [4]
Health: 38[58] Attack: 20 [45] Defence: 10[15] Damage Range: 15-20[25-35] Exp: []
Shots: N/A Mana: 40[50] Speed: 4[9] Movement: 20[90] Initiative: 5[50]
Cost:
Gold: 800[1000] Mana: 5[10] Food: 10[15] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: 5[10] Mercury: 5[10] Sulphur: []
Description:
Tier 6
Name: Naga [Naga Queen]
Class: Infantry - Melee
Dwelling Silver Pavilion [Golden Pavilion]
Skills: 6-Way Attack, No Retaliation
Building Cost:
Gold: 10000[15000] Mana: [] Food: 15[15] Wood: [] Stone: 20[25]
Ore: 10[15] Crystal: 5[10] Gems: [] Mercury: [] Sulphur: []
Growth: [3]
Health: 100[105] Attack: 25[35] Defence: 20[35] Damage Range: 20-28[40-53] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 1500[2000] Mana: 7[12] Food: 15[20] Wood: [] Stone: []
Ore: 7[12] Crystal: 7[12] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Gyro-Copter [Modified Gyro-Copter]
Class: Flying - Ranged
Dwelling: Gyro Lab [Gyro Pad]
Skills: Area Attack [Greek Fire], Machine, Short Range [Medium Range]
Building Cost:
Gold: 10000[15000] Mana: 20[25] Food: 15[15] Wood: 20[25] Stone: 5[10]
Ore: 15[20] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [3]
Health: 140[155] Attack: 13[23] Defence: 13[28] Damage Range: 18-21[38-46] Exp: []
Shots: 40[45] Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 1500[2000] Mana: [] Food: 15[20] Wood: 7[12] Stone: []
Ore: 7[12] Crystal: 7[12] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 7
Name: Iron Spider Golem [Steel Spider Golem]
Class: Cavalry - Melee
Dwelling: Spider Factory [Steel Spider Factory]
Skills: Machine, First Strike, Negate First Strike
Building Cost:
Gold: 17500[20000] Mana: 30[35] Food: 20[20] Wood: [] Stone: 25[30]
Ore: 20[25] Crystal: [] Gems: [] Mercury: 15[20] Sulphur: []
Growth: [2]
Health: 225[240] Attack: 18[38] Defence: 18[43] Damage Range: 44-65[49-75] Exp: []
Shots: N/A Mana: N/A Speed: 9[19] Movement: 30[95] Initiative: 7[17]
Cost:
Gold: 3000[5000] Mana: 10[15] Food: 20[25] Wood: [] Stone: []
Ore: 10[15] Crystal: 10[15] Gems: [] Mercury: 10[15] Sulphur: []
Description:
Name: Giant [Titan]
Class: Infantry - Melee
Dwelling: Cloud Temple [Thundercloud Temple]
Skills: Chaos Ward, Normal Melee, [Call Lighting]
Building Cost:
Gold: 20000[25000] Mana: 25[30] Food: 20[20] Wood: [] Stone: 30[35]
Ore: 15[20] Crystal: 20[25] Gems: [] Mercury: 15[20] Sulphur: []
Growth: [1]
Health: 150[155] Attack: 35[45] Defence: 25[40] Damage Range: 38-55[58-80] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 3000[5000] Mana: 10[15] Food: 20[25] Wood: [] Stone: []
Ore: 10[15] Crystal: 10[15] Gems: 10[15] Mercury: [] Sulphur: []
Description:
Name: Messenger of Order
Temple Class units are a unit that can only be built if there is a Grail within your fortifications; this unit does not have additional levels and is limited to 1 summoned at any time.
Class: Messenger
Dwelling: Holy Temple of Order
Skills: Chaos Ward, Caster [Aura Caster]
Building Cost:
Gold: [25000] Mana: [25] Food: [10] Wood: [30] Stone: [25]
Ore: [20] Crystal: [15] Gems: [15] Mercury: [15] Sulphur: [15]
Growth: [1]
Health: [255] Attack: [100] Defence: [100] Damage Range: [80-125] Exp: []
Shots: [50] Mana: [50] Speed: [25] Movement: [250] Initiative: [50]
Cost:
Gold: [10000] Mana: [15] Food: [25] Wood: [20] Stone: [20]
Ore: [20] Crystal: [15] Gems: [15] Mercury: [15] Sulphur: [15]
Description:
Name: Iron Bird
Scout Class units are the eyes for advance team movement able to move fast and can only be able attacked by another scout class unit but with limited sight range that increased incrementally when stacked with additional scout units to a maximum of 5. Unit Production is also limited to a maximum of 5 at any one time. These units are affected by hero stats and abilities.
Class: Scout
Dwelling: Fort
Skills:
Building Cost:
Gold: [2500] Mana: [] Food: [5] Wood: [20] Stone: [10]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [1]
Health: [11] Attack: [3] Defence: [3] Damage Range: [2-2] Exp: []
Shots: N/A Mana: N/A Speed: [9] Movement: [40] Initiative: [6]
Cost:
Gold: [50] Mana: [] Food: [2] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: [1] Mercury: [] Sulphur: []
Description:
Name: Alchemist [Master Alchemist]
Special Class units have unique offensive/defensive elements that are sympathetic to the ideals of the faction.
Class: Spellcaster - Ranged
Dwelling: Alchemist Lab [Master Alchemist Lab]
Skills: Short Range [Medium Range], [Energy Channel], Caster [Aura Caster]
Building Cost:
Gold: 1500[2000] Mana: [] Food: 10[10] Wood: [] Stone: 20[25]
Ore: 15[20] Crystal: [] Gems: [] Mercury: 30[35] Sulphur: []
Growth: [10]
Health: 38[58] Attack: 20[45] Defence: 10[15] Damage Range: 15-20[25-35] Exp: []
Shots: 35[40] Mana: 40[50] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 400[500] Mana: 5[10] Food: 7[12] Wood: [] Stone: []
Ore: 5[10] Crystal: [] Gems: [] Mercury: 5[10] Sulphur: []
Description:
Name: Mechanic [Master Mechanic]
Unique Class units with unique skills and abilities that are team a specific like income, resources or recovery that support their native faction and when teamed up with a hero gain the additional ability to convert field dwellings after being captured to their equivalent within the fortification but with this skill also comes the choice to keep the field dwelling as is or convert it to its sister dwelling that is predetermined.
Class: Spellcaster - Melee
Dwelling: Scrap Yard [Workshop Scrap Yard]
Skills: Repair [Sabotage], Caster [Aura Caster]
Building Cost:
Gold: 2500[3000] Mana: [] Food: 6[6] Wood: [] Stone: []
Ore: 20[25] Crystal: 10[15] Gems: [] Mercury: [] Sulphur: []
Growth: [15]
Health: 10[30] Attack: 10[35] Defence: 5[10] Damage Range: 5-7[15-22] Exp: []
Shots: N/A Mana: 30[40] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 250[500] Mana: [] Food: 5[10] Wood: [] Stone: []
Ore: 2[7] Crystal: 2[7] Gems: [] Mercury: [] Sulphur: []
Description:
Field Army
Field army dwellings are a group of units allied to each faction that can be used like any other unit or have their dwellings converted to their sister fortification dwelling with the usage of Unique Units and a small sum of resources to pay for the conversion and convenience of having a field dwelling liking to those of your fortifications and a small increased to fortification weekly growth. When there are more than one fortification with both sister dwellings produced the hero can select their preference the dwelling is to be converted to.
Tier 1
Name: Warforged Workers [Warforged Soldiers]
Class: Infantry - Melee
Dwelling: Warforged Forge [Warforged Foundry]
Skills: Machine, [Repair]
Converted: Warrior Mage Tower [Elite Warrior Mage Tower]
Building Cost:
Growth: []
Health: 8[13] Attack: 5[15] Defence: 1[16] Damage Range: 2-3[22-28] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 50[100] Mana: [] Food: 1[6] Wood: [] Stone: []
Ore: 1[6] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Scarab [Shadow Scarab]
Class: Infantry - Melee
Dwelling: Scarab Burrow [Shadow Scarab Burrow]
Skills:
Converted: Mage Archer Tower [Elite Mage Archer Tower]
Building Cost:
Growth: []
Health: 8[13] Attack: 5[15] Defence: 1[16] Damage Range: 2-3[22-28] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 50[100] Mana: [] Food: 1[6] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: 1[6] Mercury: [] Sulphur: []
Description:
Tier 2
Name: Club Swingers [Mace Welder]
Class: Infantry - Melee
Dwelling: Club Barracks [Mace Barracks]
Skills: Stun
Converted: Dwarven Mines [Battle Dwarf Mines]
Building Cost:
Growth: []
Health: 10[15] Attack: 7[17] Defence: 3[18] Damage Range: 3-5[23-30] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 150[175] Mana: [] Food: 2[7] Wood: 1[6] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Nightwatcher [Grand Nightwatcher]
Class: Infantry - Ranged
Dwelling: Nightwatcher Tavern [Nightwatcher Guild]
Skills: Short Range [Medium Range]
Converted: Workshop [Master Workshop]
Building Cost:
Growth: []
Health: 10[35] Attack: 4[9] Defence: 7[17] Damage Range: 2-3[17-23] Exp: []
Shots: 20[] Mana: N/A Speed: 2[17] Movement: 20[55] Initiative: 4[9]
Cost:
Gold: 150[175] Mana: [] Food: 2[7] Wood: [] Stone: []
Ore: 1[6] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 3
Name: Dwarf Captain [Dwarf General]
Class: Infantry - Melee
Dwelling: Captains Tent [Generals Tent]
Skills: Support, Large Shield
Converted: Droid Factory [Sentry Factory]
Building Cost:
Growth: []
Health: 20[25] Attack: 10[20] Defence: 5[20] Damage Range: 4-7[25-32] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 200[300] Mana: [] Food: 3[8] Wood: 2[7] Stone: []
Ore: 2[7] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Stone Gargoyles [Obsidian Gargoyles]
Class: Flying - Melee
Dwelling: Stone Parapet [Obsidian Parapet]
Skills: Elemental
Converted: Academy [Higher Academy]
Building Cost:
Growth: []
Health: 30[35] Attack: 5[15] Defence: 5[20] Damage Range: 4-6[24-31] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 200[300] Mana: 2[7] Food: 3[8] Wood: [] Stone: 2[7]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 4
Name: Ruby Spider [Ruby Spider Queen]
Class: Infantry - Melee
Dwelling: Ruby Spider Cave [Ruby Spider Cavern]
Skills: Elemental, Poison
Converted: Golem Forge [Golem Foundry]
Building Cost:
Growth: []
Health: 30[35] Attack: 15 [25] Defence: 7[22] Damage Range: 8-11[28-36] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 400[600] Mana: 3[8] Food: [] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: 3[8] Mercury: [] Sulphur: []
Description:
Name: Spectral Mage [Spectral Archmage]
Class: Spellcaster - Ranged
Dwelling: Spectral Tower [Spectral Spire]
Skills: Short Range [Medium Range], [Energy Channel], Chaos Ward, Caster [Aura Caster]
Converted: Mage Tower [Archmage Tower]
Building Cost:
Growth: []
Health: 15[35] Attack: 15[30] Defence: 8[13] Damage Range: 8-11[18-26] Exp: []
Shots: 30[35] Mana: 35[45] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 400[600] Mana: 3[8] Food: 5[10] Wood: [] Stone: []
Ore: 3[8] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 5
Name: Janni [Ancient Janni]
Class: Spellcaster - Melee
Dwelling: Elemental Altar [Elemental Temple]
Skills: Elemental, Caster [Aura Caster]
Converted: Mechanized Lab [Re-Mechanized Lab]
Building Cost:
Growth: []
Health: 38[58] Attack: 20[45] Defence: 10[15] Damage Range: 15-20[25-35] Exp: []
Shots: N/A Mana: 40[50] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 800[1000] Mana: 5[10] Food: 10[15] Wood: [] Stone: []
Ore: 5[10] Crystal: 5[10] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Marble Gargoyle [Onyx Gargoyle]
Class: Flying - Melee
Dwelling: Marble Gargoyle Sculptor [Onyx Gargoyle Sculptor]
Skills: Elemental
Converted: Altar of Wishes [Pinnacle of Wishes]
Building Cost:
Growth: []
Health: 113[118] Attack: 10[20] Defence: 10[25] Damage Range: 13-18[33-43] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 800[1000] Mana: 5[10] Food: 10[15] Wood: [] Stone: 5[10]
Ore: [] Crystal: 5[10] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 6
Name: Rakshasa [Rakshasa King]
Class: Infantry - Melee
Dwelling: Rakshasa Chamber [Rakshasa King Chamber]
Skills: No Retaliation
Converted: Silver Pavilion [Golden Pavilion]
Building Cost:
Growth: []
Health: 100[105] Attack: 25[35] Defence: 20[35] Damage Range: 20-28[40-53] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 1500[2000] Mana: [] Food: 15[20] Wood: 7[12] Stone: []
Ore: 7[12] Crystal: [] Gems: 7[12] Mercury: [] Sulphur: []
Description:
Name: Enchantress [High Enchantress]
Class: Spellcaster - Ranged
Dwelling: Enchantress Hovel [High Enchantress Hovel]
Skills: Short Range [Medium Range], [Energy Channel], Caster [Aura Caster]
Converted: Gyro Lap [Gyro Pad]
Building Cost:
Growth: []
Health: 50[70] Attack: 25[50] Defence: 13[18] Damage Range: 20-28[30-43] Exp: []
Shots: 40[45] Mana: 45[55] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 1500[2000] Mana: 7[12] Food: 15[20] Wood: 7[12] Stone: []
Ore: [] Crystal: 7[12] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 7
Name: Steel Dragon [Platinum Dragon]
Class: Flying - Melee
Dwelling: Dragon Forge [Dragon Furnace]
Skills: Machine, Fire
Converted: Spider Factory [Steel Spider Factory]
Building Cost:
Growth: []
Health: 225[230] Attack: 18[28] Defence: 18[33] Damage Range: 31-45[51-70] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 3000[5000] Mana: 10[15] Food: 20[25] Wood: [] Stone: []
Ore: 10[15] Crystal: 10[15] Gems: [] Mercury: 10[15] Sulphur: []
Description:
Name: Harpoon Launcher [Heavy Harpoon Launcher]
Class: Warmachine - Ranged
Dwelling: Harpoon Works [Heavy Harpoon Works]
Skills: Medium Range [Long Range], Machine, [Armoured]
Converted: Cloud Temple [Thundercloud Temple]
Building Cost:
Growth: []
Health: 75[85] Attack: 18[33] Defence: 35[55] Damage Range: 44-65[49-90] Exp: []
Shots: 40[45] Mana: N/A Speed: 1[16] Movement: 10[60] Initiative: 7[12]
Cost:
Gold: 3000[5000] Mana: 10[15] Food: 20[25] Wood: 10[15] Stone: []
Ore: 10[15] Crystal: 10[15] Gems: [] Mercury: [] Sulphur: []
Description:
Fortification Buildings
Common Warmachine:
o Mana Shard - gives friendly units unlimited mana.
Siege Warmachine:
o Gatling Crossbow - affected by Artillery secondary skill.
Field Warmachine:
o Ammo Cart - gives friendly ranged unit’s unlimited ammunition.
Institute of Magic Level 1-5 – Teaches Order Magic spells
o Clerical Library - Teaches Life Magic spells
o Necromantic Library - Teaches Death Magic spells
Dispensary: Alchemist's Shop - Provides Potions to visiting Heroes
Castle Addition: Observatory - Increase radius of vision
Hero Skill Bonus: University - Teaches basic hero skills
Hero Stats Bonus: Wall of Knowledge - This structure gives visiting heroes a permanent +1 to their Knowledge skill. This effect occurs once per hero per scenario for each Wall of Knowledge visited.
Creature Boost: Sage Stone - Boosts Tier 1 growth by +6 per week
Defence Enhancing: Arcane Forge - Increase mechanical type defences
Unique Building (1): Artefact Merchant - Sells Artefacts
Unique Building (2): Treasury - The treasury provides +10% interests for Day 1 player gold total
Special Building: Library- Reveals 1 extra spell in each level of the Magic Guild.
Holy Temple: Holy Temple of Order - Allows access to build the Tier 7 building and allows the purchase of the Messenger of Order (Limit of 1 Stored Messenger of Faith) and gives a place of the Grail
Grail Building: Skyship - Provides 5000 gold per day, boosts creature growth by +50 percent, reveals the entire world map, and gives garrison heroes a +15 knowledge benefit.
----------------------------------------------------------------------
____________
Think outside the box and see
true potential, stay inside the
box and say the same.
|
|
Brawlermatrix
Thinking Outside the Box
|
posted May 09, 2010 02:35 PM |
|
|
Part 3
Kingdom of Chaos
Faction: Chaos
Hero Types:
• Might: Thief
• Magic: Sorcerer
• Balanced: Pyromancer
Magical Law: Chaos Magic
Faction Skill: Force
Racial Skill: Lost Tomes
Native Terrine: Swamp
Alignment: Chaotic Neutral
Element: Fire
Creature List:
• Base: Humanoids
• Army Type: Humanoids / Aberration / Beast
Facts and Traits:
Associated Names: Chaotic / Stockade / Sorcerer
Associated Colours: Orange / Light Orange
Leader:
Worship: Messenger of Chaos;
Core Philosophy/Motto:
“Life is Chaos, Chaos is Life”
Country/Kingdom: Kingdom of Chaos
Capital City:
Key Symbols: Pendent / Ring
Description / Summary:
The structure of Chaos was born from the heart of war, born from the flames of ancient hatred that burns deep within the darkness of the abyss. Chaos’s structure consists of Human and Beast bread for war, burning with the desire for victory over all adversity and to strive towards an honourable death on the battlefield of glory.
Background and History/Timeline:
The Origins:
The foundation of the Kingdom of Chaos originates in the favoured tale of glory and death, of a great war where chaos was born on the battlefield of the final solution to an intangible end and a power that was driven to conquer all. This tale though old has been passed down from generation to generation and speaks to the heart of all, that the means must define the ultimate end for victory over a common enemy and toward a common goal.
The Current Age:
Borders once guarded now lay abandoned, the great war strains all but the kingdom of chaos who’s growing strength and power knows no boundaries, where others faultier; the empire successes and grows, its armies march on the borders for its time these weak will be conquered.
Key Characters:
Protagonist: The hero of legend born 500 years after the war began
Ruling Council of Elders
Faction Skills:
The faction’s skill will be broken down to 5 key aspects, they are;
• Key Characteristic: Gives heroes the ability to cast unique class of magic
• Castle: Adds additional advantages when in a siege situation or other castle related aspects, such as income, training and production
• Combat: Adds additional damage based on the level of the skill
• Special: Adds a feature that aligns itself with the teams ethos
• Unit Protection: Adds additional protection to native units by enhancing their defence and hit point stats by the level x 2
Force - Gives heroes the ability to cast Lost Tomes
Burning Skies - Deals random damage to enemy units during a siege
Critical Strike - increases the critical hit ratio the hero
Ritual of Blood - Skill needed to use the Altar of Sacrifice
Amber Circle of Protection - Adds additional protection to native units by enhancing their defence and hit point stats by the level x 2
Element Skills:
Access to the Elemental Skills will be unlocked by the Factions skills. The Elemental skills will be broken down to 5 key aspects, they are;
• Unlocked upon learning of the Factions Characteristic skill. Unlocks Level 1 Elemental Skills
• Unlock Level 2 Elemental Skills and enhances faction particular limitations
• Unlock Level 3 Elemental Skills and enhances faction particular limitations
• Unlock Level 4 Elemental Skills and enhances faction particular limitations
• Unlock Level 5 Elemental Skills and enhances faction particular limitations
Fire (Chaos) – Unlock usage of Level 1 Lost Tomes
Master of Fire – Unlock usage of Level 2 Lost Tomes and Increases the power of Fire Type spells
Master of Energy - Unlock usage of Level 3 Lost Tomes and Increases the power of focused based magic
Master of Heat - Unlock usage of Level 4 Lost Tomes and Strengths the strength of weapons
Master of Blazing - Unlock usage of Level 5 Lost Tomes and Archers deal fire damage and effects the units and heroes after the attack
Magical Law:
Magical Law will be broken down into 4 key aspects with a 5th element that will be unique to the law native to each hero who acquires learning beyond their own nations magical law; each hero who learns laws beyond their own will learn a 5th class unique to their own laws in each of their studies;
• Gives heroes the ability to use Magical Law
• Boost Spell points and increased spell point recovery
• Increases the effectiveness
• Unique Faction Skill
Chaos Magic - Ability to use Chaos Magical Law
Conjuration - Gives the hero extra spells points and increases spell point recovery
Pyromancy -– Increased Chaos Magical Law effectiveness
Sorcery - Increases the hero's spell damage (with all magic types)
Fortification Army
Each Faction’s fortification tier structure is based on a selection process; apart from tier 1 dwellings that must be both created to advance; the player selects the unit that best meets their needs. All fortification dwellings are limited to the fortification.
Tier 1
Name: Amazon Warrior [Master Amazon Warrior]
Class: Infantry - Melee
Dwelling: Pillar of Sword [Ancient Pillar of Sword]
Skills: [Poison]
Building Cost:
Gold: 500[1000] Mana: [] Food: 2[2] Wood: [] Stone: 10[15]
Ore: 5[10] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [20]
Health: 8[13] Attack: 5[15] Defence: 1[16] Damage Range: 2-3[22-28] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 5[10] Mana: [] Food: 1[6] Wood: [] Stone: []
Ore: 1[6] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Amazon Archer [Master Amazon Archer]
Class: Infantry - Ranged
Dwelling: Pillar of Bow [Ancient Pillar of Bow]
Skills: Scatter Shot [Precision Shot], Medium Range [Long Range], [Poison]
Building Cost:
Gold: 500[1000] Mana: [] Food: 2[2] Wood: 5[10] Stone: 10[15]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [20]
Health: 8[33] Attack: 3[8] Defence: 5[15] Damage Range: 2-2[17-22] Exp: []
Shots: 15[20] Mana: N/A Speed: 2[17] Movement: 20[55] Initiative: 4[9]
Cost:
Gold: 50[100] Mana: [] Food: 1[6] Wood: 1[6] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 2
Name: Gnoll [Gnoll Marauder]
Class: Infantry - Melee
Dwelling: Gnoll Hut [Gnoll Marauder Hut]
Skills: Stun, Double Attack, [No Retaliation]
Building Cost:
Gold: 750[1250] Mana: [] Food: 4[4] Wood: 10[15] Stone: []
Ore: 5[10] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [15]
Health: 10[15] Attack: 7[17] Defence: 3[18] Damage Range: 3-5[23-30] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 150[175] Mana: [] Food: 2[7] Wood: [] Stone: []
Ore: 1[6] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Medusa [Medusa Queen]
Class: Infantry - Ranged
Dwelling: Statuary Garden [Queen Statuary Garden]
Skills: Medium Range [Long Range], Stone Gaze, Normal Melee [Unlimited Shots]
Building Cost:
Gold: 750[1250] Mana: [] Food: 4[4] Wood: 5[10] Stone: 10[15]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [15]
Health: 10[35] Attack: 4[9] Defence: 7[17] Damage Range: 2-3[23-25] Exp: []
Shots: 20[25] Mana: N/A Speed: 2[17] Movement: 20[55] Initiative: 4[9]
Cost:
Gold: 150[175] Mana: [] Food: 2[7] Wood: 1[6] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 3
Name: Troll [War Troll]
Class: Infantry - Melee
Dwelling: Troll Cave [War Troll Cave]
Skills: Toughness, [Regeneration]
Building Cost:
Gold: 1500[2000] Mana: [] Food: 6[6] Wood: 5[10] Stone: 10[15]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [10]
Health: 20[25] Attack: 10[20] Defence: 5[20] Damage Range: 5-7[25-32] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 200[300] Mana: [] Food: 3[8] Wood: 2[7] Stone: 2[7]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Beholder [Evil Eye]
Class: Infantry - Ranged
Dwelling: Pillar of the Beholder [Pillar of Eyes]
Skills: Short Range [Medium Range], No Melee Penalty
Building Cost:
Gold: 1500[2000] Mana: 5[10] Food: 6[6] Wood: 3[8] Stone: 10[15]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [10]
Health: 20[45] Attack: 5[10] Defence: 10[20] Damage Range: 4-6[19-26] Exp: []
Shots: 25[30] Mana: N/A Speed: 2[17] Movement: 20[55] Initiative: 4[9]
Cost:
Gold: 200[300] Mana: 2[7] Food: 3[8] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: 2[7] Sulphur: []
Description:
Tier 4
Name: Minotaur [Minotaur King]
Class: Infantry - Melee
Dwelling: Maze [Labyrinth]
Skills: Toughness
Building Cost:
Gold: 3000[4000] Mana: [] Food: 8[8] Wood: [] Stone: 20[25]
Ore: [] Crystal: 10[15] Gems: [] Mercury: [] Sulphur: []
Growth: [5]
Health: 30[35] Attack: 15[25] Defence: 7[22] Damage Range: 8-11[28-36] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 400[600] Mana: [] Food: 5[10] Wood: 3[8] Stone: []
Ore: 3[8] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Sorceress [Evil Sorceress]
Class: Spellcaster - Ranged
Dwelling: Sorceress Tower [Evil Sorceress Tower]
Skills: Short Range [Medium Range], [Energy Channel], Mirror Magic, Caster [Aura Caster]
Building Cost:
Gold: 3000[4000] Mana: 5[10] Food: 8[8] Wood: [] Stone: 20[25]
Ore: [] Crystal: 10[15] Gems: [] Mercury: [] Sulphur: []
Growth: [5]
Health: 15[35] Attack: 15[40] Defence: 8[13] Damage Range: 8-11[18-26] Exp: []
Shots: 30[35] Mana: 35[45] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 400[600] Mana: 3[8] Food: 5[10] Wood: [] Stone: []
Ore: [] Crystal: 3[8] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 5
Name: Witch [Chaos Witch]
Class: Spellcaster - Ranged
Dwelling: Blood Altar [Blood Memorial]
Skills: Short Range [Medium Range], [Energy Channel], Caster [Aura Caster]
Building Cost:
Gold: 5000[7500] Mana: 10[15] Food: 10[10] Wood: [] Stone: 20[25]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: 5[10]
Growth: [4]
Health: 38[58] Attack: 20[45] Defence: 10[15] Damage Range: 15-20[25-35] Exp: []
Shots: 35[40] Mana: 40[50] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 800[1000] Mana: 5[10] Food: 10[15] Wood: [] Stone: []
Ore: [] Crystal: 5[10] Gems: [] Mercury: 5[10] Sulphur: []
Description:
Name: Efreet [Efreet Sultan]
Class: Spellcaster - Melee
Dwelling: Volcanic Vent [Enraged Volcanic Vent]
Skills: Elemental, Fire Attack, [Fire Shield], Caster [Aura Caster]
Building Cost:
Gold: 5000[7500] Mana: 10[15] Food: 10[10] Wood: [] Stone: 20[25]
Ore: [] Crystal: [] Gems: [] Mercury: 5[10] Sulphur: 15[20]
Growth: [4]
Health: 38[58] Attack: 20[45] Defence: 10[15] Damage Range: 15-20[25-35] Exp: []
Shots: N/A Mana: 40[50] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 800[1000] Mana: 5[10] Food: 10[15] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: 5[10] Mercury: [] Sulphur: 5[10]
Description:
Tier 6
Name: Nightmare [Hellmare]
Class: Cavalry - Melee
Dwelling: Black Wood [Burning Black Wood]
Skills: Fear Attack, Fear
Building Cost:
Gold: 10000[15000] Mana: 5[10] Food: 15[15] Wood: 20[25] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: 10[15]
Growth: [3]
Health: 150[165] Attack: 13[33] Defence: 13[38] Damage Range: 23-34[28-44] Exp: []
Shots: N/A Mana: N/A Speed: 9[19] Movement: 30[95] Initiative: 7[17]
Cost:
Gold: 1500[200] Mana: [] Food: 15[20] Wood: 7[12] Stone: []
Ore: 7[12] Crystal: [] Gems: [] Mercury: [] Sulphur: 7[12]
Description:
Name: Fire Drake [Inferno Drake]
Class: Flying - Melee
Dwelling: Fire Drake Cave [Inferno Drake Cave]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range]
Building Cost:
Gold: 10000[15000] Mana: 5[10] Food: 15[15] Wood: [] Stone: 10[15]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: 20[25]
Growth: [3]
Health: 150[155] Attack: 13[23] Defence: 13[28] Damage Range: 18-21[36-46] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 1500[2000] Mana: [] Food: 15[20] Wood: [] Stone: []
Ore: [] Crystal: 7[12] Gems: [] Mercury: 7[12] Sulphur: 7[12]
Description:
Tier 7
Name: Hydra [Chaos Hydra]
Class: Infantry - Melee
Dwelling: Hydra Pond [Hydra Swamp]
Skills: 3-Way Attack, [6-Way Attack]
Building Cost:
Gold: 17500[20000] Mana: 25[30] Food: 20[20] Wood: [] Stone: 30[35]
Ore: [] Crystal: [] Gems: 15[20] Mercury: 20[25] Sulphur: []
Growth: [2]
Health: 150[155] Attack: 35[45] Defence: 25[40] Damage Range: 38-55[58-80] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 3000[5000] Mana: [] Food: 20[25] Wood: [] Stone: []
Ore: 10[15] Crystal: 10[15] Gems: 10[15] Mercury: 10[15] Sulphur: []
Description:
Name: Black Dragon [Darkness Dragon]
Class: Flying - Melee
Dwelling: Black Dragon Cave [Darkness Dragon Cave]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Fire
Building Cost:
Gold: 20000[25000] Mana: 30[35] Food: 20[20] Wood: [] Stone: 25[30]
Ore: 20[25] Crystal: [] Gems: [] Mercury: 15[20] Sulphur: 15[20]
Growth: [1]
Health: 225[230] Attack: 18[28] Defence: 18[33] Damage Range: 31-45[51-70] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 3000[5000] Mana: 10[15] Food: 20[25] Wood: [] Stone: []
Ore: [] Crystal: 10[15] Gems: [] Mercury: 10[15] Sulphur: 10[15]
Description:
Name: Messenger of Chaos
Temple Class units are a unit that can only be built if there is a Grail within your fortifications; this unit does not have additional levels and is limited to 1 summoned at any time.
Class: Messenger
Dwelling: Holy Temple of Chaos
Skills: Order Ward, Caster [Aura Caster]
Building Cost:
Gold: [25000] Mana: [25] Food: [10] Wood: [30] Stone: [25]
Ore: [20] Crystal: [15] Gems: [15] Mercury: [15] Sulphur: [15]
Growth: [1]
Health: [255] Attack: [100] Defence: [100] Damage Range: [80-125] Exp: []
Shots: [50] Mana: [50] Speed: [25] Movement: [250] Initiative: [50]
Cost:
Gold: [10000] Mana: [15] Food: [25] Wood: [20] Stone: [20]
Ore: [20] Crystal: [15] Gems: [15] Mercury: [15] Sulphur: [15]
Description:
Name: Hawk
Scout Class units are the eyes for advance team movement able to move fast and can only be able attacked by another scout class unit but with limited sight range that increased incrementally when stacked with additional scout units to a maximum of 5. Unit Production is also limited to a maximum of 5 at any one time. These units are affected by hero stats and abilities.
Class: Scout
Dwelling: Fort
Skills:
Building Cost:
Gold: [2500] Mana: [] Food: [5] Wood: [20] Stone: [10]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [1]
Health: [11] Attack: [3] Defence: [3] Damage Range: [2-2] Exp: []
Shots: N/A Mana: N/A Speed: [9] Movement: [40] Initiative: [6]
Cost:
Gold: [50] Mana: [] Food: [2] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: [1] Mercury: [] Sulphur: []
Description:
Name: Mana Wagon [Mana War Wagon]
Special Class units have unique offensive/defensive elements that are sympathetic to the ideals of the faction.
Class: Warmachine - Melee
Dwelling: Mana Cave [Deep Mana Cave]
Skills: Medium Range [Long Range], Machine, [Armoured], Mana Leach, [Mana Destroyer]
Building Cost:
Gold: 1500[2000] Mana: 15[20] Food: 10[10] Wood: [] Stone: 20[25]
Ore: [] Crystal: 30[35] Gems: [] Mercury: [] Sulphur: []
Growth: [10]
Health: 38[48] Attack: 10[25] Defence: 20[40] Damage Range: 18-23[23-48] Exp: []
Shots: 30[35] Mana: N/A Speed: 1[16] Movement: 10[60] Initiative: 7[12]
Cost:
Gold: 400[500] Mana: 5[10] Food: 7[12] Wood: 5[10] Stone: []
Ore: [] Crystal: 5[10] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Shadow Walker [Shadow Stalker]
Unique Class units with unique skills and abilities that are team a specific like income, resources or recovery that support their native faction and when teamed up with a hero gain the additional ability to convert field dwellings after being captured to their equivalent within the fortification but with this skill also comes the choice to keep the field dwelling as is or convert it to its sister dwelling that is predetermined.
Class: Infantry - Melee
Dwelling: Shadow Guild [Deep Shadow Guild]
Skills: Strike and Return, [Stealth], Assassin Strike [Assassin Double Strike]
Building Cost:
Gold: 2500[3000] Mana: [] Food: 6[6] Wood: 10[15] Stone: 20[25]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [15]
Health: 20[25] Attack: 10[20] Defence: 5[20] Damage Range: 5-7[25-32] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 250[500] Mana: [] Food: 5[10] Wood: [] Stone: []
Ore: 2[7] Crystal: [] Gems: 2[7] Mercury: [] Sulphur: []
Description:
Field Army
Field army dwellings are a group of units allied to each faction that can be used like any other unit or have their dwellings converted to their sister fortification dwelling with the usage of Unique Units and a small sum of resources to pay for the conversion and convenience of having a field dwelling liking to those of your fortifications and a small increased to fortification weekly growth. When there are more than one fortification with both sister dwellings produced the hero can select their preference the dwelling is to be converted to.
Tier 1
Name: Kobold Sentry [Kobold Warrior]
Class: Infantry - Melee
Dwelling: Kobold Cave [Kobold Cavern]
Skills: Impale, Long Weapon, Negate First Strike, [Parry]
Converted: Pillar of Sword [Ancient Pillar of Sword]
Building Cost:
Growth: []
Health: 8[13] Attack: 5[15] Defence: 1[16] Damage Range: 2-3[22-28] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 50[100] Mana: [] Food: 1[6] Wood: 1[6] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Smuggler [Pirate]
Class: Infantry - Melee
Dwelling: Smuggler Cave [Pirate Cave]
Skills: Bonus at Sea
Converted: Pillar of Bow [Ancient Pillar of Bow]
Building Cost:
Growth: []
Health: 8[13] Attack: 5[15] Defence: 1[16] Damage Range: 2-3[22-28] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 50[100] Mana: [] Food: 1[6] Wood: [] Stone: []
Ore: 1[6] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 2
Name: Lizardman [Lizard Warrior]
Class: Infantry - Ranged
Dwelling: Lizard Burrow [Lizard Den]
Skills: Scatter Shot [Precision Shot], Medium Range [Long Range]
Converted: Gnoll Hut [Gnoll Marauder Hut]
Building Cost:
Growth: []
Health: 10[35] Attack: 4[9] Defence: 7[17] Damage Range: 2-3[17-23] Exp: []
Shots: 20[25] Mana: N/A Speed: 2[17] Movement: 20[55] Initiative: 4[9]
Cost:
Gold: 150[175] Mana: [] Food: 2[7] Wood: [] Stone: []
Ore: 1[6] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Scorpion [Monarch Scorpion]
Class: Infantry - Melee
Dwelling: Scorpion Burrow [Monarch Scorpion Burrow]
Skills: Poison, Stun [Paralyse]
Converted: Statuary Garden [Queen Statuary Garden]
Building Cost:
Growth: []
Health: 10[15] Attack: 7[17] Defence: 3[18] Damage Range: 3-5[23-30] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 150[175] Mana: [] Food: 2[7] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: 1[6] Sulphur: []
Description:
Tier 3
Name: Salamander [Salamander Lord]
Class: Infantry - Melee
Dwelling: Salamander Pit [Salamander Lord Pit]
Skills: Elemental, Fire Shield
Converted: Troll Cave [War Troll Cave]
Building Cost:
Growth: []
Health: 20[25] Attack: 10[20] Defence: 5[20] Damage Range: 5-7[25-32] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 200[30] Mana: 2[7] Food: 3[8] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: 2[7]
Description:
Name: Minotaur Guard [Minotaur Royal Guard]
Class: Infantry - Melee
Dwelling: Guard Post [Royal Guard Post]
Skills: Support, Toughness, [Armoured]
Converted: Pillar of the Beholder [Pillar of Eyes]
Building Cost:
Growth: []
Health: 20[25] Attack: 10[20] Defence: 5[20] Damage Range: 5-7[25-32] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 200[300] Mana: [] Food: 3[8] Wood: [] Stone: 2[7]
Ore: 2[7] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 4
Name: Maiden of Chaos [Maiden of Primal Chaos]
Class: Spellcaster - Ranged
Dwelling: Maiden Rock [Maiden Rock Memorial]
Skills: Short Range [Medium Range], [Energy Channel], Caster [Aura Caster]
Converted: Maze [Labyrinth]
Building Cost:
Growth: []
Health: 15[35] Attack: 15[40] Defence: 8[13] Damage Range: 8-11[18-26] Exp: []
Shots: 30[35] Mana: 35[45] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 400[600] Mana: 3[8] Food: 5[10] Wood: [] Stone: []
Ore: [] Crystal: 3[8] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Basilisk [Greater Basilisk]
Class: Infantry - Melee
Dwelling: Basilisk Pit [Greater Basilisk Pit]
Skills: Stone Gaze, [Poison]
Converted: Sorceress Tower [Evil Sorceress Tower]
Building Cost:
Growth: []
Health: 30[35] Attack: 15[25] Defence: 7[22] Damage Range: 8-11[28-36] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 400[600] Mana: [] Food: 5[10] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: 3[8] Mercury: 3[8] Sulphur: []
Description:
Tier 5
Name: Gorgon [Mighty Gorgon]
Class: Infantry - Melee
Dwelling: Gorgon Den [Gorgon Lair]
Skills: Charge
Converted: Blood Altar [Blood Memorial]
Building Cost:
Growth: []
Health: 75[80] Attack: 20[30] Defence: 10[25] Damage Range: 15-20[35-45] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 800[1000] Mana: 5[10] Food: 10[15] Wood: [] Stone: []
Ore: 5[10] Crystal: [] Gems: [] Mercury: 5[10] Sulphur: []
Description:
Name: Sand Worm [Sand Storm Worm]
Class: Infantry - Melee
Dwelling: Sand Worm Dunes [Sand Storm Worm Pit]
Skills: Bonus on Land
Converted: Volcanic Vent [Enraged Volcanic Vent]
Building Cost:
Growth: []
Health: 75[80] Attack: 20[30] Defence: 10[25] Damage Range: 15-20[35-45] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 800[1000] Mana: [] Food: 10[15] Wood: [] Stone: 5[10]
Ore: 5[10] Crystal: 5[10] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 6
Name: Manticore [Scorpicore]
Class: Infantry - Melee
Dwelling: Manticore Lair [Scorpicore Lair]
Skills: Poison, Stun [Paralyse]
Converted: Black Wood [Burning Black Wood]
Building Cost:
Growth: []
Health: 100[105] Attack: 25[35] Defence: 20[35] Damage Range: 20-28[40-53] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 1500[2000] Mana: [] Food: 15[20] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: 7[12] Mercury: 7[12] Sulphur: 7[12]
Description:
Name: Seductress [Enchanted Seductress]
Class: Spellcaster - Ranged
Dwelling: Seductress Tower [Seductress Spire]
Skills: Short Range [Medium Range], [Energy Channel], Mirror Magic, Caster [Aura Caster]
Converted: Fire Drake Cave [Inferno Drake Cave]
Building Cost:
Growth: []
Health: 50[70] Attack: 25[50] Defence: 13[18] Damage Range: 20-28[30-43] Exp: []
Shots: 40[45] Mana: 45[55] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 1500[2000] Mana: 7[12] Food: 15[20] Wood: [] Stone: []
Ore: [] Crystal: 7[12] Gems: [] Mercury: 7[12] Sulphur: []
Description:
Tier 7
Name: Drider [Drider Queen]
Class: Cavalry - Melee
Dwelling: Drider Nest [Drider Queen Hive]
Skills: Unlimited Retaliation
Converted: Hydra Pond [Hydra Swamp]
Building Cost:
Growth: []
Health: 225[240] Attack: 18[38] Defence: 18[43] Damage Range: 44-65[49-75] Exp: []
Shots: N/A Mana: N/A Speed: 9[19] Movement: 30[95] Initiative: 7[17]
Cost:
Gold: 3000[5000] Mana: [] Food: 20[25] Wood: [] Stone: []
Ore: [] Crystal: 10[15] Gems: 10[15] Mercury: 10[15] Sulphur: 10[15]
Description:
Name: Ragnarok Dragon [Armageddon Dragon]
Class: Flying - Melee
Dwelling: Temple of Aesir [Gates of Aesir]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Fire
Converted: Black Dragon Cave [Darkness Dragon Cave]
Building Cost:
Growth: []
Health: 225[230] Attack: 18[28] Defence: 18[33] Damage Range: 31-45[51-70] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 3000[5000] Mana: 10[15] Food: 20[25] Wood: [] Stone: []
Ore: [] Crystal: 10[15] Gems: [] Mercury: 10[15] Sulphur: 10[15]
Description:
Fortification Buildings
Common Warmachine:
o Ballista - affected by Artillery secondary skill.
Siege Warmachine:
o Trebuchet - attacks siege walls, affected by Ballistics secondary skill.
Field Warmachine:
o Mana Shard - gives friendly units unlimited mana.
Sorcerer's Guild Level 1-5 – Teaches Chaos Magic spells
o Hall of the Dead - Teaches Death Magic spells
o Witch Hall - Teaches Nature Magic spells
Dispensary: Rogue's Guild - Provides Potions to visiting Heroes
Castle Addition: Brimstone Clouds - Increase moral of garrisoned units
Hero Skill Bonus: Battle Academy - Gives each hero 1000 experience points
Hero Stats Bonus: Thieves Gauntlet - Increases heroes' melee attack by +3
Creature Boost: Ritual Altar - Boosts Tier 1 growth by +5per week
Defence Enhancing: War Academy - Increase reptilian type defences
Unique Building (1): Order of Fire - Allows movement between chaos towns
Unique Building (2): Altar of Sacrifice - Allows sacrificing creatures at this building in exchange for extra experience.
Special Building: Mana Vortex -Presence of a mana vortex doubles the spell points available for visiting heroes.
Holy Temple: Holy Temple of Chaos - Allows access to build the Tier 7 building and allows the purchase of the Messenger of Chaos (Limit of 1 Stored Messenger of Faith) and gives a place of the Grail
Grail Building: Eye of Chaos - Provides 5000 gold per day. Also, the strength of all Chaos Magic spells are increased by 50%.
----------------------------------------------------------------------
Kingdom of Nature
Faction: Nature
Hero Types:
• Might: Archer
• Magic: Druid
• Balanced: Warden
Magical Law: Nature Magic
Faction Skill: Elemental
Racial Skill: Forgotten Signs
Native Terrine: Grass
Alignment: Chaotic Good
Element: Wood
Creature List:
• Base: Humanoids
• Army Type: Humanoids / Magical Beasts / Animals / Elemental
Facts and Traits:
Associated Names: Preserve / Rampart / Elementalist
Associated Colours: Green / Dark Green
Leader:
Worship: Messenger of Nature;
Core Philosophy/Motto:
“Nature is everywhere, Nature is Truth and Nature is All Powerful”
Country/Kingdom: Kingdom of Nature
Capital City:
Key Symbols: Bow / Arrow
Description / Summary:
The structure of Nature is that of Nature itself, life and death hold balance on the ancient thrones of twin judgement, bound by ancient law and governed by the forces that bound existence into actuality. Nature’s structure consists of Humanoid, Beasts and Elementals bound by the laws of nature that binds all together as one.
Background and History/Timeline:
The Origins:
The foundation of the Kingdom of Nature came about to preserve harmony within the greater whole of the realm and uphold the ancient laws written in the skies, spoken in the wind and governed by the binding elements of creation.
The Current Age:
Nature moves in mysterious ways, slow like a stream and as fast as wind, as strong as stone that empires are made and as unpredictable as a roaring firestorm across the forest of time. For 500 years the Kingdom of Nature has been slowly building up to their greatest endeavour to bring the final calm unknown to anyone has known before in the history of creation.
Key Characters:
Protagonist: The hero of legend born 500 years after the war began
Coven: High Priest (xxxx) & High Priestess (xxxx)
Ruling Council
Faction Skills:
The faction’s skill will be broken down to 5 key aspects, they are;
• Key Characteristic: Gives heroes the ability to cast unique class of magic
• Castle: Adds additional advantages when in a siege situation or other castle related aspects, such as income, training and production
• Combat: Adds additional damage based on the level of the skill
• Special: Adds a feature that aligns itself with the teams ethos
• Unit Protection: Adds additional protection to native units by enhancing their defence and hit point stats by the level x 2
Elemental - Gives heroes the ability to cast Forgotten Signs
Stonemason - Increases the defensive stats of the towns defences during a siege
Thunder Strike - Melee attacks harness the surrounding elements and focus it as a damage bonus
Shamanism - Increases hit point recovery during combat for elemental units
Jade Circle of Protection - Adds additional protection to native units by enhancing their defence and hit point stats by the level x 2
Element Skills:
Access to the Elemental Skills will be unlocked by the Factions skills. The Elemental skills will be broken down to 5 key aspects, they are;
• Unlocked upon learning of the Factions Characteristic skill. Unlocks Level 1 Elemental Skills
• Unlock Level 2 Elemental Skills and enhances faction particular limitations
• Unlock Level 3 Elemental Skills and enhances faction particular limitations
• Unlock Level 4 Elemental Skills and enhances faction particular limitations
• Unlock Level 5 Elemental Skills and enhances faction particular limitations
Wood (Nature) – Unlock usage of Level 1 Forgotten Signs
Master of Wood – Unlock usage of Level 2 Forgotten Signs and Increases the number of Wood you get per week and from the field
Master of Forest – Unlock usage of Level 3 Forgotten Signs and Increases the number of Gems you get per week and from the field
Master of Seasons – Unlock usage of Level 4 Forgotten Signs and The strength of spells and nature based units will be effected by the weather during combat
Master of Regeneration – Unlock usage of Level 5 Forgotten Signs and Nature units will regenerated a percentage of the hit point per turn
Magical Law:
Magical Law will be broken down into 4 key aspects with a 5th element that will be unique to the law native to each hero who acquires learning beyond their own nations magical law; each hero who learns laws beyond their own will learn a 5th class unique to their own laws in each of their studies;
• Gives heroes the ability to use Magical Law
• Boost Spell points and increased spell point recovery
• Increases the effectiveness
• Unique Faction Skill
Nature Magic – Ability to use Nature Magical Law
Herbalism– Gives the hero extra spells points and increases spell point recovery
Meditation – Increased Nature Magical Law effectiveness
Summoning – Allows the Hero to summon additional creatures to their army every day.
Fortification Army
Each Faction’s fortification tier structure is based on a selection process; apart from tier 1 dwellings that must be both created to advance; the player selects the unit that best meets their needs. All fortification dwellings are limited to the fortification.
Tier 1
Name: Elven Warrior [Elite Elven Warrior]
Class: Infantry - Melee
Dwelling: Treetop Quarters [Treetop Barracks]
Skills: [Poison]
Building Cost:
Gold: 500[1000] Mana: [] Food: 2[2] Wood: 10[15] Stone: []
Ore: [] Crystal: [] Gems: 5[10] Mercury: [] Sulphur: []
Growth: [20]
Health: 8[13] Attack: 5[15] Defence: 1[16] Damage Range: 2-3[22-28] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 50[100] Mana: [] Food: 1[6] Wood: [] Stone: []
Ore: 1[6] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Elven Archer [Elite Elven Archer]
Class: Infantry - Ranged
Dwelling: Treetop Lodge [Treetop Terraces]
Skills: Scatter Shot [Precision Shot], Medium Range [Long Range], [Poison]
Building Cost:
Gold: 500[1000] Mana: [] Food: 2[2] Wood: 10[15] Stone: 5[10]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [20]
Health: 8[33] Attack: 3[8] Defence: 5[15] Damage Range: 2-2[17-22] Exp: []
Shots: 15[20] Mana: N/A Speed: 2[17] Movement: 20[55] Initiative: 4[9]
Cost:
Gold: 50[100] Mana: [] Food: 1[6] Wood: 1[6] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 2
Name: Pixie [Sprite]
Class: Flying - Spellcaster
Dwelling: Faerie Trees [Faerie Woods]
Skills: Spray Attack, No Retaliation, Caster [Aura Caster]
Building Cost:
Gold: [] Mana: [] Food: [] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [15]
Health: 15[20] Attack: 4[14] Defence: 4[19] Damage Range: 2-3[22-29] Exp: []
Shots: N/A Mana: 25[35] Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 150[175] Mana: 1[6] Food: 2[7] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Tundra Crawler [Carnivorous Tundra]
Class: Infantry – Ranged
Dwelling: Hothouse [Botanical Hothouse]
Skills: Short Range [Medium Range], [Poison], Bonus on Land
Building Cost:
Gold: 750[1250] Mana: 5[10] Food: 4[4] Wood: 10[15] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [15]
Health: 10[35] Attack: 4[9] Defence: 7[17] Damage Range: 2-3[17-23] Exp: []
Shots: 20[25] Mana: N/A Speed: 2[17] Movement: 20[55] Initiative: 4[9]
Cost:
Gold: 150[175] Mana: [] Food: 2[7] Wood: 1[6] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 3
Name: Dendroid Guard [Dendroid Soldier]
Class: Infantry - Melee
Dwelling: Dendroid Arches [Dendroid Soldier Arches]
Skills: Elemental, Take Roots, [Entangling Roots], [Toughness], Support, Bonus on Land
Building Cost:
Gold: 1500[2000] Mana: [] Food: 6[6] Wood: 10[15] Stone: 5[10]
Ore: [] Crystal: [] Gems: 3[8] Mercury: [] Sulphur: []
Growth: [10]
Health: 20[25] Attack: 10[20] Defence: 5[20] Damage Range: 5-7[25-32] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 200[300] Mana: [] Food: 3[8] Wood: 2[7] Stone: []
Ore: [] Crystal: 2[7] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Serpent Fly [Dragon Fly]
Class: Flying - Melee
Dwelling: Serpent Fly Hive [Dragon Fly Hive]
Skills: Dispel, [Poison]
Building Cost:
Gold: 1500[2000] Mana: [] Food: 6[6] Wood: 10[15] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: 5[10] Sulphur: []
Growth: [10]
Health: 30[35] Attack: 5[15] Defence: 5[20] Damage Range: 4-6[24-31] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 200[300] Mana: [] Food: 3[8] Wood: [] Stone: []
Ore: 2[7] Crystal: [] Gems: 2[7] Mercury: [] Sulphur: []
Description:
Tier 4
Name: Treant [Treant Guardian]
Class: Infantry - Melee
Dwelling: Treant Alcove [Treant Guardian Alcove]
Skills: Elemental, Take Roots, [Entangling Roots], [Toughness], Support, [Enraged], Bonus on Land
Building Cost:
Gold: 3000[4000] Mana: 5[10] Food: 8[8] Wood: [20]25 Stone: 10[15]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [5]
Health: 30[35] Attack: 15[25] Defence: 7[22] Damage Range: 8-11[28-36] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 400[600] Mana: [] Food: 5[10] Wood: 3[8] Stone: []
Ore: [] Crystal: [] Gems: 3[8] Mercury: [] Sulphur: []
Description:
Name: Druid [Druid Elder]
Class: Spellcaster - Ranged
Dwelling: Ring of Stones [Stonehenge]
Skills: Short Range [Medium Range], [Energy Channel], Unlimited Mana, Caster [Aura Caster]
Building Cost:
Gold: 3000[4000] Mana: 10[15] Food: 8[8] Wood: [] Stone: 20[25]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [5]
Health: 15[35] Attack: 15[40] Defence: 8[13] Damage Range: 8-11[18-26] Exp: []
Shots: 30[35] Mana: 35[45] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 400[600] Mana: 3[8] Food: 5[10] Wood: 3[8] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 5
Name: Stone Giant [Ancient Stone Giant]
Class: Infantry - Melee
Dwelling: Stone Mine [Ancient Stone Mine]
Skills: Elemental, Stone Skin, Toughness, [Area Attack], Bonus on Land
Building Cost:
Gold: 5000[7500] Mana: 5[10] Food: 10[10] Wood: [] Stone: 20[25]
Ore: [] Crystal: 10[15] Gems: [] Mercury: [] Sulphur: []
Growth: [4]
Health: 75[80] Attack: 20[30] Defence: 10[25] Damage Range: 15-20[35-45] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 800[1000] Mana: 5[10] Food: 10[15] Wood: [] Stone: 5[10]
Ore: [] Crystal: 5[10] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Elemental Chanter [Elementalist]
Class: Spellcaster - Ranged
Dwelling: Elemental Stone [Elemental Chamber]
Skills: Short Range [Medium Range], [Energy Channel], Unlimited Mana, Caster [Aura Caster]
Building Cost:
Gold: 5000[7500] Mana: 10[15] Food: 10[10] Wood: 15[20] Stone: 20[25]
Ore: [] Crystal: 5[10] Gems: [] Mercury: [] Sulphur: []
Growth: [4]
Health: 38[58] Attack: 20[45] Defence: 10[15] Damage Range: 15-20[25-35] Exp: []
Shots: 35[40] Mana: 40[50] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 800[1000] Mana: 5[10] Food: 10[15] Wood: [] Stone: []
Ore: [] Crystal: 5[10] Gems: 5[10] Mercury: [] Sulphur: []
Description:
Tier 6
Name: Unicorn [War Unicorn]
Class: Cavalry - Melee
Dwelling: Unicorn Glade [Unicorn Arena]
Skills: Blinding Attack, Charge, [Armoured]
Building Cost:
Gold: 10000[15000] Mana: 10[15] Food: 15[15] Wood: 20[25] Stone: 15[20]
Ore: [] Crystal: [] Gems: 5[10] Mercury: [] Sulphur: []
Growth: [3]
Health: 150[165] Attack: 13[33] Defence: 13[38] Damage Range: 23-34[28-44] Exp: []
Shots: N/A Mana: N/A Speed: 9[19] Movement: 30[95] Initiative: 7[17]
Cost:
Gold: 1500[2000] Mana: 7[12] Food: 15[20] Wood: [] Stone: []
Ore: 7[12] Crystal: [] Gems: 7[12] Mercury: [] Sulphur: []
Description:
Name: Pegasus [Silver Pegasus]
Class: Flying - Melee
Dwelling: Shimmering Spring [Enchanted Spring]
Skills: Charge, [Armoured]
Building Cost:
Gold: 10000[15000] Mana: 10[15] Food: 15[15] Wood: [] Stone: 20[25]
Ore: [] Crystal: [] Gems: 5[10] Mercury: [] Sulphur: []
Growth: [3]
Health: 150[155] Attack: 13[23] Defence: 13[28] Damage Range: 18-21[38-46] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 1500[2000] Mana: 7[12] Food: 15[20] Wood: [] Stone: []
Ore: 7[12] Crystal: [] Gems: 7[12] Mercury: [] Sulphur: []
Description:
Tier 7
Name: Phoenix [Sacred Phoenix]
Class: Flying - Melee
Dwelling: Pyre [Enraged Pyre]
Skills: Elemental, Rebirth, Fire Shield
Building Cost:
Gold: 17500[20000] Mana: 25[30] Food: 20[20] Wood: 15[20] Stone: 20[25]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: 30[35]
Growth: [2]
Health: 225[230] Attack: 18[28] Defence: 18[33] Damage Range: 31-45[51-70] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 3000[5000] Mana: 10[15] Food: 20[25] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: 10[15] Mercury: [] Sulphur: 10[15]
Description:
Name: Green Dragon [Emerald Dragon]
Class: Flying - Melee
Dwelling: Dragon Cliffs [Emerald Dragon Cliffs]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Energy Wave
Building Cost:
Gold: 20000[25000] Mana: 25[30] Food: 20[20] Wood: [] Stone: 30[35]
Ore: [] Crystal: 20[25] Gems: [] Mercury: 15[20] Sulphur: 15[20]
Growth: [1]
Health: 225[230] Attack: 18[28] Defence: 18[33] Damage Range: 31-45[51-70] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 3000[5000] Mana: 10[15] Food: 20[25] Wood: [] Stone: []
Ore: [] Crystal: 10[15] Gems: 10[15] Mercury: [] Sulphur: 10[15]
Description:
Name: Messenger of Nature
Temple Class units are a unit that can only be built if there is a Grail within your fortifications; this unit does not have additional levels and is limited to 1 summoned at any time.
Class: Messenger
Dwelling: Holy Temple of Nature
Skills: Might Ward, Caster [Aura Caster]
Building Cost:
Gold: [25000] Mana: [25] Food: [10] Wood: [30] Stone: [25]
Ore: [20] Crystal: [15] Gems: [15] Mercury: [15] Sulphur: [15]
Growth: [1]
Health: [255] Attack: [100] Defence: [100] Damage Range: [80-125] Exp: []
Shots: [50] Mana: [50] Speed: [25] Movement: [250] Initiative: [50]
Cost:
Gold: [10000] Mana: [15] Food: [25] Wood: [20] Stone: [20]
Ore: [20] Crystal: [15] Gems: [15] Mercury: [15] Sulphur: [15]
Description:
Name: Parrot
Scout Class units are the eyes for advance team movement able to move fast and can only be able attacked by another scout class unit but with limited sight range that increased incrementally when stacked with additional scout units to a maximum of 5. Unit Production is also limited to a maximum of 5 at any one time. These units are affected by hero stats and abilities.
Class: Scout
Dwelling: Fort
Skills:
Building Cost:
Gold: [2500] Mana: [] Food: [5] Wood: [20] Stone: [10]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [1]
Health: [11] Attack: [3] Defence: [3] Damage Range: [2-2] Exp: []
Shots: N/A Mana: N/A Speed: [9] Movement: [40] Initiative: [6]
Cost:
Gold: [50] Mana: [] Food: [2] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: [1] Mercury: [] Sulphur: []
Description:
Name: Leprechaun [Leprechaun Elder]
Special Class units have unique offensive/defensive elements that are sympathetic to the ideals of the faction.
Class: Spellcaster - Melee
Dwelling: Enchanted Rainbow [Magic Rainbow]
Skills: Fortune, [Misfortune], Caster [Aura Caster]
Building Cost:
Gold: 1500[2000] Mana: 30[35] Food: 10[10] Wood: [] Stone: 15[20]
Ore: [] Crystal: [] Gems: 20[25] Mercury: [] Sulphur: []
Growth: [10]
Health: 38[58] Attack: 20[45] Defence: 10[15] Damage Range: 15-20[25-35] Exp: []
Shots: N/A Mana: 40[50] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 400[500] Mana: 5[10] Food: 7[12] Wood: 5[10] Stone: []
Ore: [] Crystal: [] Gems: 5[10] Mercury: [] Sulphur: []
Description:
Name: Nature Tamer [Master Nature Tamer]
Unique Class units with unique skills and abilities that are team a specific like income, resources or recovery that support their native faction and when teamed up with a hero gain the additional ability to convert field dwellings after being captured to their equivalent within the fortification but with this skill also comes the choice to keep the field dwelling as is or convert it to its sister dwelling that is predetermined.
Class: Infantry - Melee
Dwelling: Tamer Hut [Master Tamer Hut]
Skills: Beast Call, [Call of Nature]
Building Cost:
Gold: 2500[3000] Mana: [] Food: 6[6] Wood: 20[25] Stone: 10[15]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [15]
Health: 20[25] Attack: 10[20] Defence: 5[20] Damage Range: 5-7[25-32] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 250[500] Mana: [] Food: 5[10] Wood: 2[7] Stone: []
Ore: [] Crystal: [] Gems: 2[7] Mercury: [] Sulphur: []
Description:
Field Army
Field army dwellings are a group of units allied to each faction that can be used like any other unit or have their dwellings converted to their sister fortification dwelling with the usage of Unique Units and a small sum of resources to pay for the conversion and convenience of having a field dwelling liking to those of your fortifications and a small increased to fortification weekly growth. When there are more than one fortification with both sister dwellings produced the hero can select their preference the dwelling is to be converted to.
Tier 1
Name: Satyr [Mystical Satyr]
Class: Infantry - Melee
Dwelling: Satyr Garden [Mystical Satyr Garden]
Skills: Mirth, [Sorrow]
Converted: Treetop Quarters [Treetop Barracks]
Building Cost:
Growth: []
Health: 8[13] Attack: 5[15] Defence: 1[16] Damage Range: 2-3[22-28] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 50[100] Mana: [] Food: 1[6] Wood: 1[6] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Dark Elf [Dark Elf Archer]
Class: Infantry - Ranged
Dwelling: Dark Elf Burrow [Dark Elf Archer Burrow]
Skills: Scatter Shot [Precision Shot], Medium Range [Long Range], Support
Converted: Treetop Lodge [Treetop Terraces]
Building Cost:
Growth: []
Health: 8[33] Attack: 3[8] Defence: 5[14] Damage Range: 2-2[17-22] Exp: []
Shots: 15[20] Mana: N/A Speed: 2[17] Movement: 20[55] Initiative: 4[9]
Cost:
Gold: 50[100] Mana: [] Food: 1[6] Wood: 1[6] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 2
Name: Air Elementals [Storm Elementals]
Class: Infantry - Ranged
Dwelling: Altar of Air [Altar of Storms]
Skills: Short Range [Medium Range], Elemental
Converted: Faerie Trees [Faerie Woods]
Building Cost:
Growth: []
Health: 10[35] Attack: 4[9] Defence: 7[17] Damage Range: 2-3[23-25] Exp: []
Shots: 20[25] Mana: N/A Speed: 2[17] Movement: 20[55] Initiative: 4[9]
Cost:
Gold: 150[175] Mana: 1[6] Food: 2[7] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Poison Spider [Giant Poison Spider]
Class: Infantry - Melee
Dwelling: Poisonous Web [Poisonous Hive]
Skills: Poison
Converted: Hothouse [Poison Hothouse]
Building Cost:
Growth: []
Health: 10[15] Attack: 7[17] Defence: 3[18] Damage Range: 3-5[23-30] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 150[175] Mana: [] Food: 2[7] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: 1[6] Mercury: [] Sulphur: []
Description:
Tier 3
Name: Water Elementals [Ice Elementals]
Class: Infantry - Ranged
Dwelling: Altar of Water [Altar of Ice]
Skills: Short Range [Medium Range], Elemental
Converted: Dendroid Arches [Dendroid Soldier Arches]
Building Cost:
Growth: []
Health: 20[45] Attack: 5[10] Defence: 10[20] Damage Range: 4-6[19-26] Exp: []
Shots: 25[30] Mana: N/A Speed: 2[17] Movement: 20[55] Initiative: 4[9]
Cost:
Gold: 200[300] Mana: 2[7] Food: 3[8] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: 2[7] Mercury: [] Sulphur: []
Description:
Name: Hunter [Master Hunter]
Class: Infantry - Ranged
Dwelling: Hunter Cabin [Hunter Lodge]
Skills: Scatter Shot [Precision Shot], Medium Range [Long Range], Support
Converted: Serpent Fly Hive [Dragon Fly Hive]
Building Cost:
Growth: []
Health: 20[45] Attack: 5[10] Defence: 10[20] Damage Range: 4-6[19-26] Exp: []
Shots: 25[30] Mana: N/A Speed: 2[17] Movement: 20[55] Initiative: 4[9]
Cost:
Gold: 200[300] Mana: [] Food: 3[8] Wood: 2[7] Stone: []
Ore: 2[7] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 4
Name: Fire Elementals [Energy Elementals]
Class: Infantry - Ranged
Dwelling: Altar of Fire [Altar of Energy]
Skills: Short Range [Medium Range], Elemental
Converted: Treant Alcove [Treant Guardian Alcove]
Building Cost:
Growth: []
Health: 30[55] Attack: 8[13] Defence: 15[25] Damage Range: 6-9[21-29] Exp: []
Shots: 30[35] Mana: N/A Speed: 2[17] Movement: 20[55] Initiative: 4[9]
Cost:
Gold: 400[600] Mana: 3[8] Food: 5[10] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: 3[8]
Description:
Name: White Wolf [Spirit Wolf]
Class: Infantry - Melee
Dwelling: Wolf Cave [Spirit Wolf Cave]
Skills: First Strike, [Spectral]
Converted: Ring of Stones [Stonehenge]
Building Cost:
Growth: []
Health: 30[35] Attack: 15[25] Defence: 7[22] Damage Range: 8-11[28-36] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 400[600] Mana: [] Food: 5[10] Wood: 3[8] Stone: []
Ore: [] Crystal: [] Gems: 3[8] Mercury: [] Sulphur: []
Description:
Tier 5
Name: Earth Elementals [Magma Elementals]
Class: Infantry - Melee
Dwelling: Altar of Earth [Altar of Magma]
Skills: Elemental, Toughness
Converted: Stone Mine [Ancient Stone Mine]
Building Cost:
Growth: []
Health: 75[80] Attack: 20[30] Defence: 10[25] Damage Range: 15-20[35-45] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 800[1000] Mana: 5[10] Food: 10[15] Wood: [] Stone: []
Ore: [] Crystal: 5[10] Gems: [] Mercury: [] Sulphur: 5[10]
Description:
Name: Eagle Rider [War Eagle Rider]
Class: Flying - Melee
Dwelling: Eagle Barracks [War Eagle Barracks]
Skills: [Armoured]
Converted: Elemental Stone [Elemental Chamber]
Building Cost:
Growth: []
Health: 113[118] Attack: 10[20] Defence: 10[25] Damage Range: 13-18[33-43] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 800[1000] Mana: [] Food: 10[15] Wood: 5[10] Stone: []
Ore: 5[10] Crystal: [] Gems: 5[10] Mercury: [] Sulphur: []
Description:
Tier 6
Name: Psychic Elementals [Magic Elementals]
Class: Spellcaster - Ranged
Dwelling: Altar of Thought [Altar of Magic]
Skills: Short Range [Medium Range], Elemental, Caster [Aura Caster]
Converted: Unicorn Glade [Unicorn Arena]
Building Cost:
Growth: []
Health: 50[70] Attack: 25[50] Defence: 13[18] Damage Range: 20-28[30-43] Exp: []
Shots: 40[45] Mana: 45[55] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 1500[2000] Mana: 7[12] Food: 15[20] Wood: [] Stone: []
Ore: [] Crystal: 7[12] Gems: [] Mercury: [] Sulphur: 7[12]
Description:
Name: Hill Giant [Mountain Giant]
Class: Infantry - Melee
Dwelling: Hill Cave [Mountain Cave]
Skills: Toughness
Converted: Shimmering Spring [Enchanted Spring]
Building Cost:
Growth: []
Health: 100[105] Attack: 25[35] Defence: 20[35] Damage Range: 20-28[40-53] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 1500[2000] Mana: [] Food: 15[20] Wood: 7[12] Stone: 7[12]
Ore: 7[12] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 7
Name: Faerie Dragon [Mystical Faerie Dragon]
Class: Flying - Melee
Dwelling: Magic Forest [Lavender Lofts]
Skills: Mirror Magic, Energy Wave
Converted: Pyre [Enraged Pyre]
Building Cost:
Growth: []
Health: 225[230] Attack: 18[28] Defence: 18[33] Damage Range: 31-45[51-70] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 3000[5000] Mana: 10[15] Food: 20[25] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: 10[15] Mercury: 10[15] Sulphur: 10[15]
Description:
Name: Chimera [Dragonne]
Class: Flying - Melee
Dwelling: Chimera Cave [Dragonne Cave]
Skills: Poison, [Fire]
Converted: Dragon Cliffs [Emerald Dragon Cliffs]
Building Cost:
Growth: []
Health: 225[230] Attack: 18[28] Defence: 18[33] Damage Range: 31-45[51-70] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 3000[5000] Mana: 10[15] Food: 20[25] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: 10[15] Mercury: 10[15] Sulphur: 10[15]
Description:
Fortification Buildings
Common Warmachine:
o Elemental Gemstone - gives friendly units unlimited mana.
Siege Warmachine:
o Treant Catapult - attacks siege walls, affected by Ballistics secondary skill.
Field Warmachine:
o First Aid Tent - heals allies, affected by First Aid secondary skill.
Druid's Hall Level 1-5 – Teaches Nature Magic spells
o Conservatory of Chaos - Teaches Chaos Magic spells
o Conservatory of Life - Teaches Life Magic spells
Dispensary: Ranger's Guild - Provides Potions to visiting Heroes
Castle Addition: Crystal Spire - Increase protection against other magic's
Hero Skill Bonus: Rainbow - Grants +2 Luck permanent boot
Hero Stats Bonus: Sacred Grove - Provides heroes with +3 spell points
Creature Boost: Orchard - Boosts Tier 1 growth by +9 per week
Defence Enhancing: Winter Garden - Increase elemental type defences
Unique Building (1): Arcane Tower - Provides learning of all Magic Sub-classes
Unique Building (2): Creature Portal - Summons magical creatures
Special Building: Mystic Pond - The mystic pond provides 1-4 random resources each day
Holy Temple: Holy Temple of Nature - Allows access to build the Tier 7 building and allows the purchase of the Messenger of Nature (Limit of 1 Stored Messenger of Faith) and gives a place of the Grail
Grail Building: Guardian of Gaia - Provides 5000 gold per day. Also, the strength of all Nature Magic spells are increased by 25%.
----------------------------------------------------------------------
____________
Think outside the box and see
true potential, stay inside the
box and say the same.
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted May 09, 2010 02:54 PM |
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I find it very hard to READ your proposal...more I cannot say now...will browse through creatures, systems, etc. fro a while soon
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Brawlermatrix
Thinking Outside the Box
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posted May 09, 2010 02:56 PM |
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Part 4
Kingdom of Might
Faction: Might
Hero Types:
• Might: Barbarian
• Magic: Battle Mage
• Balanced: Sharman
Magical Law: N/A
Faction Skill: Meta Force
Racial Skill: Rules of War
Native Terrine: Rough
Alignment: Chaotic Evil
Element: Meta
Creature List:
• Base: Aberration
• Army Type: Aberration / Animals / Magical Beasts
Facts and Traits:
Associated Names: Wasteland / Stronghold / Barbarian
Associated Colours: Red / Dark Red
Leader:
Worship: Messenger of Might;
“We Live to Serve, We Serve to Live”
Country/Kingdom: Kingdom of Might
Capital City:
Key Symbols: Breastplate / Helm
Description / Summary:
The structure of Might discarded all reliance on magic and instead focused on the development of the personal traits of Strength and Skill over Mana and Magic. Might’s structure consist of Humanoid and Beast driven to self improvement of skills to forward themselves to the ultimate goal of perfection in both Mind and Body.
Background and History/Timeline:
The Origins:
The foundation of the Kingdom of Might was established as a result of a change in ideals between those who worship magic and those who worship might, held to a strong belief the Kingdom of Might spilt themselves from the factions driven by their core ideals of magical understanding and drive to wage war in the name of their faith and instead focused themselves towards achieving perfection of self over all else in faith and in strength.
The Current Age:
Resources grow ever more depleted, the cracks in the dirt wider and the water recedes further and the beaches widen and our people are dying and all because the kingdom goes to war to protect itself from those who seek to destroy it. Resources diverted to the military take priority over the population. The people grow weary that the time has come that a call to arms to stop the madness that has gone too long at the cost of too many.
Key Characters:
Protagonist: The hero of legend born 500 years after the war began
Grand Warlord (xxxx)
Chieftain (xxxx)
Faction Skills:
The faction’s skill will be broken down to 5 key aspects, they are;
• Key Characteristic: Gives heroes the ability to cast unique class of magic
• Castle: Adds additional advantages when in a siege situation or other castle related aspects, such as income, training and production
• Combat: Adds additional damage based on the level of the skill
• Special: Adds a feature that aligns itself with the teams ethos
• Unit Protection: Adds additional protection to native units by enhancing their defence and hit point stats by the level x 2
Meta Force - Gives heroes the ability to cast Rules of War
Training - Reduces the cost of training higher class units
Weapons Master - All weapon based attacks deal additional damage
Propaganda - Conceals the true numbers of units in army; vision of enemy hero will always see a deceive victory
Red Circle of Protection - Adds additional protection to native units by enhancing their defence and hit point stats by the level x 2
Element Skills:
Access to the Elemental Skills will be unlocked by the Factions skills. The Elemental skills will be broken down to 5 key aspects, they are;
• Unlocked upon learning of the Factions Characteristic skill. Unlocks Level 1 Elemental Skills
• Unlock Level 2 Elemental Skills and enhances faction particular limitations
• Unlock Level 3 Elemental Skills and enhances faction particular limitations
• Unlock Level 4 Elemental Skills and enhances faction particular limitations
• Unlock Level 5 Elemental Skills and enhances faction particular limitations
Meta (Might) – Unlock usage of Level 1 Rules of War
Meta – Unlock usage of Level 2 Rules of War and Decreases the stats of spellcasters
Rune Master – Unlock usage of Level 3 Rules of War Increases the effects and power of the spell casted by runestones and reduces the cost to make runestones
Battle Frenzy – Unlock usage of Level 4 Rules of War and Increases the chances a unit strikes per turn
Critical Strikes – Unlock usage of Level 5 Rules of War and Increases the ratio a unit deals a critical strike
Magical Law: (N/A to Might)
Magical Law will be broken down into 4 key aspects with a 5th element that will be unique to the law native to each hero who acquires learning beyond their own nations magical law; each hero who learns laws beyond their own will learn a 5th class unique to their own laws in each of their studies;
• Gives heroes the ability to use Magical Law
• Boost Spell points and increased spell point recovery
• Increases the effectiveness
• Unique Faction Skill
Fortification Army
Each Faction’s fortification tier structure is based on a selection process; apart from tier 1 dwellings that must be both created to advance; the player selects the unit that best meets their needs. All fortification dwellings are limited to the fortification.
Tier 1
Name: Orc Warrior [Black Orc Warrior]
Class: Infantry - Melee
Dwelling: Orc Tower [Black Orc Tower]
Skills:
Building Cost:
Gold: 500[1000] Mana: [] Food: 2[2] Wood: 5[10] Stone: 10[15]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [20]
Health: 8[13] Attack: 5[15] Defence: 1[16] Damage Range: 2-3[22-28] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 50[100] Mana: [] Food: 1[6] Wood: [] Stone: []
Ore: 1[6] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Orc Archer [Black Orc Archer]
Class: Infantry - Ranged
Dwelling: Orc Fields [Black Orc Fields]
Skills: Scatter Shot [Precision Shot], Medium Range [Long Range]
Building Cost:
Gold: 500[1000] Mana: [] Food: 2[2] Wood: 10[15] Stone: 5[10]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [20]
Health: 8[33] Attack: 3[8] Defence: 5[15] Damage Range: 2-2[17-22] Exp: []
Shots: 15[20] Mana: N/A Speed: 2[17] Movement: 20[55] Initiative: 4[9]
Cost:
Gold: 50[100] Mana: [] Food: 1[6] Wood: 1[6] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 2
Name: Goblin [Hobgoblin]
Class: Infantry - Melee
Dwelling: Goblin Quarters [Goblin Barracks]
Skills: Strike and Return
Building Cost:
Gold: 750[1250] Mana: [] Food: 4[4] Wood: 5[10] Stone: 10[15]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [15]
Health: 10[15] Attack: 7[17] Defence: 3[18] Damage Range: 3-5[23-30] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 150[175] Mana: [] Food: 2[7] Wood: [] Stone: []
Ore: 1[6] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Centaur [Centaur Captain]
Class: Cavalry - Ranged
Dwelling: Centaur Stables [Centaur Captain Stable]
Skills: Short Range [Medium Range], Normal Melee
Building Cost:
Gold: 750[1250] Mana: [] Food: 4[4] Wood: 10[15] Stone: 5[10]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [15]
Health: 15[30] Attack: 4[24] Defence: 4[29] Damage Range: 4-6[9-16] Exp: []
Shots: 20[25] Mana: N/A Speed: 9[19] Movement: 30[95] Initiative: 7[17]
Cost:
Gold: 150[175] Mana: [] Food: 2[7] Wood: [] Stone: []
Ore: 1[6] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 3
Name: Wolf Rider [Wolf Raider]
Class: Cavalry - Melee
Dwelling: Wolf Pen [Raider Pen]
Skills: [Double Attack]
Building Cost:
Gold: 1500[2000] Mana: [] Food: 6[6] Wood: 10[15] Stone: 3[8]
Ore: 5[10] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [10]
Health: 30[45] Attack: 5[25] Defence: 5[30] Damage Range: 7-8[12-18] Exp: []
Shots: N/A Mana: N/A Speed: 9[19] Movement: 30[95] Initiative: 7[17]
Cost:
Gold: 200[300] Mana: [] Food: 3[8] Wood: [] Stone: []
Ore: 2[7] Crystal: [] Gems: 2[7] Mercury: [] Sulphur: []
Description:
Name: Harpy [Harpy Hag]
Class: Flying - Melee
Dwelling: Harpy Peak [Harpy Nest]
Skills: Strike and Return
Building Cost:
Gold: 1500[2000] Mana: [] Food: 6[6] Wood: 5[10] Stone: 10[15]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [10]
Health: 30[35] Attack: 5[15] Defence: 5[20] Damage Range: 4-6[24-31] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 200[300] Mana: [] Food: 3[8] Wood: [] Stone: []
Ore: 2[7] Crystal: [] Gems: 2[7] Mercury: [] Sulphur: []
Description:
Tier 4
Name: Ogre [Ogre Lord]
Class: Infantry - Melee
Dwelling: Ogre Fort [Blood Ogre Fort]
Skills: Toughness, [Enraged]
Building Cost:
Gold: 3000[4000] Mana: [] Food: 8[8] Wood: 20[25] Stone: []
Ore: 10[15] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [5]
Health: 30[35] Attack: 15[25] Defence: 7[22] Damage Range: 8-11[28-36] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 400[600] Mana: [] Food: 5[10] Wood: 3[8] Stone: []
Ore: 3[8] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Ogre Mage [Blood Ogre Mage]
Class: Spellcaster - Ranged
Dwelling: Battle School [Battle Academy]
Skills: Short Range [Medium Range], [Energy Channel], Bloodlust, Caster [Aura Caster]
Building Cost:
Gold: 3000[4000] Mana: 5[10] Food: 8[8] Wood: 10[15] Stone: 20[25]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [5]
Health: 15[35] Attack: 15[40] Defence: 8[13] Damage Range: 8-11[18-26] Exp: []
Shots: 30[35] Mana: 35[45] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 400[600] Mana: 3[8] Food: 5[10] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: 3[8] Mercury: [] Sulphur: []
Description:
Tier 5
Name: Cyclops [Cyclops King]
Class: Infantry - Ranged
Dwelling: Cyclops Cave [Cyclops King Cave]
Skills: Medium Range [Long Range], Area Attack
Building Cost:
Gold: 5000[7500] Mana: [] Food: 10[10] Wood: 10[15] Stone: 20[25]
Ore: [] Crystal: [] Gems: 5[10] Mercury: [] Sulphur: []
Growth: [4]
Health: 75[100] Attack: 10[15] Defence: 20[30] Damage Range: 13-18[28-38] Exp: []
Shots: 35[40] Mana: N/A Speed: 2[17] Movement: 20[55] Initiative: 4[9]
Cost:
Gold: 800[1000] Mana: [] Food: 10[15] Wood: [] Stone: 5[10]
Ore: 5[10] Crystal: 5[10] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Marauder [Blood Marauder]
Class: Infantry - Melee
Dwelling: Marauder Camp [Blood Marauder Camp]
Skills: Strike and Return, Stealth, Assassin Strike [Assassin Double Strike]
Building Cost:
Gold: 5000[7500] Mana: [] Food: 10[10] Wood: 20[25] Stone: 10[15]
Ore: [] Crystal: [] Gems: 15[20] Mercury: [] Sulphur: 5[10]
Growth: [4]
Health: 75[80] Attack: 20[30] Defence: 10[25] Damage Range: 15-20[35-45] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 800[1000] Mana: [] Food: 10[15] Wood: 5[10] Stone: []
Ore: 5[10] Crystal: 5[10] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 6
Name: War Elephant [Elite War Elephant]
Class: Cavalry - Melee
Dwelling: War Elephant Armoury [Elite War Elephant Armoury]
Skills: Charge, Armoured
Building Cost:
Gold: 10000[15000] Mana: [] Food: 15[15] Wood: 10[15] Stone: 20[25]
Ore: 5[10] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [3]
Health: 150[165] Attack: 13[33] Defence: 13[38] Damage Range: 23-34[28-44] Exp: []
Shots: N/A Mana: N/A Speed: 9[19] Movement: 30[95] Initiative: 7[17]
Cost:
Gold: 1500[2000] Mana: [] Food: 15[20] Wood: 7[12] Stone: []
Ore: 7[12] Crystal: [] Gems: 7[12] Mercury: [] Sulphur: []
Description:
Name: Arial Archer [Elite Arial Archer]
Class: Flying - Ranged
Dwelling: Arial Range [Elite Arial Range]
Skills: Scatter Shot [Precision Shot], Short Range [Medium Range]
Building Cost:
Gold: 10000[15000] Mana: 15[20] Food: 15[15] Wood: 20[25] Stone: []
Ore: [] Crystal: [] Gems: 10[15] Mercury: 5[10] Sulphur: []
Growth: [3]
Health: 150[155] Attack: 13[23] Defence: 13[28] Damage Range: 18-21[38-46] Exp: []
Shots: 40[45] Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 1500[2000] Mana: 7[12] Food: 15[20] Wood: 7[12] Stone: []
Ore: 7[12] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 7
Name: Roc [Thunderbird]
Class: Flying - Melee
Dwelling: Cliff Nest [Thunder Cliff Nest]
Skills: [Call Lighting]
Building Cost:
Gold: 17500[20000] Mana: 15[20] Food: 20[20] Wood: 25[30] Stone: 30[35]
Ore: [] Crystal: [] Gems: 15[20] Mercury: [] Sulphur: []
Growth: [2]
Health: 225[230] Attack: 18[28] Defence: 18[33] Damage Range: 31-45[51-70] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 3000[5000] Mana: 10[15] Food: 20[25] Wood: [] Stone: []
Ore: [] Crystal: 10[15] Gems: 10[15] Mercury: [] Sulphur: 10[15]
Description:
Name: Behemoth [Ancient Behemoth]
Class: Infantry - Melee
Dwelling: Behemoth Lair [Ancient Behemoth Lair]
Skills: Toughness, [Strength]
Building Cost:
Gold: 20000[25000] Mana: [] Food: 20[20] Wood: 25[30] Stone: 30[35]
Ore: 20[25] Crystal: [] Gems: 15[20] Mercury: [] Sulphur: 15[20]
Growth: [1]
Health: 150[155] Attack: 35[45] Defence: 25[40] Damage Range: 38-55[58-80] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 3000[5000] Mana: [] Food: 20[25] Wood: 10[15] Stone: 10[15]
Ore: 10[15] Crystal: [] Gems: 10[15] Mercury: [] Sulphur: []
Description:
Name: Messenger of Might
Temple Class units are a unit that can only be built if there is a Grail within your fortifications; this unit does not have additional levels and is limited to 1 summoned at any time.
Class: Messenger
Dwelling: Holy Temple of Might
Skills: Nature Ward, Caster [Aura Caster]
Building Cost:
Gold: [25000] Mana: [25] Food: [10] Wood: [30] Stone: [25]
Ore: [20] Crystal: [15] Gems: [15] Mercury: [15] Sulphur: [15]
Growth: [1]
Health: [255] Attack: [100] Defence: [100] Damage Range: [80-125] Exp: []
Shots: [50] Mana: [50] Speed: [25] Movement: [250] Initiative: [50]
Cost:
Gold: [10000] Mana: [15] Food: [25] Wood: [20] Stone: [20]
Ore: [20] Crystal: [15] Gems: [15] Mercury: [15] Sulphur: [15]
Description:
Name: Eagle
Scout Class units are the eyes for advance team movement able to move fast and can only be able attacked by another scout class unit but with limited sight range that increased incrementally when stacked with additional scout units to a maximum of 5. Unit Production is also limited to a maximum of 5 at any one time. These units are affected by hero stats and abilities.
Class: Scout
Dwelling: Fort
Skills:
Building Cost:
Gold: [2500] Mana: [] Food: [5] Wood: [20] Stone: [10]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [1]
Health: [11] Attack: [3] Defence: [3] Damage Range: [2-2] Exp: []
Shots: N/A Mana: N/A Speed: [9] Movement: [40] Initiative: [6]
Cost:
Gold: [50] Mana: [] Food: [2] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: [1] Mercury: [] Sulphur: []
Description:
Name: Beast Lord [Greater Beast Lord]
Special Class units have unique offensive/defensive elements that are sympathetic to the ideals of the faction.
Class: Spellcaster - Melee
Dwelling: Caverns of Might [Greater Caverns of Might]
Skills: Mirth, [Sorrow], Caster [Aura Caster]
Building Cost:
Gold: [] Mana: [] Food: [] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [10]
Health: 38[58] Attack: 20[45] Defence: 10[15] Damage Range: 15-20[25-35] Exp: []
Shots: N/A Mana: 40[50] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 400[500] Mana: 5[10] Food: 7[12] Wood: 5[10] Stone: []
Ore: 5[10] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Shielder [Veteran Shielder]
Unique Class units with unique skills and abilities that are team a specific like income, resources or recovery that support their native faction and when teamed up with a hero gain the additional ability to convert field dwellings after being captured to their equivalent within the fortification but with this skill also comes the choice to keep the field dwelling as is or convert it to its sister dwelling that is predetermined.
Class: Infantry - Melee
Dwelling: Ancient Cave [Lost Ancient Cave]
Skills: Large Shield, Mirror Magic
Building Cost:
Gold: [] Mana: [] Food: [] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [15]
Health: 20[25] Attack: 10[20] Defence: 5[20] Damage Range: 5-7[25-32] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 250[500] Mana: 1[7] Food: 5[10] Wood: [] Stone: []
Ore: 2[7] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Field Army
Field army dwellings are a group of units allied to each faction that can be used like any other unit or have their dwellings converted to their sister fortification dwelling with the usage of Unique Units and a small sum of resources to pay for the conversion and convenience of having a field dwelling liking to those of your fortifications and a small increased to fortification weekly growth. When there are more than one fortification with both sister dwellings produced the hero can select their preference the dwelling is to be converted to.
Tier 1
Name: Berserker [Enraged Berserker]
Class: Infantry - Melee
Dwelling: Longhouse [Enraged Longhouse]
Skills: Berserk, [Enraged]
Converted: Orc Tower [Black Orc Tower]
Building Cost:
Growth: []
Health: 8[13] Attack: 5[15] Defence: 1[16] Damage Range: 2-3[22-28] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 50[100] Mana: [] Food: 1[6] Wood: [] Stone: []
Ore: 1[6] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Slaver [Slaver King]
Class: Infantry - Melee
Dwelling: Slaver Cages [Slaver King Cages]
Skills: First Strike, [Negate First Strike]
Converted: Orc Fields [Black Orc Fields]
Building Cost:
Growth: []
Health: 8[13] Attack: 5[15] Defence: 1[16] Damage Range: 2-3[22-28] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 50[100] Mana: [] Food: 1[6] Wood: [] Stone: []
Ore: 1[6] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 2
Name: Nomad [War Nomad]
Class: Cavalry - Melee
Dwelling: Nomad Tents [War Nomad Tents]
Skills: Charge, First Strike, [Armoured]
Converted: Goblin Quarters [Goblin Barracks]
Building Cost:
Growth: []
Health: 15[30] Attack: 4[24] Defence: 4[29] Damage Range: 4-6[9-16] Exp: []
Shots: N/A Mana: N/A Speed: 9[19] Movement: 30[95] Initiative: 7[17]
Cost:
Gold: 150[175] Mana: [] Food: 2[7] Wood: [] Stone: []
Ore: 1[6] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Ogre Grunt [Ogre Guard]
Class: Infantry - Melee
Dwelling: Ogre Barracks [Ogre Guard Quarters]
Skills: Support, Toughness, [Enraged]
Converted: Centaur Stables [Centaur Captain Stables]
Building Cost:
Growth: []
Health: 10[15] Attack: 7[17] Defence: 3[18] Damage Range: 3-5[23-30] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 150[175] Mana: [] Food: 2[7] Wood: 1[6] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 3
Name: Bandit [Raider]
Class: Infantry - Melee
Dwelling: Den of Thieves [Raider Den]
Skills: Strike and Return, Stealth
Converted: Wolf Pen [Raider Pen]
Building Cost:
Growth: []
Health: 20[25] Attack: 10[20] Defence: 5[20] Damage Range: 5-7[25-32] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 200[300] Mana: [] Food: 3[8] Wood: 2[7] Stone: []
Ore: 2[7] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Orc Raider [Black Orc Raider]
Class: Infantry - Melee
Dwelling: Orc Raider Cave [Black Orc Raider Guild]
Skills: Support
Converted: Harpy Peak [Harpy Nest]
Building Cost:
Growth: []
Health: 20[25] Attack: 10[20] Defence: 5[20] Damage Range: 5-7[25-32] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 200[300] Mana: [] Food: 3[8] Wood: 2[7] Stone: []
Ore: 2[7] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 4
Name: Scout [Assassin]
Class: Infantry - Ranged
Dwelling: Scout Guild [Assassin Guild]
Skills: Short Range [Medium Range], [Stealth], [Assassin Strike]
Converted: Ogre Fort [Blood Ogre Fort]
Building Cost:
Growth: []
Health: 30[55] Attack: 8[13] Defence: 15[25] Damage Range: 6-9[21-29] Exp: []
Shots: 30[35] Mana: N/A Speed: 2[17] Movement: 20[55] Initiative: 4[9]
Cost:
Gold: 400[600] Mana: [] Food: 5[10] Wood: [] Stone: []
Ore: 3[8] Crystal: [] Gems: [] Mercury: 3[8] Sulphur: []
Description:
Name: Centaur Mage [Centaur Grand Mage]
Class: Cavalry - Spellcaster
Dwelling: Mystic Circle [Mystic Stonehenge]
Skills: Short Range [Medium Range], [Energy Channel], Caster [Aura Caster]
Converted: Battle School [Battle Academy]
Building Cost:
Growth: []
Health: 45[60] Attack: 8[28] Defence: 8[33] Damage Range: 9-13[14-23] Exp: []
Shots: N/A Mana: 35[45] Speed: 9[19] Movement: 30[95] Initiative: 7[17]
Cost:
Gold: 400[600] Mana: 3[8] Food: 5[10] Wood: 3[8] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 5
Name: Warlord [Grand Warlord]
Class: Cavalry - Melee
Dwelling: Warlord Tent [Grand Warlord Tent]
Skills: Support, Charge
Converted: Cyclops Cave [Cyclops King Cave]
Building Cost:
Growth: []
Health: 113[128] Attack: 10[30] Defence: 10[35] Damage Range: 18-23[23-33] Exp: []
Shots: N/A Mana: N/A Speed: 9[19] Movement: 30[95] Initiative: 7[17]
Cost:
Gold: 800[1000] Mana: [] Food: 10[15] Wood: 5[15] Stone: []
Ore: 5[10] Crystal: [] Gems: 5[10] Mercury: [] Sulphur: []
Description:
Name: Bulette [Berserker Bulette]
Class: Infantry - Melee
Dwelling: Bulette Burrow [Bulette Fields]
Skills: Armoured, [Berserk]
Converted: Marauder Camp [Blood Marauder Camp]
Building Cost:
Growth: []
Health: 75[80] Attack: 20[30] Defence: 10[25] Damage Range: 15-20[35-45] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 800[1000] Mana: [] Food: 10[15] Wood: [] Stone: 5[10]
Ore: [] Crystal: 5[10] Gems: 5[10] Mercury: 5[10] Sulphur: []
Description:
Tier 6
Name: Tarrasque [Armoured Tarrasque]
Class: Infantry - Melee
Dwelling: Tarrasque Cave [Tarrasque Cavern]
Skills: [Armoured], Charge
Converted: War Elephant Armoury [Elite War Elephant Armoury]
Building Cost:
Growth: []
Health: 100[105] Attack: 25[35] Defence: 20[35] Damage Range: 20-28[40-53] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 1500[2000] Mana: [] Food: 15[20] Wood: [] Stone: []
Ore: 7[12] Crystal: [] Gems: 7[12] Mercury: [] Sulphur: 7[12]
Description:
Name: War Elephant Archers [Elite War Elephant Archers]
Class: Infantry - Ranged
Dwelling: Archery Fields [Elite Archery Fields]
Skills: Scatter Shot [Precision Shot], Medium Range [Long Range], Armoured
Converted: Arial Range [Elite Arial Range]
Building Cost:
Growth: []
Health: 100[125] Attack: 13[18] Defence: 25[35] Damage Range: 18-21[33-41] Exp: []
Shots: 40[45] Mana: N/A Speed: 2[17] Movement: 20[55] Initiative: 4[9]
Cost:
Gold: 1500[2000] Mana: [] Food: 15[20] Wood: 7[12] Stone: []
Ore: 7[12] Crystal: 7[12] Gems: 7[12] Mercury: [] Sulphur: []
Description:
Tier 7
Name: Wyvern Rider [Great Wyvern Rider]
Class: Flying - Ranged
Dwelling: Wyvern Rider School [Great Wyvern Rider School]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range]
Converted: Cliff Nest [Thunder Cliff Nest]
Building Cost:
Growth: []
Health: 225[230] Attack: 18[28] Defence: 18[33] Damage Range: 31-45[51-70] Exp: []
Shots: 35[] Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 3000[5000] Mana: [] Food: 20[25] Wood: 10[15] Stone: []
Ore: 10[15] Crystal: [] Gems: 10[15] Mercury: [] Sulphur: 10[15]
Description:
Name: Runic Solider [Runic Guardian]
Class: Infantry - Melee
Dwelling: Runic Barracks [Runic Fort]
Skills: Elemental, Stone Skin, [Mirror Magic]
Converted: Behemoth Lair [Ancient Behemoth Lair]
Building Cost:
Growth: []
Health: 150[155] Attack: 35[45] Defence: 25[40] Damage Range: 38-55[58] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 3000[5000] Mana: 10[15] Food: 20[25] Wood: [] Stone: 10[15]
Ore: [] Crystal: 10[15] Gems: [] Mercury: [] Sulphur: 10[15]
Description:
Fortification Buildings
Common Warmachine:
o Field Cannon - attacks siege walls, affected by Ballistics secondary skill.
Siege Warmachine:
o Catapult - attacks siege walls, affected by Ballistics secondary skill.
Field Warmachine:
o Ballista - affected by Artillery secondary skill.
Magic Dampener Level 1-5 - Restricts the usage of magic
o Breeding Pens - Increases creature production by 50%
o Escape Tunnel - This upgrade to the castle allows heroes and armies to surrender or flee during siege battles
Dispensary: Arsenal - Provides Potions to visiting Heroes
Castle Addition: Engineers Guild - Increase castle attacking
Hero Skill Bonus: Arena of Combat - Increases heroes' melee and ranged attack by +3
Hero Stats Bonus: Wrestling Pits -Increases heroes' melee and ranged defence by +3
Creature Boost: Mess Hall - Boosts Tier 1 growth by +10 per week
Defence Enhancing: Arena of Stone - Increase beast type defences
Unique Building (1): Hall of Honour - Increase luck of garrisoned units
Unique Building (2): Freelancer's Guild - You may trade creatures for resources at the Freelancer's Guild
Special Building: School of War - Teaches basic hero Tactical Skills
Holy Temple: Holy Temple of Might - Allows access to build the Tier 7 building and allows the purchase of the Messenger of Might (Limit of 1 Stored Messenger of Faith) and gives a place of the Grail
Grail Building: Warriors Shrine - Provides 5000 gold per day. Also, the creature growth in this town increases by 100%, and the creature growth in all of the player's other Strongholds increases by 25%.
----------------------------------------------------------------------
Kingdom of the Dragon Legion
Faction: Dragon Legion
Hero Types:
• Might: Dragon Lord
• Magic: Half-Dragon
• Balanced: Dragon High-Lord
Magical Law: Draconic
Faction Skill: Dragon
Racial Skill: Draconic Writings
Native Terrine: Subterranean
Alignment: Neutral Evil
Element: Wind
Creature List:
• Base: Dragon
• Army Type: Dragon / Humanoids
Facts and Traits:
Associated Names: Draconic / Fortress / Dragon Legion
Associated Colours: Brown / Olive Green
Leader:
Worship: Messenger of Dragons;
Core Philosophy/Motto:
“Time is meaningless; Power is meaningless, Beyond all that is truly meaningful”
Country/Kingdom: Kingdom of The Dragon Legion
Capital City:
Key Symbols: Gem of the Hilt / Throne
Description / Summary:
The structure of the Dragon Legion holds its origin in the ages of darkness where the strong strived for power and the weak survived at the will of the strong. The Dragon Legion’s structure consists of Dragons and Humans that service there masters to protect and gather resources to assist the growth and expand the power to achieve their ultimate goal to rule the realm and to become gods in their own right.
Background and History/Timeline:
The Origins:
The origins of the Dragon Legion predates the ages and stands before kingdoms where forged in the name of faith and religions reasoning, the empire of the Dragon Legion spaned the realm of myth and legends driven to conquer and destroy anything that stood in their path to become gods to be worshiped by all deemed beneath them.
The Current Age:
We have risen from our great slumber in the quite time, betrayed by our ancient enemy and the peace forged broken. We rise to take back the world we were ripped from and erased from the pages of history. All will feel the wrath of our vengeance.
Key Characters:
Protagonist: The hero of legend born 500 years after the war began
The Monarchy; Monarch (xxxx), Matriarch (xxxx)
High Council: High
Faction Skills:
The faction’s skill will be broken down to 5 key aspects, they are;
• Key Characteristic: Gives heroes the ability to cast unique class of magic
• Castle: Adds additional advantages when in a siege situation or other castle related aspects, such as income, training and production
• Combat: Adds additional damage based on the level of the skill
• Special: Adds a feature that aligns itself with the teams ethos
• Unit Protection: Adds additional protection to native units by enhancing their defence and hit point stats by the level x 2
Dragon - Gives heroes the ability to cast Draconic Writings
Forging Flames - Reduces the cost of Dragon Armour and weapons
Dragon Rage - Dragons deal x 2 damage to other dragon types for every level of this skill
Genealogy - Skill needed to use the Egg Hatchery building
Green Circle of Protection - Adds additional protection to native units by enhancing their defence and hit point stats by the level x 2
Element Skills:
Access to the Elemental Skills will be unlocked by the Factions skills. The Elemental skills will be broken down to 5 key aspects, they are;
• Unlocked upon learning of the Factions Characteristic skill. Unlocks Level 1 Elemental Skills
• Unlock Level 2 Elemental Skills and enhances faction particular limitations
• Unlock Level 3 Elemental Skills and enhances faction particular limitations
• Unlock Level 4 Elemental Skills and enhances faction particular limitations
• Unlock Level 5 Elemental Skills and enhances faction particular limitations
Wind (Dragon) – Unlock usage of Level 1 Draconic Writings
Wind – Unlock usage of Level 2 Draconic Writings and Increases the power of Wind Type spells
Storms – Unlock usage of Level 3 Draconic Writings and Deals additional damage when struck by a chain element attack and effects a unit after the attack by the chain elements with residual damage
Lightning – Unlock usage of Level 4 Draconic Writings and The native element of a team will rain down upon your enemy
Rejuvenation – Unlock usage of Level 5 Draconic Writings and When a unit is struck by the same element is recovers a percentage of its hit points
Magical Law:
Magical Law will be broken down into 4 key aspects with a 5th element that will be unique to the law native to each hero who acquires learning beyond their own nations magical law; each hero who learns laws beyond their own will learn a 5th class unique to their own laws in each of their studies;
• Gives heroes the ability to use Magical Law
• Boost Spell points and increased spell point recovery
• Increases the effectiveness
• Unique Faction Skill
Draconic - Ability to use Draconic Magical Law
Dragon Heart - Gives the hero extra spells points and increases spell point recovery
Dragon Breath - Increased Life Magical Law effectiveness
Dragon Hide – Increases the hides resistance to all magical attacks for all dragon kind
Fortification Army:
Each Faction’s fortification tier structure is based on a selection process; apart from tier 1 dwellings that must be both created to advance; the player selects the unit that best meets their needs. All fortification dwellings are limited to the fortification.
Note: Each Tier has 3 selections; 2 Dragon Class (Selectable) and 1 Humanoid Mandatory Prerequisite
Tier 1
Name: Drake [Ancient Drake]
Class: Flying - Melee
Dwelling: Drake Cavern [Primordial Drake Cavern]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range]
Building Cost:
Gold: 500[1000] Mana: [] Food: 2[2] Wood: [] Stone: 10[15]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: 5[10]
Growth: [15]
Health: 11[16] Attack: 3[13] Defence: 3[18] Damage Range: 2-2[22-27] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 30[105] Initiative: 6[21]
Cost:
Gold: 50[100] Mana: [] Food: 1[6] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: 1[6]
Description:
Name: Dragon Tamer [Lord Dragon Tamer]
Class: Infantry - Melee
Dwelling: Dragon Tamer Hut [Lord Dragon Tamer Hut]
Skills: Support
Building Cost:
Gold: 500[1000] Mana: 5[10] Food: 2[2] Wood: 10[15] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [15]
Health: 8[13] Attack: 5[15] Defence: 1[16] Damage Range: 2-3[22-28] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 50[100] Mana: [] Food: 1[6] Wood: [] Stone: []
Ore: 1[6] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Mandatory Prerequisite:
Name: Legion Infantry [Elite Legion Infantry]
Class: Infantry - Melee
Dwelling: Cave Garrison [Stone Barracks]
Skills: Large Shield
Building Cost:
Gold: 500[1000] Mana: [] Food: 2[2] Wood: 5[10] Stone: 10[15]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [20]
Health: 8[13] Attack: 5[15] Defence: 1[16] Damage Range: 2-3[22-28] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 50[100] Mana: [] Food: 1[6] Wood: [] Stone: []
Ore: 1[6] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 2
Name: Brass Dragon [Ancient Brass Dragon]
Class: Flying - Melee
Dwelling: Sand Dunes [Sand Dune Caves]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Fire
Building Cost:
Gold: 750[1250] Mana: 10[15] Food: 4[4] Wood: [] Stone: 5[10]
Ore: [] Crystal: 2[7] Gems: 2[7] Mercury: 2[7] Sulphur: 2[7]
Growth: [10]
Health: 15[20] Attack: 4[14] Defence: 4[19] Damage Range: 2-3[22-28] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 200[250] Mana: 1[6] Food: 3[8] Wood: [] Stone: []
Ore: 1[6] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Rust Dragon [Ancient Rust Dragon]
Class: Flying - Melee
Dwelling: Sulphurous Lair [Ancient Sulphurous Lair]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Acid
Building Cost:
Gold: 750[1250] Mana: 10[15] Food: 4[4] Wood: [] Stone: 5[10]
Ore: [] Crystal: 2[7] Gems: 2[7] Mercury: 2[7] Sulphur: 2[7]
Growth: [10]
Heal1th: 15[20] Attack: 4[14] Defence: 4[19] Damage Range: 2-3[22-28] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 200[250] Mana: 1[6] Food: 3[8] Wood: [] Stone: []
Ore: 1[6] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Mandatory Prerequisite:
Name: Legion Archer [Elite Legion Archer]
Class: Infantry - Ranged
Dwelling: Open Fields [Fortified Range]
Skills: Scatter Shot [Precision Shot]. Medium Range [Long Range]
Building Cost:
Gold: 750[1250] Mana: [] Food: 4[4] Wood: 10[15] Stone: 5[10]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [15]
Health: 10[35] Attack: 4[9] Defence: 7[17] Damage Range: 2-3[17-23] Exp: []
Shots: 20[] Mana: N/A Speed: 2[17] Movement: 20[55] Initiative: 4[9]
Cost:
Gold: 150[175] Mana: [] Food: 2[7] Wood: 1[6] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 3
Name: Bronze Dragon [Ancient Bronze Dragon]
Class: Flying - Melee
Dwelling: Coastline Caves [Coastline Grotto]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Lighting
Building Cost:
Gold: 1500[2000] Mana: 10[15] Food: 6[6] Wood: [] Stone: 5[10]
Ore: [] Crystal: 3[8] Gems: 3[8] Mercury: 3[8] Sulphur: 3[8]
Growth: [5]
Health: 30[35] Attack: 5[15] Defence: 5[20] Damage Range: 4-6[24-31] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 250[350] Mana: 2[7] Food: 5[10] Wood: [] Stone: []
Ore: 2[7] Crystal: [] Gems: [] Mercury: [] Sulphur: 2[7]
Description:
Name: Topaz Dragon [Ancient Topaz Dragon]
Class: Flying - Melee
Dwelling: Coastal Outcrop [Coastal Reef Outcrop]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Water
Building Cost:
Gold: 1500[2000] Mana: 10[15] Food: 6[6] Wood: [] Stone: 5[10]
Ore: [] Crystal: 3[8] Gems: 3[8] Mercury: 3[8] Sulphur: 3[8]
Growth: [5]
Health: 30[35] Attack: 5[15] Defence: 5[20] Damage Range: 4-6[24-31] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 250[350] Mana: 2[7] Food: 5[10] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: 2[7] Mercury: [] Sulphur: 2[7]
Description:
Mandatory Prerequisite:
Name: Dragon Wing Conscript [Dragon Wing Infantry]
Class: Flying - Ranged
Dwelling: Catacomb Mines [Catacomb Stables]
Skills: Support
Building Cost:
Gold: 1500[2000] Mana: [] Food: 6[6] Wood: 10[15] Stone: 5[10]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [10]
Health: 30[35] Attack: 5[15] Defence: 5[20] Damage Range: 4-6[24-31] Exp: []
Shots: 25[30] Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 200[300] Mana: [] Food: 3[8] Wood: [] Stone: []
Ore: 2[7] Crystal: [] Gems: [] Mercury: [] Sulphur: 2[7]
Description:
Tier 4
Name: Ruby Dragon [Ancient Ruby Dragon]
Class: Flying - Melee
Dwelling: Gem Caverns [Ruby Caverns]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Fire
Building Cost:
Gold: 3000[4000] Mana: 20[25] Food: 8[8] Wood: [] Stone: 15[20]
Ore: [] Crystal: 5[10] Gems: 5[10] Mercury: 5[10] Sulphur: 5[10]
Growth: [4]
Health: 45[50] Attack: 8[18] Defence: 8[23] Damage Range: 6-9[26-34] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 500[650] Mana: 3[8] Food: 10[15] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: 3[8] Mercury: [] Sulphur: 3[8]
Description:
Name: Sapphire Dragon [Ancient Sapphire Dragon]
Class: Flying - Melee
Dwelling: Subterranean Caverns [Deep Subterranean Caverns]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Energy Wave
Building Cost:
Gold: 3000[4000] Mana: 20[25] Food: 8[8] Wood: [] Stone: 15[20]
Ore: [] Crystal: 5[10] Gems: 5[10] Mercury: 5[10] Sulphur: 5[10]
Growth: [4]
Health: 45[50] Attack: 8[18] Defence: 8[23] Damage Range: 6-9[26-34] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 500[650] Mana: 3[8] Food: 10[15] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: 3[8] Mercury: [] Sulphur: 3[8]
Description:
Mandatory Prerequisite:
Name: Legion Caster [Grand Legion Caster]
Class: Spellcaster - Ranged
Dwelling: Cavern Chapel [Stone Monastery]
Skills: Short Range [Medium Range], [Energy Channel], Caster [Aura Caster]
Building Cost:
Gold: 3000[4000] Mana: 5[10] Food: 8[8] Wood: [] Stone: 20[25]
Ore: [] Crystal: 10[15] Gems: [] Mercury: [] Sulphur: []
Growth: [5]
Health: 15[35] Attack: 15[40] Defence: 8[13] Damage Range: 8-11[18-26] Exp: []
Shots: 30[35] Mana: 35[45] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 400[600] Mana: 3[8] Food: 5[10] Wood: [] Stone: []
Ore: [] Crystal: 3[8] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 5
Name: White Dragon [Ancient White Dragon]
Class: Flying - Melee
Dwelling: Snowline Peak [Blizzard Peak]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Ice
Building Cost:
Gold: 5000[7500] Mana: 20[25] Food: 10[10] Wood: [] Stone: 10[15]
Ore: [] Crystal: 7[12] Gems: 7[12] Mercury: 7[12] Sulphur: 7[12]
Growth: [3]
Health: 113[118] Attack: 10[20] Defence: 10[25] Damage Range: 13-18[33-43] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 1000[1250] Mana: 5[10] Food: 15[20] Wood: [] Stone: []
Ore: 5[10] Crystal: [] Gems: [] Mercury: 5[10] Sulphur: 5[10]
Description:
Name: Silver Dragon [Ancient Silver Dragon]
Class: Flying - Melee
Dwelling: Mountain Peak [Cloud Shrouded Peak]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Ice
Building Cost:
Gold: 5000[7500] Mana: 20[25] Food: 10[10] Wood: [] Stone: 10[15]
Ore: [] Crystal: 7[12] Gems: 7[12] Mercury: 7[12] Sulphur: 7[12]
Growth: [3]
Health: 113[118] Attack: 10[20] Defence: 10[25] Damage Range: 13-18[33-43] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 1000[1250] Mana: 5[10] Food: 15[20] Wood: [] Stone: []
Ore: 5[10] Crystal: [] Gems: [] Mercury: 5[10] Sulphur: 5[10]
Description:
Mandatory Prerequisite:
Name: Horde Guard [Fortress Guard]
Class: Infantry - Melee
Dwelling: Horde Outpost [Fortress Keep]
Skills: Large Shield, Support
Building Cost:
Gold: 5000[7500] Mana: [] Food: 10[10] Wood: 20[25] Stone: 5[10]
Ore: 10[15] Crystal: [] Gems: [] Mercury: [] Sulphur: 5[10]
Growth: [4]
Health: 75[80] Attack: 20[30] Defence: 10[25] Damage Range: 15-20[35-45] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 800[1000] Mana: [] Food: 10[15] Wood: [] Stone: []
Ore: 5[10] Crystal: 5[10] Gems: [] Mercury: 5[10] Sulphur: []
Description:
Tier 6
Name: Red Dragon [Ancient Red Dragon]
Class: Flying - Melee
Dwelling: Red Dragon Cave [Ancient Red Dragon Cave]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Fire
Building Cost:
Gold: 10000[15000] Mana: 20[25] Food: 15[15] Wood: [] Stone: 15[20]
Ore: [] Crystal: 10[15] Gems: 10[15] Mercury: 10[15] Sulphur: 10[15]
Growth: [2]
Health: 150[155] Attack: 13[23] Defence: 13[28] Damage Range: 18-21[38-46] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 1750[2500] Mana: 7[12] Food: 20[25] Wood: [] Stone: []
Ore: [] Crystal: 7[12] Gems: 7[12] Mercury: 7[12] Sulphur: 7[12]
Description:
Name: Gold Dragon [Ancient Gold Dragon]
Class: Flying - Melee
Dwelling: Gold Dragon Cliffs [Ancient Gold Dragon Cliffs]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Fire
Building Cost:
Gold: 10000[15000] Mana: 20[25] Food: 15[15] Wood: [] Stone: 15[20]
Ore: [] Crystal: 10[15] Gems: 10[15] Mercury: 10[15] Sulphur: 10[15]
Growth: [2]
Health: 150[155] Attack: 13[23] Defence: 13[28] Damage Range: 18-21[38-46] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 1750[2000] Mana: 7[12] Food: 20[25] Wood: [] Stone: []
Ore: [] Crystal: 7[12] Gems: 7[12] Mercury: 7[12] Sulphur: 7[12]
Description:
Mandatory Prerequisite:
Name: Dragon Wing Knight [Elite Dragon Wing Knight]
Class: Cavalry - Ranged
Dwelling: Dragon Wing Stables [Dragon Wing Bastion]
Skills: Short Range [Medium Ranged], Support
Building Cost:
Gold: 10000[15000] Mana: 10[15] Food: 15[15] Wood: 20[25] Stone: []
Ore: 5[10] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [3]
Health: 150[165] Attack: 13[33] Defence: 13[38] Damage Range: 23-34[28-44] Exp: []
Shots: 40[45] Mana: N/A Speed: 9[19] Movement: 30[95] Initiative: 7[17]
Cost:
Gold: 1500[2000] Mana: [] Food: 15[20] Wood: [] Stone: []
Ore: 7[12] Crystal: [] Gems: [] Mercury: 7[12] Sulphur: 7[12]
Description:
Tier 7
Name: Amethyst Dragon [Ancient Amethyst Dragon]
Class: Flying - Melee
Dwelling: Mountain Lake [Mountain Glacier]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Energy Wave
Building Cost:
Gold: 20000[25000] Mana: [] Food: 20[20] Wood: [] Stone: 15[20]
Ore: [] Crystal: 15[20] Gems: 15[20] Mercury: 15[20] Sulphur: 15[20]
Growth: [1]
Health: 225[230] Attack: 18[28] Defence: 18[33] Damage Range: 31-45[51-70] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 3500[5000] Mana: 10[15] Food: 25[30] Wood: [] Stone: []
Ore: [] Crystal: 10[15] Gems: 10[15] Mercury: 10[15] Sulphur: 10[15]
Description:
Name: Black Dragon [Ancient Black Dragon]
Class: Flying - Melee
Dwelling: Black Dragon Lair [Black Dragon Throne]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Acid
Building Cost:
Gold: 20000[25000] Mana: [] Food: 20[20] Wood: [] Stone: 15[20]
Ore: [] Crystal: 15[20] Gems: 15[20] Mercury: 15[20] Sulphur: 15[20]
Growth: [1]
Health: 225[230] Attack: 18[28] Defence: 18[33] Damage Range: 31-45[51-70] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 3500[5000] Mana: 10[15] Food: 25[30] Wood: [] Stone: []
Ore: [] Crystal: 10[15] Gems: 10[15] Mercury: 10[15] Sulphur: 10[15]
Description:
Mandatory Prerequisite:
Name: Legion Monarch [Legion Matriarch]
Class: Spellcaster - Ranged
Dwelling: Monarch Manor [Matriarch Mansion]
Skills: Short Range [Medium Range], Support, Caster [Aura Caster]
Building Cost:
Gold: 20000[25000] Mana: [] Food: 20[20] Wood: 25[30] Stone: 30[35]
Ore: [] Crystal: [] Gems: [] Mercury: 15[20] Sulphur: 20[25]
Growth: [2]
Health: 75[95] Attack: 35[60] Defence: 18[23] Damage Range: 38-55[48-70] Exp: []
Shots: 45[50] Mana: 50[60] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 3000[5000] Mana: 10[15] Food: 2[25] Wood: 10[15] Stone: []
Ore: 10[15] Crystal: [] Gems: [] Mercury: [] Sulphur: 10[15]
Description:
Name: Messenger of Dragons
Temple Class units are a unit that can only be built if there is a Grail within your fortifications; this unit does not have additional levels and is limited to 1 summoned at any time.
Class: Messenger
Dwelling: Holy Temple of Dragons
Skills: Ancient Ward, Caster [Aura Caster]
Building Cost:
Gold: [25000] Mana: [25] Food: [10] Wood: [30] Stone: [25]
Ore: [20] Crystal: [15] Gems: [15] Mercury: [15] Sulphur: [15]
Growth: [1]
Health: [255] Attack: [100] Defence: [100] Damage Range: [80-125] Exp: []
Shots: [50] Mana: [50] Speed: [25] Movement: [250] Initiative: [50]
Cost:
Gold: [10000] Mana: [15] Food: [25] Wood: [20] Stone: [20]
Ore: [20] Crystal: [15] Gems: [15] Mercury: [15] Sulphur: [15]
Description:
Name: Parrot Dragon
Scout Class units are the eyes for advance team movement able to move fast and can only be able attacked by another scout class unit but with limited sight range that increased incrementally when stacked with additional scout units to a maximum of 5. Unit Production is also limited to a maximum of 5 at any one time. These units are affected by hero stats and abilities.
Class: Scout
Dwelling: Fort
Skills:
Building Cost:
Gold: [2500] Mana: [] Food: [5] Wood: [20] Stone: [10]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [1]
Health: [11] Attack: [3] Defence: [3] Damage Range: [2-2] Exp: []
Shots: N/A Mana: N/A Speed: [9] Movement: [40] Initiative: [6]
Cost:
Gold: [50] Mana: [] Food: [2] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: [1] Mercury: [] Sulphur: []
Description:
Name: Dragon Rider [Dragon Raider]
Special Class units have unique offensive/defensive elements that are sympathetic to the ideals of the faction.
Class: Cavalry - Ranged
Dwelling: Dragon Rider Peak [Dragon Raider Peak]
Skills: Short Range [Medium Range], Support
Building Cost:
Gold: 1500[2000] Mana: [] Food: 10[10] Wood: [] Stone: 30[35]
Ore: [] Crystal: [] Gems: [] Mercury: 20[25] Sulphur: 15[20]
Growth: [10]
Health: 113[128] Attack: 10[30] Defence: 10[23] Damage Range: 18-23[23-33] Exp: []
Shots: 35[] Mana: N/A Speed: 9[19] Movement: 30[95] Initiative: 7[17]
Cost:
Gold: 500[650] Mana: [] Food: 7[12] Wood: [] Stone: []
Ore: 5[10] Crystal: [] Gems: 5[10] Mercury: [] Sulphur: 5[10]
Description:
Name: Dragon Servant [Dragon Nobles]
Unique Class units with unique skills and abilities that are team a specific like income, resources or recovery that support their native faction and when teamed up with a hero gain the additional ability to convert field dwellings after being captured to their equivalent within the fortification but with this skill also comes the choice to keep the field dwelling as is or convert it to its sister dwelling that is predetermined.
Class: Infantry - Melee
Dwelling: Dragon Servant Quarters [Dragon Noble Quarters]
Skills: Taxpayer [Resource Siphon]
Building Cost:
Gold: 2500[3000] Mana: [] Food: 6[6] Wood: 20[25] Stone: 10[15]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [15]
Health: 20[25] Attack: 10[20] Defence: 5[20] Damage Range: 5-7[25-32] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 250[500] Mana: [] Food: 5[10] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: 2[7] Mercury: [] Sulphur: 2[7]
Description:
Field Army
Field army dwellings are a group of units allied to each faction that can be used like any other unit or have their dwellings converted to their sister fortification dwelling with the usage of Unique Units and a small sum of resources to pay for the conversion and convenience of having a field dwelling liking to those of your fortifications and a small increased to fortification weekly growth. When there are more than one fortification with both sister dwellings produced the hero can select their preference the dwelling is to be converted to.
Tier 1
Name: Dragon Hatchling [Dragon Hatchery]
Class: Flying - Melee
Dwelling: Dragon Offspring [Dragon Nursery]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range]
Converted: Drake Cavern [Primordial Drake Cavern]
Building Cost:
Growth: []
Health: 11[16] Attack: 3[13] Defence: 3[18] Damage Range: 2-2[22-27] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 30[105] Initiative: 6[21]
Cost:
Gold: 100[150] Mana: 1[6] Food: 1[6] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: 1[6] Mercury: [] Sulphur: []
Description:
Name: Blue Dragon [Ancient Blue Dragon]
Class: Flying - Melee
Dwelling: Oasis Dunes [Oasis Mirage]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Lighting
Converted: Dragon Tamer Hut [Lord Dragon Tamer Hut]
Building Cost:
Growth: []
Health: 11[16] Attack: 3[13] Defence: 3[18] Damage Range: 2-2[22-27] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 30[105] Initiative: 6[21]
Cost:
Gold: 100[150] Mana: 1[6] Food: 1[6] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: 1[6] Mercury: [] Sulphur: []
Description:
Tier 2
Name: Crystal Dragon [Ancient Crystal Dragon]
Class: Flying - Melee
Dwelling: Crystal Cavern [Ancient Crystal Cavern]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Light
Converted: Sand Dunes [Sand Dune Caves]
Building Cost:
Growth: []
Health: 15[20] Attack: 4[14] Defence: 4[19] Damage Range: 2-3[22-28] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 200[250] Mana: 1[6] Food: 3[8] Wood: [] Stone: []
Ore: [] Crystal: 1[6] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Copper Dragon [Ancient Copper Dragon]
Class: Flying - Melee
Dwelling: Blue Marshes [Blue Swamp]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Acid
Converted: Sulphurous Lair [Ancient Sulphurous Lair]
Building Cost:
Growth: []
Health: 15[20] Attack: 4[14] Defence: 4[19] Damage Range: 2-3[22-28] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 200[250] Mana: 1[6] Food: 3[8] Wood: [] Stone: []
Ore: 1[6] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 3
Name: Diamond Dragon [Ancient Diamond Dragon]
Class: Flying - Melee
Dwelling: Diamond Mine [Deep Diamond Mine]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Light
Converted: Coastline Caves [Coastline Grotto]
Building Cost:
Growth: []
Health: 30[35] Attack: 5[15] Defence: 5[20] Damage Range: 4-6[24-31] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 250[350] Mana: 2[7] Food: 5[10] Wood: [] Stone: []
Ore: [] Crystal: 2[7] Gems: [] Mercury: [] Sulphur: 2[7]
Description:
Name: Yellow Dragon [Ancient Yellow Dragon]
Class: Flying - Melee
Dwelling: Sun Baked Sands [Scorched Dunes]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Water
Converted: Coastal Outcrop [Coastal Reef Outcrop]
Building Cost:
Growth: []
Health: 30[35] Attack: 5[14] Defence: 5[20] Damage Range: 4-6[24-31] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 250[300] Mana: 2[7] Food: 5[10] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: 2[7] Mercury: [] Sulphur: 2[7]
Description:
Tier 4
Name: Dragon Mage [Dragon Mage Elder]
Class: Spellcaster - Ranged
Dwelling: Dragon Mage Tower [Dragon Mage Spire]
Skills: Short Range [Medium Range], Caster [Aura Caster]
Converted: Gem Caverns [Ruby Caverns]
Building Cost:
Growth: []
Health: 15[35] Attack: 15[40] Defence: 8[12] Damage Range: 8-11[18-26] Exp: []
Shots: 30[35] Mana: 35[45] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 500[650] Mana: 3[8] Food: 10[15] Wood: 3[8] Stone: []
Ore: [] Crystal: 3[8] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Dragon Warrior [Elite Dragon Warrior]
Class: Infantry - Melee
Dwelling: Dragon Warrior Caves [Elite Dragon Warrior Caves]
Skills: Support
Converted: Subterranean Caverns [Deep Subterranean Caverns]
Building Cost:
Growth: []
Health: 30[35] Attack: 15[25] Defence: 7[22] Damage Range: 8-11[28-36] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 500[650] Mana: 3[8] Food: 10[15] Wood: [] Stone: []
Ore: 3[8] Crystal: 3[8] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 5
Name: Sky Dragon [Ancient Sky Dragon]
Class: Flying - Melee
Dwelling: Pillar of the Sky [Pillar of the Ancient Sky]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Lighting
Converted: Snowline Peak [Blizzard Peak]
Building Cost:
Growth: []
Health: 113[118] Attack: 10[20] Defence: 10[25] Damage Range: 13-18[33-43] Exp: []
Shots: N/A Mana: N/A Speed: 9[13] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 1000[1250] Mana: 5[10] Food: 15[20] Wood: [] Stone: []
Ore: 5[10] Crystal: [] Gems: [] Mercury: 5[10] Sulphur: 5[10]
Description:
Name: Jade Dragon [Ancient Jade Dragon]
Class: Flying - Melee
Dwelling: Jade Cavern [Ancient Jade Cavern]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Fire
Converted: Mountain Peak [Cloud Shrouded Peak]
Building Cost:
Growth: []
Health: 113[118] Attack: 10[20] Defence: 10[25] Damage Range: 13-18[33-43] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 1000[1250] Mana: 5[10] Food: 15[20] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: 5[10] Mercury: 5[10] Sulphur: 5[10]
Description:
Tier 6
Name: Wyvern [Great Wyvern]
Class: Flying - Melee
Dwelling: Wyvern Nest [Great Wyvern Nest]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Acid
Converted: Red Dragon Cave [Ancient Red Dragon Cave]
Building Cost:
Growth: []
Health: 150[155] Attack: 13[23] Defence: 13[28] Damage Range: 18-21[38-46] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 1750[2500] Mana: 7[12] Food: 20[25] Wood: [] Stone: []
Ore: 7[12] Crystal: [] Gems: 7[12] Mercury: [] Sulphur: 7[12]
Description:
Name: Azure Dragons [Supreme Azure Dragon]
Class: Flying - Melee
Dwelling: Azure Peaks [Supreme Azure Peaks]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Fire
Converted: Gold Dragon Cliffs [Ancient Gold Dragon Cliffs]
Building Cost:
Growth: []
Health: 150[155] Attack: 13[23] Defence: 13[28] Damage Range: 18-21[38-46] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 1750[2500] Mana: 7[12] Food: 20[25] Wood: [] Stone: []
Ore: [] Crystal: 7[12] Gems: [] Mercury: 7[12] Sulphur: 7[12]
Description:
Tier 7
Name: Homunculus Dragon [Dracolich]
Class: Infantry - Melee
Dwelling: Dragon Graveyard [Dragon Necropolis]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Undead, Acid
Converted: Mountain Lake [Mountain Glacier]
Building Cost:
Growth: []
Health: 150[155] Attack: 35[45] Defence: 25[40] Damage Range: 38-55[58-80] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 3500[5000] Mana: 10[15] Food: 25[30] Wood: [] Stone: []
Ore: 10[15] Crystal: 10[15] Gems: [] Mercury: 10[15] Sulphur: 10[15]
Description:
Name: Dragon Flesh Golem [Dragon Bone Golem]
Class: Infantry - Melee
Dwelling: Dragon Flesh Forge [Dragon Bone Forge]
Skills: Breath Attack [Arc Breath Attack], Short Range [Medium Range], Machine
Converted: Black Dragon Lair [Black Dragon Throne]
Building Cost:
Growth: []
Health: 150[155] Attack: 35[45] Defence: 25[40] Damage Range: 38-55[58-80] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 3500[5000] Mana: 10[15] Food: 25[30] Wood: [] Stone: []
Ore: 10[15] Crystal: 10[15] Gems: [] Mercury: 10[15] Sulphur: 10[15]
Description:
Fortification Buildings
Common Warmachine:
o Dragon Spirit Flame - gives friendly units unlimited mana.
Siege Warmachine:
o Dragon Fire Catapult - attacks siege walls, affected by Ballistics secondary skill.
Field Warmachine:
o Dragon Ballista - affected by Artillery secondary skill.
Dragon's Hall Level 1-5 – Teaches Draconic Magic spells
o Altar of Strength - Teaches Strength Magic spells
o Altar of Justice - Teaches Celestial Magic spells
Dispensary: Dragon Guildship - Provides Potions to visiting Heroes
Castle Addition: Statue of The Dragon Eye - Increase radius of vision
Hero Skill Bonus: Draconic Spire - Grants +2 Moral permanent boot
Hero Stats Bonus: Ancestral Dragon Statue - Gives each hero 1500 experience points
Creature Boost: Dragon Fire Crystal - Boosts Tier 1 growth by +12 per week
Defence Enhancing: Ancient Dragon Scale - Increase dragon type defences
Unique Building (1): Egg Hatchery - Increases creature production by 50%
Unique Building (2): Ancient Bone Shrine - Increase moral of garrisoned units
Special Building: Council of Dragons - Teaches basic hero Tactical Skills
Holy Temple: Holy Temple of Dragons - Allows access to build the Tier 7 building and allows the purchase of the Grail Building: Messenger of Dragons (Limit of 1 Stored Messenger of Faith) and gives a place of the Grail
Draconic Mines - Provides 5000 gold per day. Also, the strength of all Draconic Magic spells are increased by 50%
.
----------------------------------------------------------------------
____________
Think outside the box and see
true potential, stay inside the
box and say the same.
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted May 09, 2010 02:58 PM |
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brawler, don't really udnerstand this fortification and field units thing...can you explain to me, please... I'd suggest you to explain the concepts separated from the factions, btw...
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Brawlermatrix
Thinking Outside the Box
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posted May 09, 2010 03:02 PM |
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Part 5
Kingdom of The Ancients
Faction: The Ancients
Hero Types:
• Might: Planeswalkers
• Magic: Transcended
• Balanced: Avatar
Magical Law: Ascended
Faction Skill: Ancient
Racial Skill: Ascension Rites
Native Terrine: Grass
Alignment: Neutral Good
Element: Celestial
[Creature List:
• Base: Humanoids
• Army Type: Humanoids / Aberration / Animates
Facts and Traits:
Associated Names: Origin / Utopia / The Ancients
Associated Colours: Dark Blue / Indigo
Leader:
Worship: Messenger of Ancients;
Core Philosophy/Motto:
“The Universe is all powerful, life and death is but two sides of the same coin”
Country/Kingdom: Kingdom of The Ancients
Capital City:
Key Symbols: Crown / Robes
Description / Summary:
The structure of the Ancients is the founding faith that once stood for order, knowledge and power to protect those who resided within there once great and bountiful empire that stood as a testament to creative minds and the idealism of the creation of a new age based on the founding principles that sit as a corner stone to the foundation of their great empire. The Ancients structure consists of Human and Mechanical constructs that are forged and controlled by magic to forward the kingdoms role to serve and protect its subjects from all forces that wish to destroy harmony and balance for its own purpose and ends.
Background and History/Timeline:
The Origins:
The origins of The Ancients lays in the mist of time founded before the earliest know written records that speak of a kingdom that stood for order and for the pursuit of knowledge to ascend to the ideals of a utopia founded to strive towards the creation of a better life for all who reside within its grand borders dedicated to the protection of its inhabitant from those who wish to create disharmony within the utopia within its borders.
The Current Age:
We have returned from beyond time for a great evil has once again been awakened that threatens to destroy the world and all who walk in it. The Final War has begun and from this point on the world will change; for better or for worse, only the victor will know.
Key Characters:
Protagonist: The hero of legend born 500 years after the war began
The Royal Family: Emperor (xxxx) & Empress (xxxx), Prince (xxxx) & Princess (xxxx)
The High Council of Elders: Elder (xxxx)
The Guild of Mages: Grand Mage (xxxx)
Faction Skills:
The faction’s skill will be broken down to 5 key aspects, they are;
• Key Characteristic: Gives heroes the ability to cast unique class of magic
• Castle: Adds additional advantages when in a siege situation or other castle related aspects, such as income, training and production
• Combat: Adds additional damage based on the level of the skill
• Special: Adds a feature that aligns itself with the teams ethos
• Unit Protection: Adds additional protection to native units by enhancing their defence and hit point stats by the level x 2
Ancient - Gives heroes the ability to cast Ascension Rites
Arcane Training - The cost to train units either from their base form to their upgraded form is reduced by half
Ancient Forge - Golem and Melee weapons deal x 2 damage to non-mechanical units for every level of this skill
The Ascended Path - The cost to train units either from their base form to their advanced form within the stack is reduced by half
Blue Circle of Protection - Adds additional protection to native units by enhancing their defence and hit point stats by the level x 2
Element Skills:
Access to the Elemental Skills will be unlocked by the Factions skills. The Elemental skills will be broken down to 5 key aspects, they are;
• Unlocked upon learning of the Factions Characteristic skill. Unlocks Level 1 Elemental Skills
• Unlock Level 2 Elemental Skills and enhances faction particular limitations
• Unlock Level 3 Elemental Skills and enhances faction particular limitations
• Unlock Level 4 Elemental Skills and enhances faction particular limitations
• Unlock Level 5 Elemental Skills and enhances faction particular limitations
Celestial (Ancient) – Unlock usage of Level 1 Ascension Rites
Celestial– Unlock usage of Level 2 Ascension Rites and Increases the duration of spells cast by your hero and spellcasting units
Sun– Unlock usage of Level 3 Ascension Rites and Reduces your cost of casting spells for your hero and spellcaster units
Moon– Unlock usage of Level 4 Ascension Rites and Raises you enemies cost to cast spells for their hero and spellcaster units
Cosmos– Unlock usage of Level 5 Ascension Rites and The strength of your spells is effected by the solar cycle (New Moon = x1 - Full Moon = x5)
Magical Law:
Magical Law will be broken down into 4 key aspects with a 5th element that will be unique to the law native to each hero who acquires learning beyond their own nations magical law; each hero who learns laws beyond their own will learn a 5th class unique to their own laws in each of their studies;
• Gives heroes the ability to use Magical Law
• Boost Spell points and increased spell point recovery
• Increases the effectiveness
• Unique Faction Skill
Ascended – Ability to use Life Magical Law
Arcane – Gives the hero extra spells points and increases spell point recovery
Ancient Arts – Increased Life Magical Law effectiveness
Lord of Time – effects the initiative of the battlefield; Allies gain while enemies lose initiative
Fortification Army
Each Faction’s fortification tier structure is based on a selection process; apart from tier 1 dwellings that must be both created to advance; the player selects the unit that best meets their needs. All fortification dwellings are limited to the fortification.
Tier 1
Name: Axeman [Heavy Axeman]
Class: Infantry - Melee
Dwelling: Axeman Cabin [Axeman Lodge]
Skills:
Building Cost:
Gold: 500[1000] Mana: [] Food: 2[2] Wood: 10[15] Stone: 5[10]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [20]
Health: 8[13] Attack: 5[15] Defence: 1[16] Damage Range: 2-3[22-28] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 50[100] Mana: [] Food: 1[6] Wood: [] Stone: []
Ore: 1[6] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Spearman [Elite Spearman]
Class: Infantry - Raged
Dwelling: Spearman Gatehouse [Elite Spearman Gatehouse]
Skills: Short Range [Medium Range], [Precision Shot]
Building Cost:
Gold: 500[1000] Mana: [] Food: 2[2] Wood: [] Stone: 10[15]
Ore: 5[10] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [20]
Health: 8[33] Attack: 3[8] Defence: 5[15] Damage Range: 2-2[17-22] Exp: []
Shots: 15[20] Mana: N/A Speed: 2[17] Movement: 20[55] Initiative: 4[9]
Cost:
Gold: 50[100] Mana: [] Food: 1[6] Wood: 1[6] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 2
Name: Valkyrie [Elite Valkyrie]
Class: Cavalry - Melee
Dwelling: Valkyrie Fields [Elite Valkyrie Fields]
Skills: Charge, [Double Attack]
Building Cost:
Gold: 700[1250] Mana: [] Food: 4[4] Wood: 10[15] Stone: []
Ore: [] Crystal: [] Gems: 5[10] Mercury: [] Sulphur: []
Growth: [15]
Health: 15[30] Attack: 4[24] Defence: 4[29] Damage Range: 4-6[9-16] Exp: []
Shots: N/A Mana: N/A Speed: 9[19] Movement: 30[95] Initiative: 7[17]
Cost:
Gold: 150[175] Mana: [] Food: 2[7] Wood: [] Stone: []
Ore: 1[6] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Arbalester Archers [Elite Arbalester Archers]
Class: Infantry - Ranged
Dwelling: Arbalester Range [Elite Arbalester Range]
Skills: Scatter Shot [Precision Shot], Short Range [Medium Range]
Building Cost:
Gold: 750[1250] Mana: [] Food: 4[4] Wood: 10[15] Stone: 5[10]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [15]
Health: 10[35] Attack: 4[9] Defence: 7[17] Damage Range: 2-3[17-23] Exp: []
Shots: 20[25] Mana: N/A Speed: 2[17] Movement: 20[55] Initiative: 4[9]
Cost:
Gold: 150[175] Mana: [] Food: 2[7] Wood: 1[6] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 3
Name: Zealot [War Zealot]
Class: Spellcaster - Ranged
Dwelling: Zealot Abbey [War Monastery]
Skills: Short Range [Medium Range], [Energy Channel], [Unlimited Mana], Caster [Aura Caster]
Building Cost:
Gold: 1500[2000] Mana: 5[10] Food: 6[6] Wood: [] Stone: 10[15]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [10]
Health: 10[30] Attack: 10[35] Defence: 5[10] Damage Range: 5-7[15-22] Exp: []
Shots: 25[30] Mana: 30[40] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 200[300] Mana: 2[7] Food: 3[7] Wood: [] Stone: []
Ore: [] Crystal: 2[7] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Arcane Sage [Elder Arcane Sage]
Class: Spellcaster - Melee
Dwelling: Arcane Sage Tower [Ancient Arcane Sage Tower]
Skills: [Unlimited Mana], Caster [Aura Caster]
Building Cost:
Gold: 1500[2000] Mana: 5[10] Food: [] Wood: 10[15] Stone: []
Ore: [] Crystal: 3[8] Gems: [] Mercury: [] Sulphur: []
Growth: [10]
Health: 10[30] Attack: 10[35] Defence: 5[10] Damage Range: 5-7[15-22] Exp: []
Shots: N/A Mana: 30 [40] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 200[300] Mana: 2[7] Food: 3[8] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: 2[7] Mercury: [] Sulphur: []
Description:
Tier 4
Name: Mounted Crossbowman [Heavy Mounted Crossbowman]
Class: Cavalry - Ranged
Dwelling: Crossbow Cavalry Range [Heavy Crossbow Cavalry Range]
Skills: Short Range [Medium Range], [Armoured]
Building Cost:
Gold: 3000[4000] Mana: [] Food: 8[8] Wood: 20[25] Stone: 10[15]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [5]
Health: 45[60] Attack: 8[28] Defence: 8[33] Damage Range: 9-13[14-23] Exp: []
Shots: 30[35] Mana: N/A Speed: 9[19] Movement: 30[95] Initiative: 7[17]
Cost:
Gold: 400[600] Mana: [] Food: 5[10] Wood: 3[8] Stone: []
Ore: 3[8] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Illusionist Mage [Master Illusionist Mage]
Class: Spellcaster - Ranged
Dwelling: Illusionist Tower [Illusionary Tower]
Skills: Short Range [Medium Range], Hypnotize, [Illusion Cast], Caster [Aura Caster]
Building Cost:
Gold: 3000[4000] Mana: 5[10] Food: 8[8] Wood: [] Stone: 20[25]
Ore: [] Crystal: [] Gems: 10[15] Mercury: [] Sulphur: []
Growth: [5]
Health: 15[35] Attack: 15[40] Defence: 8[13] Damage Range: 8-11[18-26] Exp: []
Shots: 30[35] Mana: 35[45] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 400[600] Mana: 3[8] Food: 5[10] Wood: [] Stone: []
Ore: [] Crystal: 3[8] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 5
Name: Djinn [Djinn Sultan]
Class: Spellcaster - Melee
Dwelling: Elemental Plane [Higher Elemental Plane]
Skills: Elemental, Caster [Aura Caster]
Building Cost:
Gold: 5000[7500] Mana: 15[20] Food: 10[10] Wood: [] Stone: 20[25]
Ore: [] Crystal: 10[15] Gems: 5[10] Mercury: [] Sulphur: []
Growth: [4]
Health: 38[58] Attack: 20[45] Defence: 10[15] Damage Range: 15-20[25-35] Exp: []
Shots: N/A Mana: 40[50] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 800[1000] Mana: 5[10] Food: 10[15] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: 5[10] Sulphur: 5[10]
Description:
Name: Chariot Archer [Heavy Chariot Archer]
Class: Cavalry - Ranged
Dwelling: Chariot Blacksmith [Heavy Chariot Blacksmith]
Skills: Scatter Shot [Precision Shot], Short Range [Medium Range], Charge, [Armoured]
Building Cost:
Gold: 5000[7500] Mana: [] Food: 10[10] Wood: 5[10] Stone: 20[25]
Ore: 10[15] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [4]
Health: 113[128] Attack: 10[30] Defence: 10[35] Damage Range: 18-23[23-33] Exp: []
Shots: 25[40] Mana: N/A Speed: 9[19] Movement: 30[95] Initiative: 7[17]
Cost:
Gold: 800[1000] Mana: [] Food: 10[15] Wood: 5[10] Stone: []
Ore: 5[10] Crystal: 5[10] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 6
Name: Mithril Golem [Adamantine Golem]
Class: Infantry - Melee
Dwelling: Ancient Golem Forge [Ancient Golem Foundry]
Skills: Machine
Building Cost:
Gold: 10000[15000] Mana: 10[15] Food: 15[15] Wood: [] Stone: 5[10]
Ore: 20[25] Crystal: 15[20] Gems: [] Mercury: [] Sulphur: []
Growth: [3]
Health: 100[105] Attack: 25[35] Defence: 20[40] Damage Range: 20-28[40-53] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 1500[2000] Mana: [] Food: 15[20] Wood: [] Stone: []
Ore: 7[12] Crystal: 7[12] Gems: [] Mercury: [] Sulphur: 7[12]
Description:
Name: Elephant Behemoth [Elite Elephant Behemoth]
Class: Cavalry - Melee
Dwelling: Elephant Behemoth Armoury [Elite Elephant Behemoth Armoury]
Skills: Charge, [Armoured]
Building Cost:
Gold: 10000[15000] Mana: [] Food: 15[15] Wood: [] Stone: 5[10]
Ore: 20[25] Crystal: 15[20] Gems: [] Mercury: [] Sulphur: []
Growth: [3]
Health: 150[165] Attack: 13[33] Defence: 13[38] Damage Range: 23-34[28-44] Exp: []
Shots: N/A Mana: N/A Speed: 9[19] Movement: 30[95] Initiative: 7[17]
Cost:
Gold: 1500[2000] Mana: [] Food: 15[20] Wood: [] Stone: []
Ore: 7[12] Crystal: 7[12] Gems: 7[12] Mercury: [] Sulphur: []
Description:
Tier 7
Name: Energy Dragon [Force Dragon]
Class: Flying - Melee
Dwelling: Pillar of Energy [Obelisk of Force]
Skills: Elemental, Breath Attack [Arc Breath Attack], Short Range [Medium Range], Energy Wave
Building Cost:
Gold: 20000[25000] Mana: 25[30] Food: 20[20] Wood: [] Stone: 30[35]
Ore: 15[20] Crystal: 20[25] Gems: 15[20] Mercury: [] Sulphur: []
Growth: [2]
Health: 224[230] Attack: 18[28] Defence: 18[33] Damage Range: 31-45[51-70] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 3000[5000] Mana: 10[15] Food: 20[25] Wood: [] Stone: []
Ore: [] Crystal: 10[15] Gems: [] Mercury: 10[15] Sulphur: 10[15]
Description:
Name: Shadow Dragon [Spirit Dragon]
Class: Flying - Melee
Dwelling: Shadow Lair [Shadow Sanctum]
Skills: Elemental, Breath Attack [Arc Breath Attack], Short Range [Medium Range]
Building Cost:
Gold: 20000[25000] Mana: 30[35] Food: 20[20] Wood: [] Stone: 25[30]
Ore: [] Crystal: 20[25] Gems: [] Mercury: [] Sulphur: 15[20]
Growth: [1]
Health: 225[230] Attack: 18[28] Defence: 18[33] Damage Range: 31-45[51-70] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 3000[5000] Mana: 10[15] Food: 20[25] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: 10[15] Mercury: 10[15] Sulphur: 10[15]
Description:
Name: Messenger of Ancients
Temple Class units are a unit that can only be built if there is a Grail within your fortifications; this unit does not have additional levels and is limited to 1 summoned at any time.
Class: Messenger
Dwelling: Holy Temple of Ancients
Skills: Dragon Ward, Caster [Aura Caster]
Building Cost:
Gold: [25000] Mana: [25] Food: [10] Wood: [30] Stone: [25]
Ore: [20] Crystal: [15] Gems: [15] Mercury: [15] Sulphur: [15]
Growth: [1]
Health: [255] Attack: [100] Defence: [100] Damage Range: [80-125] Exp: []
Shots: [50] Mana: [50] Speed: [25] Movement: [250] Initiative: [50]
Cost:
Gold: [10000] Mana: [15] Food: [25] Wood: [20] Stone: [20]
Ore: [20] Crystal: [15] Gems: [15] Mercury: [15] Sulphur: [15]
Description:
Name: Carrier Pigeon
Scout Class units are the eyes for advance team movement able to move fast and can only be able attacked by another scout class unit but with limited sight range that increased incrementally when stacked with additional scout units to a maximum of 5. Unit Production is also limited to a maximum of 5 at any one time. These units are affected by hero stats and abilities.
Class: Scout
Dwelling: Fort
Skills:
Building Cost:
Gold: [2500] Mana: [] Food: [5] Wood: [20] Stone: [10]
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [1]
Health: [11] Attack: [3] Defence: [3] Damage Range: [2-2] Exp: []
Shots: N/A Mana: N/A Speed: [9] Movement: [40] Initiative: [6]
Cost:
Gold: [50] Mana: [] Food: [2] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: [1] Mercury: [] Sulphur: []
Description:
Name: Enlightened Sage [Ascended Sage]
Special Class units have unique offensive/defensive elements that are sympathetic to the ideals of the faction.
Class: Spellcaster - Ranged
Dwelling: Enlightened Enclave [Ascended Enclave]
Skills: Short Range [Medium Range], [Energy Channel], Unlimited Mana, Caster [Aura Caster]
Building Cost:
Gold: 2500[3000] Mana: 30[35] Food: 10[10] Wood: [] Stone: 20[25]
Ore: [] Crystal: 15[20] Gems: [] Mercury: [] Sulphur: []
Growth: [10]
Health: 20[40] Attack: 10[35] Defence: 5[10] Damage Range: 5-7[15-22] Exp: []
Shots: N/A Mana: N/A Speed: 3[8] Movement: 20[80] Initiative: 3[18]
Cost:
Gold: 400[500] Mana: 5[10] Food: 7[12] Wood: [] Stone: []
Ore: [] Crystal: 5[10] Gems: 5[10] Mercury: [] Sulphur: []
Description:
Name: Clockwork Workers [Clockwork Soldiers]
Unique Class units with unique skills and abilities that are team a specific like income, resources or recovery that support their native faction and when teamed up with a hero gain the additional ability to convert field dwellings after being captured to their equivalent within the fortification but with this skill also comes the choice to keep the field dwelling as is or convert it to its sister dwelling that is predetermined.
Class: Infantry - Melee
Dwelling: Clockwork Forge [Clockwork Foundry]
Skills: Machine
Building Cost:
Gold: 1500[2000] Mana: [] Food: 6[6] Wood: [] Stone: 20[25]
Ore: 10[15] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Growth: [15]
Health: 38[43] Attack: 20[30] Defence: 10[25] Damage Range: 15-20[35-45] Exp: []
Shots: 35[40] Mana: 40[50] Speed: 4[14] Movement: 20[75] Initiative: 5[15]
Cost:
Gold: 250[500] Mana: 2[7] Food: 5[10] Wood: [] Stone: []
Ore: 2[7] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Field Army
Field army dwellings are a group of units allied to each faction that can be used like any other unit or have their dwellings converted to their sister fortification dwelling with the usage of Unique Units and a small sum of resources to pay for the conversion and convenience of having a field dwelling liking to those of your fortifications and a small increased to fortification weekly growth. When there are more than one fortification with both sister dwellings produced the hero can select their preference the dwelling is to be converted to.
Tier 1
Name: Thought Devourer [Thought Slayer]
Class: Spellcaster - Melee
Dwelling: Temple of Thought [Temple of Higher Thought]
Skills: Hypnotize, [Illusion Cast], Caster [Aura Caster]
Converted: Axeman Cabin [Axeman Lodge]
Building Cost:
Growth: []
Health: 4[24] Attack: 5[30] Defence: 3[8] Damage Range: 2-3[12-18] Exp: []
Shots: N/A Mana: 20[30] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 50[100] Mana: 1[6] Food: 1[6] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Slingers [Fire Slingers]
Class: Infantry - Ranged
Dwelling: Slingers Hut [Fire Slingers Hut]
Skills: Short Range [Medium Range], [Greek Fire]
Converted: Spearman Gatehouse [Elite Spearman Gatehouse]
Building Cost:
Growth: []
Health: 8[33] Attack: 3[8] Defence: 5[15] Damage Range: 2-2[17-22] Exp: []
Shots: 15[20] Mana: N/A Speed: 2[17] Movement: 20[55] Initiative: 4[9]
Cost:
Gold: 50[100] Mana: [] Food: 1[6] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: 1[6]
Description:
Tier 2
Name: Javilineers [Elite Javilineers]
Class: Infantry - Ranged
Dwelling: Javilineers Range [Elite Javilineers Range]
Skills: Short Range [Medium Range]
Converted: Valkyrie Fields [Elite Valkyrie Fields]
Building Cost:
Growth: []
Health: 10[35] Attack: 4[9] Defence: 7[17] Damage Range: 2-3[17-23] Exp: []
Shots: 20[25] Mana: N/A Speed: 2[17] Movement: 20[55] Initiative: 4[9]
Cost:
Gold: 150[175] Mana: [] Food: 2[7] Wood: 1[6] Stone: []
Ore: [] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Legionary [Legionary General]
Class: Infantry - Melee
Dwelling: Legionary Barracks [General Quarters]
Skills: Support, Large Shield
Converted: Arbalester Range [Elite Arbalester Range]
Building Cost:
Growth: []
Health: 10[15] Attack: 7[17] Defence: 3[18] Damage Range: 3-5[23-30] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 150[175] Mana: [] Food: 2[7] Wood: [] Stone: []
Ore: 1[6] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 3
Name: Mind Distorter [Mind Crusher]
Class: Spellcaster - Ranged
Dwelling: Temple of Mind [Temple of Higher Mind]
Skills: Short Range [Medium Range], [Energy Channel], Caster [Aura Caster]
Converted: Zealot Abbey [War Monastery]
Building Cost:
Growth: []
Health: 10[30] Attack: 10[35] Defence: 5[10] Damage Range: 5-7[15-22] Exp: []
Shots: 25[30] Mana: 30[40] Speed: 4[9] Movement: 20[90] Initiative: 5[20]
Cost:
Gold: 200[300] Mana: 2[7] Food: 3[8] Wood: [] Stone: []
Ore: [] Crystal: 2[7] Gems: [] Mercury: [] Sulphur: []
Description:
Name: Githyanki [Blackguard Githyanki]
Class: Infantry - Melee
Dwelling: Githyanki Hall [Blackguard Tower]
Skills: Support, Strike and Return, [No Retaliation]
Converted: Arcane Sage Tower [Ancient Arcane Sage Tower]
Building Cost:
Growth: []
Health: 20[25] Attack: 10[20] Defence: 5[20] Damage Range: 5-7[25-32] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 200[300] Mana: [] Food: 3[8] Wood: [] Stone: []
Ore: 2[7] Crystal: 2[7] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 4
Name: Hippogriff [Imperial Hippogriff]
Class: Flying - Melee
Dwelling: Hippogriff Fields [Imperial Hippogriff Fields]
Skills: [Armoured], Unlimited Retaliation
Converted: Crossbow Cavalry Range [Heavy Crossbow Cavalry Range]
Building Cost:
Growth: []
Health: 45[50] Attack: 8[18] Defence: 8[23] Damage Range: 6-9[26-34] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 400[600] Mana: [] Food: 5[10] Wood: [] Stone: []
Ore: 3[8] Crystal: [] Gems: 3[8] Mercury: [] Sulphur: []
Description:
Name: Charioteer [War Charioteer]
Class: Cavalry - Melee
Dwelling: Charioteer Arena [War Charioteer Arena]
Skills: Charge, [Armoured]
Converted: Illusionist Tower [Illusionary Tower]
Building Cost:
Growth: []
Health: 45[60] Attack: 8[28] Defence: 8[33] Damage Range: 9-13[14-23] Exp: []
Shots: N/A Mana: N/A Speed: 9[19] Movement: 30[95] Initiative: 7[17]
Cost:
Gold: 400[600] Mana: [] Food: 5[10] Wood: 3[8] Stone: []
Ore: 3[8] Crystal: [] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 5
Name: Goliath [Forbidden Goliath]
Class: Flying - Melee
Dwelling: Goliath Parapet [Forbidden Goliath Parapet]
Skills: Elemental, Stone Skin
Converted: Elemental Plane [Higher Elemental Plane]
Building Cost:
Growth: []
Health: 113[118] Attack: 10[20] Defence: 10[25] Damage Range: 13-18[33-43 Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 800[1000] Mana: 5[10] Food: 10[15] Wood: [] Stone: 5[10]
Ore: [] Crystal: [] Gems: 5[10] Mercury: [] Sulphur: []
Description:
Name: Dreadnought [Juggernaut]
Class: Flying - Ranged
Dwelling: Dreadnought Field [Juggernaut Field]
Skills: Area Attack [Greek Fire], Machine, Short Range [Medium Range]
Converted: Chariot Blacksmith [Heavy Chariot Blacksmith]
Building Cost:
Growth: []
Health: 113[118] Attack: 10[20] Defence: 10[25] Damage Range: 13-18[33-43] Exp: []
Shots: 45[50] Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 800[1000] Mana: 5[10] Food: 10[15] Wood: 5[10] Stone: []
Ore: [] Crystal: 5[10] Gems: [] Mercury: [] Sulphur: []
Description:
Tier 6
Name: Criosphinx [Androsphinx]
Class: Flying - Melee
Dwelling: Criosphinx Statue [Androsphinx Statue]
Skills: Unlimited Retaliation
Converted: Ancient Golem Forge [Ancient Golem Foundry]
Building Cost:
Growth: []
Health: 150[155] Attack: 13[23] Defence: 13[28] Damage Range: 18-21[38-46] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 1500[2000] Mana: 7[12] Food: 15[20] Wood: [] Stone: []
Ore: [] Crystal: [] Gems: 7[12] Mercury: [] Sulphur: 7[12]
Description:
Name: Pegasus Rider [Noble Pegasus Rider]
Class: Flying - Melee
Dwelling: Pegasus Stables [Noble Pegasus Stables]
Skills: Charge, [Armoured]
Converted: Elephant Behemoth Armoury [Elite Elephant Behemoth Armoury]
Building Cost:
Growth: []
Health: 150[155] Attack: 13[23] Defence: 13[28] Damage Range: 18-21[38-46] Exp: []
Shots: N/A Mana: N/A Speed: 9[14] Movement: 40[115] Initiative: 6[21]
Cost:
Gold: 1500[2000] Mana: [] Food: 15[20] Wood: 7[12] Stone: []
Ore: 7[12] Crystal: [] Gems: 7[12] Mercury: [] Sulphur: []
Description:
Tier 7
Name: Kraken [Legendary Kraken]
Class: Infantry - Melee
Dwelling: Kraken Grotto [Kraken Outcrop]
Skills: Bonus at Sea, [Unlimited Retaliation]
Converted: Pillar of Energy [Obelisk of Force]
Building Cost:
Growth: []
Health: 150[155] Attack: 35[45] Defence: 25[40] Damage Range: 38-55[58-80] Exp: []
Shots: N/A Mana: N/A Speed: 3[13] Movement: 20[65] Initiative: 3[13]
Cost:
Gold: 3000[5000] Mana: 10[15] Food: 20[25] Wood: [] Stone: []
Ore: 10[15] Crystal: 10[15] Gems: 10[15] Mercury: [] Sulphur: []
Description:
Name: Shielded Catapult [Shielded War Catapult]
Class: Warmachine - Ranged
Dwelling: Shielded Catapult Works [War Catapult Works]
Skills: Medium Range [Long Range], Siege Capable [Greek Fire], Area Attack, Machine, Armoured
Converted: Shadow Lair [Shadow Sanctum]
Building Cost:
Growth: []
Health: 75[85] Attack: 18[33] Defence: 35[55] Damage Range: 44-65[90-45] Exp: []
Shots: 40[45] Mana: N/A Speed: 1[16] Movement: 10[60] Initiative: 7[12]
Cost:
Gold: 3000[5000] Mana: [] Food: 25[25] Wood: 10[15] Stone: 10[15]
Ore: 10[15] Crystal: 10[15] Gems: [] Mercury: [] Sulphur: []
Description:
Fortification Buildings
Common Warmachine:
o Ammo Cart - gives friendly ranged units unlimited ammunition.
Siege Warmachine:
o Armoured Catapult - attacks siege walls, affected by Ballistics secondary skill.
Field Warmachine:
o Armoured Ballista - affected by Artillery secondary skill.
Ancient's Guild Level 1-5 – Teaches Ascended Magic spells
o Arcane Order Library - Teaches Arcane Magic spells
o Library of Celestial Harmony - Teaches Celestial Magic spells
Dispensary: Apothecary - Provides Potions to visiting Heroes
Castle Addition: Fortifications - Increase castle defences
Hero Skill Bonus: Altar of The First One - Increases heroes' melee and ranged defence by +3
Hero Stats Bonus: Duelling Arena - This structure gives visiting heroes a permanent +5 to their Knowledge skill. This effect occurs once per hero per scenario for each Wall of Knowledge visited.
Creature Boost: Warriors Guild - Boosts Tier 1 growth by +15 per week
Defence Enhancing: War Council Chambers - Increase all defensives forces aligned to The Ancients
Unique Building (1): Treasure Cave - The treasury provides +10% interests for Day 1 player gold total
Unique Building (2): Artefact Merchant - Sells Artefacts
Special Building: Magic University - The Magic University enables visiting heroes to learn any/all of four schools of magic
Holy Temple: Holy Temple of The Ancients - Allows access to build the Tier 7 building and allows the purchase of the Messenger of The Ancients (Limit of 1 Stored Messenger of Faith) and gives a place of the Grail
Grail Building: Great Library - Provides 5000 gold per day. Also, the strength of all Ancient Magic spells are increased by 50%. All Institutes of magic for this player contains spells as if they were Level 5. A hero who stays in a town with an Ancient’s Guild can exceed his/her normal spell points limit by 25% for every level over a Level 1 Ancient’s Guild.
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----------------------------------------------------------------------
That is the faction lists done for now and i apologizes for reading difficultly anyone is having but when i have the time now that these pages are up i can reformat and space out the sections are similar along the lines of my working documents.
For now that is all i will post for that is a lot of information to read and understand but at a later date i will post;
Skills and Ability
Magic Lists
Hero Class and Advanced Classes
Again sorry for the inconvenience in reading and understanding of my concepts but please note that this is taking from a 500 page working document covering every aspect of this game
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Will come back at a later date to try and clean up this posting, it has been transposed from my working documents.
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____________
Think outside the box and see
true potential, stay inside the
box and say the same.
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted May 09, 2010 03:11 PM |
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I don't know wether you allready noticed, so, to be sure:
brawler, don't really udnerstand this fortification and field units thing...can you explain to me, please... I'd suggest you to explain the concepts separated from the factions, btw...
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Brawlermatrix
Thinking Outside the Box
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posted May 09, 2010 04:40 PM |
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Explanation of Key Aspects
New Feature:
Monarch Avatar
At the start of creating your game account, you will create yourself a “monarch avatar” which will be fully customisable;
Gender
- Race (Race only effects the base level attributes and skill sets)
Attributes
- Attack
- Defence
- Knowledge
- Power
Talents
- Faction Skill
- Common Skill (Max of 2-3 Starting)
- Hero Bonus
Appearance
Body
- Skin
- Face
- Hair
- Eyes
- Ears
- Nose
- Mouth
Cloths
- (Primary/Secondary Colour)
- Undergarments
Equipment
- Head
- Neck
- Shoulders
- Torso
- Shins
- Feet
- Left Hand
- Right Hand
- Gauntlet
- Ring/s
- Miscellanies/s
Avatar Background
- Avatar Background
- Description
Spell Book
Hero Mount
Your personal avatar will be cross-transferable between storylines and will represent you during online play.
Player unlocks new customisation choices from playing through campaigns and multiplayer (hot seat or online) play.
Player unlocks new customisation choices from playing through campaigns and multiplayer (hot seat or online) play.
Some of the potential unlocked items will consist of the Legendary Faction Armours and Weapons limited to campaigns and access to particular spells high level magic’s, while playing hot seat or online play will unlock its own selection of Legendary Elemental Armours and Weapons while both will unlock general appearance and mount customisation.
The Legendary Sets are effects are only valid during online and hot seat play.
(Bookmarked Till Further Notice....)
____________
Think outside the box and see
true potential, stay inside the
box and say the same.
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Baklava
Honorable
Legendary Hero
Mostly harmless
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posted May 19, 2010 10:24 PM |
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Holy **** dude.
____________
"Let me tell you what the blues
is. When you ain't got no
money,
you got the blues."
Howlin Wolf
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted May 19, 2010 11:57 PM |
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erm...
Oh god... this is a mess, quite frankly.
Brawler. Less is more, quite often. I mean, you have so many units in it, I don't even know where to begin, it's just... to much. and with all the choice, what's to differentiate between the factions. All I can see is uniqueness being thrown out the window. there is no need to fit over 30 units into each faction, 7 is enough, just a small number can provide the faction with so much diversity and make each unit count.
____________
Love, Laugh, Learn, Live.
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Brawlermatrix
Thinking Outside the Box
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posted May 20, 2010 03:33 AM |
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Quote: erm...
Oh god... this is a mess, quite frankly.
Brawler. Less is more, quite often. I mean, you have so many units in it, I don't even know where to begin, it's just... to much. and with all the choice, what's to differentiate between the factions. All I can see is uniqueness being thrown out the window. there is no need to fit over 30 units into each faction, 7 is enough, just a small number can provide the faction with so much diversity and make each unit count.
In my previous forum posting of this concept i was told that but most people who have read this concept here and other placed LIKE the concept, with split fortification/field units and also LIKE the dual tier system for it opens various potentials within each castle.
Uniqueness is still there in the game for each faction, each unit is unique in its relation to the rest as like in previous heroes concepts.
I would like to also point out that i have shown this concept to a potential game company in my country and they would take it and produce it once i produce a running demo for they like the revamped concept but it will not be marketed as HoMM6 for i have a different marketing name for it and have been marketing it out to potential producers under that name.
Personally since you have brought a PERSONAL PREDIGEST into this forum i will speak my own PERSONAL VIEW:
I like open choices using multi-tiers and the separation between a "castle" and "field" dwelling. Firstly it makes things more interesting and "more realistic", opens the storyline and not limiting the storyline to the need of a castle based system and allow play to be played outside and separate from the castle. Secondly i believe in opening the game and not limiting the potential of the game to the historical HoMM style format as ridged and steadfast as your PERSONAL PREDIGEST comment desires.
Now your VIEW is your view but just because i am not using the "standard" format style and adding a range of additional features and approaches to the game, what gives you the right to be so negative towards my concept?
And if you desire 7 tier limitation to castle dwelling, why then in your own "Thread: 5 towns" do you use 8 tiers and not 7 like your telling me?
____________
Think outside the box and see
true potential, stay inside the
box and say the same.
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted May 20, 2010 10:10 AM |
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Brawler, My personal PREJUDICE has nothing to do with how unworkable the system you have is. more importantly, if it was taken from other threads, then it shows very little originality.
Experimentation is what this thread is for, and sure, I have made towns with 8 teirs in it. I've also made towns with 7, towns with 6, and 9, as well as a two town system.
if you're already selling it to a company, then brillo-banana's, that doesn't make what I said about the system any less true. with so many units, it's going to be far too complex and difficult to play the game, provide only a small amount in the way of tactics, and over all make a less enjoyable experience.
the reason why Heroes 5 worked was that it only had 8 towns with 7 creatures in it, allowing for alot more tactical thinking. the reason why games like Universe at war and Red alert 3 work is because they only have three, each having a very unique way of playing and with diverse units.
hey, if you want to continue, knock yourself out, but not listening to criticism when it's offered to you free will cost you dear later.
____________
Love, Laugh, Learn, Live.
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted May 20, 2010 11:16 AM |
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Quote: Now your VIEW is your view but just because i am not using the "standard" format style and adding a range of additional features and approaches to the game, what gives you the right to be so negative towards my concept?
...why are you so offended, brawler...the problem with your format style is jsut that it's difficult to read...and anyone has the right to be negative toward your concept, if it's their opinion...as long as they're not offensive, and bixies post didn'T seem.
For the many creatures thing: I LIKE many creatures. I know many people her don't want it, and it's even kind of annoying soemtimes, but no need to feel offended. They have a right to like less creatures!...but it's still difficult to get through it...why canÄ't you use just bold headlines? The faction names or such...it would, with little work, make your concept double easy to read.
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Brawlermatrix
Thinking Outside the Box
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posted May 20, 2010 01:14 PM |
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Quote:
Quote: Now your VIEW is your view but just because i am not using the "standard" format style and adding a range of additional features and approaches to the game, what gives you the right to be so negative towards my concept?
...why are you so offended, brawler...the problem with your format style is jsut that it's difficult to read...and anyone has the right to be negative toward your concept, if it's their opinion...as long as they're not offensive, and bixies post didn'T seem.
For the many creatures thing: I LIKE many creatures. I know many people her don't want it, and it's even kind of annoying soemtimes, but no need to feel offended. They have a right to like less creatures!...but it's still difficult to get through it...why canÄ't you use just bold headlines? The faction names or such...it would, with little work, make your concept double easy to read.
My comment was not relating to your comments Jiriki9 on page layout and I have adding formating to this page Jiriki9. Unless there are other areas you would like to be bold headlines?
----------------------------------------------------------------------
Quote: Brawler, My personal PREJUDICE has nothing to do with how unworkable the system you have is. more importantly, if it was taken from other threads, then it shows very little originality.
Experimentation is what this thread is for, and sure, I have made towns with 8 teirs in it. I've also made towns with 7, towns with 6, and 9, as well as a two town system.
if you're already selling it to a company, then brillo-banana's, that doesn't make what I said about the system any less true. with so many units, it's going to be far too complex and difficult to play the game, provide only a small amount in the way of tactics, and over all make a less enjoyable experience.
the reason why Heroes 5 worked was that it only had 8 towns with 7 creatures in it, allowing for alot more tactical thinking. the reason why games like Universe at war and Red alert 3 work is because they only have three, each having a very unique way of playing and with diverse units.
hey, if you want to continue, knock yourself out, but not listening to criticism when it's offered to you free will cost you dear later.
Firstly i would ask you; how much game/market research have you done to understand and claim my concept to be unworkable? before developing my CORE concept i spent 1 year researching, playing and talking with gaming producers ranging from small companies to renowned companies. Your only projecting what you think is a unworkable system using your playing experience of like games and not considering that facts at play. This concept is a simple running system and with comparison to Heroes 5 and alike its just as simple and just as diverse in tactics and by far opening it to more tactics with flexibility.
I stated that they are interested in the concept (I made NO comment about them purchasing it now) to point out that your view is not carried by all that know the game format and know the market and what is here is a small portion of what i have in my working documents and other documents i have worked on for the last 4 years.
This concept was a reposting of my previous copy of this posting by the same name and i have not copy and pasted any of this work from other peoples concept postings.
With regards Universe at war and Red Alert 3, firstly they are Real Time Strategies and story driven around these factions, where as Heroes has has a commonality of 7 tires with or without upgrades between 1 or 2 variations.
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Now with my concept i use the standard 7 tier system with a selection process then the adventure dwellings there will be 14 dwellings per faction but i never mentioned HERE that they would all be active in any one map and any one time plus if you read each of these dwellings has a option to make them like there sister dwelling within the fortification. But that obviously was your assumption but instead of asking the case and usage of there tier system you instead decided to post your PREJUDICE against anything that is outside a 7 tier system that you have become adjusted to while playing the Heroes Series.
I have no problem with criticism but i do have problems with people who consider there point of view all knowing to a concept they know very little about and have not taken the steps to learn more to gain a understanding.
Criticism is prejudice made plausible. H. L. Mencken
Prejudices are rarely overcome by argument; not being founded in reason they cannot be destroyed by logic. Tryon Edwards
So bixie i leave you with the above statements and say this "those who are closed minded will be closed minded to there own potential" that also relates to this concept.
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted May 20, 2010 02:32 PM |
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jesus, man, Calm down, it's only an concept, it's not as though you've sold you're house.
I know very little of the games industry, but I know a good idea on paper when I see one. and, imho, your's needs work on, which is not a bad thing. I say 7 because it's a nice, compact number, but any number between 10 and 5 could be used.
what I like about the idea of 7 teir's, or 10, or 5, or any number inbetween, is that you can tell, very quickly, what are the factions strengths and weaknesses just by looking at the line-up. each unit fulfills a very specific role that fits with the factions play style.
about the close minded stuff, I will counter-act with a rather interesting quote by my old art teacher.
"a completely close mind can't see potential when it hits them, but a completely open mind has the brain falling out."
consider me, if you will, a layman, a man who will be walking past the shelves, should this game be made, and wonder over to pick it up. creating games is a comerical art, and unfortunately, it means catering for every single moronic twonk who walks past. refusing to accept criticism due to the fact "Oh, they haven't done the research," is rather childish, it has to be said. what we do here is, if you are to submit this to a games company, is we pull it apart, critically examine it and suggest areas of improvement.
Say, per example, rather than have it as teirs, and just having lots and lots of units, why not... I don't know, a tree, where you have some base units, and not a fixed number of upgrades for each faction (say... 10) and each faction has a different way of upgrading individual units to suit their purposes. not necessarily in linearity, but in a tree. so, a pike-man could be upgraded to either a squire (stronger defence, better in close quarters fighting) or an archer (ranged attack), then have micro management take over in tweaking their stats by giving them better armour and weapons.
____________
Love, Laugh, Learn, Live.
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Brawlermatrix
Thinking Outside the Box
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posted May 20, 2010 02:48 PM |
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Quote: jesus, man, Calm down, it's only an concept, it's not as though you've sold you're house.
I know very little of the games industry, but I know a good idea on paper when I see one. and, imho, your's needs work on, which is not a bad thing. I say 7 because it's a nice, compact number, but any number between 10 and 5 could be used.
what I like about the idea of 7 teir's, or 10, or 5, or any number inbetween, is that you can tell, very quickly, what are the factions strengths and weaknesses just by looking at the line-up. each unit fulfills a very specific role that fits with the factions play style.
about the close minded stuff, I will counter-act with a rather interesting quote by my old art teacher.
"a completely close mind can't see potential when it hits them, but a completely open mind has the brain falling out."
consider me, if you will, a layman, a man who will be walking past the shelves, should this game be made, and wonder over to pick it up. creating games is a comerical art, and unfortunately, it means catering for every single moronic twonk who walks past. refusing to accept criticism due to the fact "Oh, they haven't done the research," is rather childish, it has to be said. what we do here is, if you are to submit this to a games company, is we pull it apart, critically examine it and suggest areas of improvement.
Say, per example, rather than have it as teirs, and just having lots and lots of units, why not... I don't know, a tree, where you have some base units, and not a fixed number of upgrades for each faction (say... 10) and each faction has a different way of upgrading individual units to suit their purposes. not necessarily in linearity, but in a tree. so, a pike-man could be upgraded to either a squire (stronger defence, better in close quarters fighting) or an archer (ranged attack), then have micro management take over in tweaking their stats by giving them better armour and weapons.
Firstly i was not dismissing your comments by reasoning that you have not done any research but mearly saying that you claim this "concept" is not workable and Secondly every unit be it Fortification or Field each have a role subject to that team from there Basic Roles, Supporting Effect to areas i have not covered in this forum.
And the method your presenting is a DISCIPLES approach and i would like to point out that i have not posted every little bit regards this "concept" as it would be pages worth of material not including all the supporting graphics and regards your "criticism" comment, that is why i spent that year in research and discussion with game makers that lead me towards this design layout, i spoke to the people who would make this game and they openly discussed what would need to be improved on and areas that needed development along with advice and some support long the way.
I would like to also say that "Concept to a possible Heroes 6" was the title of the original forum discussion when i first posted here in the forums but since then its a working model.
It has been tested low-tech as a Table Top Game between and a group of gamers (mates included) and the feedback was very positive even it being in a Table Top War Game System, so saying it is not workable when its been tested even thought it was low-tech is only your view of what your understand of what i have offered up here for discussion.
____________
Think outside the box and see
true potential, stay inside the
box and say the same.
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted May 20, 2010 03:22 PM |
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well you could have bloody said that it worked when you first posted this up!
How was I meant to have known that it had already been tested?
I don't have any qualms about it's functionality, I have qualms, however, about the just enormous amounts of units, which essentially makes all the factions moot as you could just have one faction, say the castle, and just have the same number of units in it... problem solved, you have a completely feasible, workable and playable game at almost 15% of the cost. what's to stop the producers from doing that.
as I say, Gaming is a comerical art, it;s about making the bottom dollar.
there is alot of difference between table top gaming and computer gaming, which is why they will never make a warhammer computer game that 100% captures the experience of playing the table top game.
and also you've been in discussion... so that make's this system fool proof, does it?
excuse me whilst I am sick. That is bollocks, great, sweating, dangling, hairy testicles of balls. If this is the best format you could get from them, then either you're surrounded by yesmen, their so devoid of reality that they think that Tapas is a type of dance, or their trying to shu you away before you do any real damage.
here's a little tip, free of charge, before you start posting whole documents worth of ideas down for what Heroes [insert wretched number here] is going to be and say that you've already done the work, stop, post a little at a time and begin to slowly bring us down into the nitty gritty of it. otherwise, it feels like a smack to the chops with a pair of donkeys, an impenetrable wall of text and statistics, providing no room for conversation, as those people who might want to have comment would have left by post#4 to mow the lawn, wash the gimp, pick out the fluff under their toe-nails and read the dictatus papae of 1090. This is not a way to promote discussion, this is just a man plonking down his idea like a pile of bricks made of uncomfort and going "Come on, guys, whaddya think, great, isn't it!" and expecting nothing but praise for his enormous amount of complete waffle that he has already posted in exactly the same format, with no desire to change.
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Love, Laugh, Learn, Live.
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Brawlermatrix
Thinking Outside the Box
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posted May 20, 2010 03:46 PM |
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Quote: well you could have bloody said that it worked when you first posted this up!
How was I meant to have known that it had already been tested?
I don't have any qualms about it's functionality, I have qualms, however, about the just enormous amounts of units, which essentially makes all the factions moot as you could just have one faction, say the castle, and just have the same number of units in it... problem solved, you have a completely feasible, workable and playable game at almost 15% of the cost. what's to stop the producers from doing that.
as I say, Gaming is a comerical art, it;s about making the bottom dollar.
there is alot of difference between table top gaming and computer gaming, which is why they will never make a warhammer computer game that 100% captures the experience of playing the table top game.
and also you've been in discussion... so that make's this system fool proof, does it?
excuse me whilst I am sick. That is bollocks, great, sweating, dangling, hairy testicles of balls. If this is the best format you could get from them, then either you're surrounded by yesmen, their so devoid of reality that they think that Tapas is a type of dance, or their trying to shu you away before you do any real damage.
here's a little tip, free of charge, before you start posting whole documents worth of ideas down for what Heroes [insert wretched number here] is going to be and say that you've already done the work, stop, post a little at a time and begin to slowly bring us down into the nitty gritty of it. otherwise, it feels like a smack to the chops with a pair of donkeys, an impenetrable wall of text and statistics, providing no room for conversation, as those people who might want to have comment would have left by post#4 to mow the lawn, wash the gimp, pick out the fluff under their toe-nails and read the dictatus papae of 1090. This is not a way to promote discussion, this is just a man plonking down his idea like a pile of bricks made of uncomfort and going "Come on, guys, whaddya think, great, isn't it!" and expecting nothing but praise for his enormous amount of complete waffle that he has already posted in exactly the same format, with no desire to change.
IN YOUR OWN WORDS - "jesus, man, Calm down"
Yes i tested it as a Table Top Game utilizing 90% of what makes this game for PC, i mearly reposted my workings as with the former forum discussion the content was no longer up-to-date with the current development in the design. And i never said this system was FOOL PROOF nor claim it as fool proof.
Your the one who is claiming this system will not work and that now i tell you examples and that its been discussed with people in the know your now degrading yourself and showing your immaturity because your point of view of how a heroes game should look like does not match my design.
So you can either EDIT your post and be more mature about discussion or DELETE it fully and not enter into any positive criticism/discussion on any area within this "concept".
The Layout is what it is for it was designed that why by me to what i would like to see in a Heroes game, its not to your liking and everyone who reads this discussion can see that but simply stating that 7 creatures per faction is the STONE HARD RULE of HEROES is quite frankly limiting and this forum is for discussion of potential version of Heroes so under that statement i post my potential version of heroes using this structure and if you got a problem with that, its your problem so deal with it but do not belittle on grounds of your personal views what should and should not be the go in a discussion that is about new potential and not just a remake of previous versions.
Also thats was just posting of the basic information, i have not posted anything complicated for anyone to understand that lends towards the "Complete Game Concept" category.
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Think outside the box and see
true potential, stay inside the
box and say the same.
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted May 20, 2010 04:34 PM |
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when have I said that it was a stone hard rule?
I've just stated the advantages of it and why I prefer a relatively low number of units in a faction.
also, way to promote discussion, blocking out all criticism, demanding that I change rather than take my advice. yeah... take lessons from Uwe boll, do we?
you come onto a forum and post an idea, and you don't expect for people to rip it apart like a bunch of snarling hyenas? My criticism is justified, the idea, whilst not bad, was introducted like a slab of concrete. lack of criticism does not nessecarily mean victory, it might be because the way you've layed it out is so bloody imprentrable, that all the flaws in the design is hidden by one enormous flaw.
and is this is just the basic information about the game, then...ugh! I pity the poor fools who have to read it for a living.
this is purely a presentational critique, at the moment. If I can't get past that, then there is no point in trying to impress me with other features. the amount of creatures was only a niggle compared to the ham-handed presentation.
grow a set, take the stuff on the chin, rework it, and then come back and present. what we have here is a presentational mess, a pile of statistics and words that might make sense to those who have the brain damage to attempt to, but otherwise, it's a total mess. this amount of information is what I would expect after the thread has reached... I don't know, 50 pages of discussion of factions, ideas being batted about and honed, until we have a finished product.
and that is not a compliment. Presentation of a heroes game should, when working well, start off with concepts and general ideas of what factions should be, how they are organised, unit names, some abilities, and so on, and gradually, with the input of others, go down to stats, and so on. to those who can do it on their own, I aplaud them, but presenting this as a discussion in this format is just... horrible.
this is one of the reasons why a relatively small number of units is useful, as it provides the discussion to hone those units and make them really unique and effective at their job, rather than having a level 3 whatsit tank that can be easily replaced with a level 4 numpty tank. if each unit feels replaceable, then that doesn't allow each unit to feel unique and useful, it feels paultry and throw away, not using them to their full tactical advantage, and simply wasting them in oder to get loads of the most powerful units.
if you can make each faction have a unique and special way to play for each unit available, then you are doing a good job in a heroes game.
you call this limiting, I call it good advice. there is a reason why we don't use rocks in surgery, or embriodery in jet-cars. whilst those people might not have "Freed their mind!", but they are using the tools that they have access to at the moment to do the best possible job. and the reason why it's copied, because it works.
Revolutionary ideas are often ignored for being too different. ordinary ideas are often ignored for being more of the same. excellent ideas are often praised for being a healthy mix of the two.
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Love, Laugh, Learn, Live.
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