zz Posts from "The Heroes Round Table" 1
URL http://www.celestialheavens.com/forums/viewtopic.php?t=4189Author Mytical Nightsilk203@yahoo.com
theme the new creature???
Pirates/privateers (privateers earn 1gold/2 units/day since they are 'paid' to do what they did as Pirates. Both units also 'steal' some resources from an enemy they fight in battle for 1g/6units regardles of pirate or privateers.
First Mates/Captains - First mates give +1 moral to any river town unit on the field friend or foe. Captains give +2 moral to 'friendly' river town units and -1 moral to enemy river town units when on the field (per stack). Any river town unit near a captain (3 squares) also gets +1 damage per unit. If all of a captain stack dies all river units get frenzy and -2 moral.
Giant Eagle/Giant Bald Eagle - Flying, grants hero the ability to learn any 1st (2nd) level spell cast by hero or creature. 5% or +2% if the skill is already possessed (7% or +3%). Can grab enemy's 1 x per fight and drop them from high place doing 2x the normal damage of there attack (only units that are 1x1 not 2x2 or bigger).
Windtalkers/Wavemakers - Windtalkers cast lightning and grant +1% per unit movement on the sea. Wavemakers cast Summon Elemental (water at +100% strength) Circle of Ice, and Lightning. They also grant +1% movement at sea.
Shortbowman/Longbowman - Much like archers/marksmen only instead of scattershot/ect you get Blanket Fire(1x combat slows enemy if they are within 3 squares of shortbowman) and Burning Arrows (1x per combat the arrows cover the unit in fire and do .5 damage the next round and .25 damage the round after in damage). Longbowman are unaffected by range and all enemy units are considered 2 defense less for damage calculation.
1st tier - Pests/Fireflies - Genetically altered various insects that work together. Very weak and flimsy singularly, they are best used when there are many of them. Each time either hits a unit that unit looses 2% to there initiative for the rest of combat unless cleansed. Also, the fireflies have a chance of blinding an enemy when hitting it. Flying.
2nd tier - bronzewing/Ironwing - Part reptile, part mechanical bird. Implanted with crude mechanical wings these creatures are capable of flight. Ironwings gain some speed, att and defense.
3rd Tier - Mecocentipede/Mecomillipede - Crafted with metalic legs and genetically made to be enormous, these creatures are a terror on the battlefield. Able to strike multiple units front or back (without turning arround) they can hit up to 3 other units (either front or back but not both). The millipedes also secrete a poison that is very similar to Assassins poison, making them even more deadly. (they don't have no retaliation however).
4th Tier - Slaad/Reptalon the backbone of the reptilian army. Genetically altered reptilian humanoids that are as viscious as they are cruel. The Slaad are ranged units who's arrows do a small ammount of fire damage on top of normal damage (roughly 1pt/10 units). When further genetically altered they gain regeneration and do not use bows/arrows. Instead they are able to launch Acid enormous distances quite frequently. This does tremendous damage and also lowers defense of a unit and has a chance to blind them (5% regardless of number of Repatlon's) by getting in the enemies eyes (any creature immune to blind is unaffected).
5th tier - Draken/Draconian Developed when they entered this world this is a cross between them and Dragons. Usually as soon as they can start producing the Draconian Crossbreed the other is sidelined. Has all the abilities of there draken/dragon parents but much weaker. Draken are only 1/4 dragon and can only fly 25% of its movements before having to land and walk. It's breath weapon still works, but can not hit more then one unit regardless. It has very weak magic resistance. Draconians are 1/2 dragon mixes. They are able to fly 50% of there movement, though the breath weapon does more damage, it does not effect more then one unit still. Very tough, but sort of slow and akward..apon death the Draconians explode (when the last unit in the stack parishes) and cause 100 points of damage in a area arround there body. The body is unharmed; however, and can be ressurrected.
6th Tier - Cockatrice - Pyrotrice - A bird/reptile mix they are unable to fly do to there size. The cockatrice can turn units to stone with its beak some of the time. The Pyrotrice ignites there enemies instead. The flames do the same damage as a fireball would in the same area of effect, but the Pyrotrice is immune to fire. Needless to say you want to get them long before they reach your troops.
7th Tier - Rex/T-rex - Well it's huge, it has sharp teeth, it's a dinosaur..what more do you need to know about it? .
Jellies/Slimes - These semi-solid creatures take 1/2 ranged damage, but do to there very nature take more damage in melee combat. Every successful melee strike against them has a price; however, the enemy that hit them suffers -1 attack (-2 for slimes) penalty for the rest of the combat do to there corrosive nature. Slimes also take 25% less damage from magic and are immune to fire (takes double from ice however).
Mimic/Doppleganger - These creatures can assume the form/att/defense of any unit. Mimics can only do unupgraded, and Doppleganger can do upgraded. They keep original hp, do not get any ranged attacks, but can cast magic if the unit they copy has such. On there first turn they must select the unit to copy, and they can not change it mid combat. When they assume a magic casting form the Mimics get only 5 mana, and the Dopplegangers only enough to cast the most mana expensive spell the creature has 1 time.
Chimera (no clue what upgrade would be called)....lets see flight, breath weapon, no retal for upgrade. That should about cover it.
Mind Tyrant/Beholder - Immune to magic, anti-magic aura, flying. Upgrade adds ability to strike all units surrounding it, and only one in front of it gets to retaliate. Beholder also gets a 25% chance to effect all creatures it hits with a random dark magic effect.
Unisys (still working on name for upgrade) Dragonslaying naturally, weaker vs non-7th tier creatures however. Immune to all Dark or Destructive Magic. Flying.
Falcon - War Falcon - These large versions of the normal falcons are specifically raised to scout and fight. Adds +2 to the distance a hero can see. War Falcons get an ability - percieve weakness 1x combat. They target a enemy stack and all following attacks get +1 damage/unit against that enemy for the remainder of the combat or until the War Falcons are destroyed.
Mist Faerie-Fog Faerie - These magical creatures maybe frail, but they pack some impressive magic. Mist Faerie can invoke Mist 1x per combat (lasts 3 turns) that causes all ranged units to suffer a 50% reduction in ranged damage. Fog Faerie can invoke Fog which does the same but also causes a base 25% chance to miss entirely. Both of these only effect non-air creatures. Both can cast the following spells Eldritch Arrow, Deflect Missile, and Confusion. The Fog Faerie can also cast Lightning. Mist Fae have 15 mana, Fog Fae has 25. Neither have very many hp or deffense however.
Windrider/Stormrider - the closest thing (besides the dragons) that the town has to a 'tank'. Both ride what appears to be a surfboard with sails on them only these ride air currents/storm currents instead of water. Both get no retal do to there manuverability and quick striking flowing with the wind. The stormrider however can call up a 'storm' and teleport anywhere on the battlefield 1x per combat. This does 10pts of damage to all stacks on the field however, even air ones (they loose any mr and or immunities for purpose of this effect alone but all other effects they still have mr and immunities to).
(Will give you a break and start another cause I am not close to done yet).
4th tier Hedge Witch - Specializing in magic of a healing nature with some skill in the art of air magic the Hedge Witch carries a small suply of herbal medicines with her. They do carry some negative to go with the positive, but the positive outweigh the negatives. 3x per combat she can use the 'potion' skill. However, as her skill is not perfected she often can not guarantee what the potion will do. It has an equal chance of healing, of ressurecting, or of blessing. However regardless of effect it lowers the defense of the creature it is used on for 1 turn. Shooter with no melee penalty.
4th tier upgrade Sorceress - No longer needing potions to do what they do, the Sorceress is a mage of a different sort. All spells of 1-3 level are available to them, but they have a very small mana pool 12 mana. They cast all spells they have access to at 'advanced' level. Also a shooter, with no melee penalty.
5th tier - Falconmen/Falconmen Warriors - Half man half bird they are often mistaken for angels from far off. The beaks and bird heads often give it away close up. Specialist in 'ariel/ground combat' they get bonuses when fighting any non-flying unit. They do an extra 25% percent damage to non-flying units, and take 10% less damage as well. The Warriors get no retal as well. Also if surrounded the warriors have a special 'whirling' attack that spins them arround and launches them into the air. This hits all nearby units (friend or foe) and also lets them move to a safe spot after landing the attack (triggerable 2x per combat). You can attack and move with this, but not move attack move (it is disabled if you move first). (keep in mind they are sort of frail defense wise and hp wise compaired to other tier 5 units) Both are ranged but suffer a ranged penalty but no melee penalty.
6th Tier - Pegasus/Pegasus Knights - One of the most magestic creatures to grace the sky is the Pegasus. These particular ones have been enhanced with the air magic that the lords of this town possess. 1x per combat the Pegasus can invoke an effect called Wing Sweep. It lowers the inititive of all enemy creatures. After further training they can carry warriors on there back into battle. The Knights can invoke Wing Charge. Either the same as wing sweep but also lowering morale of enemy by 1, or raising morale of allies by 1 and increasing ally initiative (including there own). The inititive increase or decrease is -1(-2/+2).
7th Tier (shiver) the dreaded dragons (*sighs*) Mist/fog dragon, take 25% (50%) less damage. Dragon breath, flying, immune to air magic, magic resistance aura. Physically weaker then most 7th tier the only thing that keeps them on par is there ability to take less damage.
Lycanthrope/Werewolves- The rank and file werewolves that just have not yet been able to attain 'hero' status. (Werewolves have claw attacks that cause wounds not to close, so the target of there attack 'bleed' for 1 extra turn for 1/4 original damage). (Werewolvs have add no enemy retaliation for the fiercnes of there attack). Both are so nimble that ranged units have hard time targeting them (Wolves take 10% less damage from range, and Wolvs 25%).
Pathfinders/Waymakers. These beings serve a special function in the Wolvagen army. Not only do they cross battlefields with amazing speed, but they actually aid in non-combat also. The Pathfinders add 10% distance to what a hero can travel. Waymakers add 25%.
Duskflyers/Nightflyers - Some wolvagen elect to be 'experimented' on in hopes that a cure can be found for Lycanthropy. During one of these experiments the Duskflyers/Nightflyers were formed. No longer able to assume human form they have bat-like wings on there back. The Duskflyers are greyish in color. They have flight, regen, and a 'swoop' attack that can cause fear (unlike griffens they don't leave the battle to do this) sadly they take some damage for this attack (roughly 10%) so don't use it often. Nightflyers have jet black fur, and red firey eyes. They have a constant chance to cause fear, and there swoop attack does an addition 25% damage.
Spiritcallers/Soulguiders. Being shamanistic in nature, the Wolvagen have developed into powerful 'magic-using' beings. There power comes from the spirits. The spiritcallers are initiates and thus still learning. They can cast the spells-raise dead, and cleanse, as well as Eldritch Bolt and Summon Elemental. They have 30 mana. The soulguiders are much more adept and can cast Ressurection they have 40 mana. Unlike most spell casters however, they are hardy creatures and gain Unlimited retaliation
1st tier-Dark Fist/ White Hand- Farmers that have learned one of two paths. Offensive or defensive. The Dark Fist have more attack and H.P., the White hand get a bonus to damage when retaliating.
Warder/Defender - Ex soldiers who have taken an oath to protect the people and creatures that the Monks enlist. Warders are not as well trained, and wear no armor and use no weapons (besides there fists). Defenders are much better trained and have an armor that is made of a light but durable magical metal. Each are able to take damage ment for other friendly units (15% for warders and 25% for Defenders) the Defenders are just a little stronger and able to withstand more.
Monks/Battlemonks - The initiates of the order are loath to take life, but will when it is neccessary. Though both of them practice the art of defense the Battlemonks take an oath to do what is needed to protect there ways. The monks wear a plain brown robe, but the Battlemonks wear armor. While there damage is low they have unlimited retaliation and do bonus damage on retaliations. The Battlemonks strike so swiftly that they have No Enemy Retaliation. Both are able to 'catch' some ranged attacks so the take less damage (roughly 25% and 50%).
Lammasu/Elder Lammasu-There exists a seperate plane where beings of good exist. The monks have found a way to open a gate between the worlds and enlist the aids of these beings. The Lammasu are Feline like creatures who's lower body is that of a lion, the upper body is humanoid with feline hair and features. The posses large feathery wings that allow them to fly. Both can use magic, and have a special 'pounce' attack. When invoked this allows them to move, and then 'pounce' an extra 2 squares and land an attack (with no enemy retaliation possible since this is always unexpected and happens very quickly). The Lammasu can cast any Light based spell and have 25 mana. The elder Lammasu gain regen, constant No Enemy Retaliation (not just on pounce), and can cast all 'Life' spells in addition to the Light based spells. They have 40 mana. They do loose a bit of speed and hp however.
Cloud Giants/Storm Giants - Kin to the titans these peaceful creatures make there homes in giant castles that float on clouds. The Cloud giants are able to cast Ice Bolt and Circle of frost as well as attack by hurling large chunks of rock at there enemy. They serve the Storm Giants (willingly) who are a little more powerful and wise. The Storm Giants can cast (in additon to above) Chain Lightning and Thunder (area effect stun). They like titans can harness electricity to strike at their foes, but are not quite as powerful as there Kin.
Silver/Gold Dragons (I know I know, dragons are done to death but they do fit into the 'good' catagory). Much like other dragons though they can cast spells. The Silver can cast Ressurect on any creature other then itself. The Gold can do the same, but also on itself. The Gold can also automatically ressurect a few of themselves if totally destroyed in battle. Besides there own spells they are immune to spells either harmful or helpful.
Again breaking it up a little to give people a small break (could have posted the links but you asked for the creatures smile).
Tier 1-Willowwisp(Willowasp)-Att 1(1), Def 1(1), Dmg 1/1 (1/1), Init 4(5), speed3(4), hp 2(5). Immune to lightning, caster, 3(6) 'shots', Melee Penalty(no melee penalty), No Enemy Retaliation. Spells:Confusion, Eldritch bolt (Waspswarm/Lightning). Mana 10(15). Summoned from the elemental plane of air these creatures have a hard time holding there shape and are pretty fragile. If they are able to stay for sometime and collect natural electrical particles they grow in size and take on a 'buzzing' sound that insects respond too {this turns them into willowwasp}
Tier 2-Sylphs(Grand Sylphs)-Att 1(2), Def 1(3), Dmg 1/1(1/3), Init 6(6), Speed 3(4). Imm to Ice, Caster, Stun Attack (random). (No enemy retaliation). Melee Penalty {despite being a 'non-shooter'}. Spells:Ice Bolt (replaced by ring of frost centered arround self), Mark of Winter {makes target take extra damage from any ice spell cost no mana, usable 1x combat}, (Snowstorm {Reduces damage from range attacks for all units by very little, but for some time detERMined by no of Grand Sylphs}. Summoned from the Plane of Water (female form).
Tier 3-Flame Maiden(Fire Maiden)-Att 3(4), Def 0 (3), Dmg 3/6(4/7), Init 7(9), Shots 12(16), Speed 3(3). Imm to fire. Red haired females, wearing red armor (Entirely made of flame like the fire elementals in the conflux town but a little more female shaped). Range Penalty {reduced range damage until 1/4 instead of 1/2}. No melee penalty.
Tier 4- here I had some problems. Regular Elementals are about equal to tier 4 unupgraded creatures..but creating a single upgraded version was either too powerful, or too weak. And which regular elemental would the town actually produce? Can't leave the 'normal' elementals out of the town, or why bother making an elemental town at all? So..following my strand of thought, I finally decided to go with Earth Elemental as the unupgraded (since I already had air, water, and fire in tiers 1,2, and 3) so the unupgraded the town produced would be the earth elemental. Now all the 'normal' elementals would have to share a common upgrade (so that the Elementalist could enlist any neutral elemental stack and still upgrade them). I decided to call them Elemental Overseers. Still need a lot of tweaking to make more balanced but here they are. Att-10, def-10, dmg - 9/18. hp - 26 init 8 speed 6. Regenerate {they use whatever element is nearby, drawling it in and replacing damaged parts}, Random elemental ability {would cycle through the elemental abilities and have each for 1 'turn' before going to the next}, Imm to elemental spells of all types. Can target walls of castles.
As I said the other versions I made of this was a bit over or underpowered this is more powerful then I would like but much better then most versions. As for look they would look like a mismashed elemental...bits and pieces of each elemental. I am sure I will hear many negative things about this tier.
Cloudwalker(Clouddancer)-Att 6(8), def 5(5), dmg 4/9 (5/12), HP 28(33), Init 12, speed 6. Flying, Reduced damage from ranged attacks {do to being small in size and ability to 'direct' wind projectiles have a hard time hitting them} by 50%. Applies to normal, non-magical ranged attacks {like a deflect missile but unable to be dispelled} the dancer can 'dance' and summon up an area affect {3x3} lightning bolt for 5 mana and has 15 mana. Think of it as 'ball of lightning'
Earthmover/Rumbler- att15(17), def 30, dmg - 20/33, hp 120 (140), init 8(9), speed 4. Area att/retaliation {since these creatures resemble mounds or hills when they strike the entire area arround them actually recieves damage they attack in a 'wave' like and can not be retaliated against} can damage allies, and flyers recieve 1/2 damage only. Both can damage town walls, but keep in mind they can accidently damage yours as well. Rumbler can regenrate on any surface but water. Earthmovers are loose dirt, rumblers are comprised of boulders (mostly), and loose earth.
NexusSpinner/Prism Spider. The creature that is responsible for the prisms that are used to desine the Nexus. Stats still in testing phaze. When on the field any summon type spell, or any spell in the Destructive spelltype cost 1.5x to cast as they disrupt the forces that fuel those spells {phantom forces are not affected} Both can summon elementals, and the Spider does so at +50% strength. Imm to all elemental damage and a 10% chance to deflect it to random enemy if cast into the area surrounding it. The Spiders bite is posion, and has a chance (10%) of immobolizing enemy.
And finally (so far)
Stonesingers/Masons- Dwarf-like creatures who have profected the art of stonecraft. Repair 1 hp for every 4 singers or 2 masons to town wall/turrent/gate. Also if adjacent to a wall they take a further 50 % less damage then just having the wall between them and opponit would give them. Masons can also 'heal' earth elementals and enirely block 1 ranged attack per combat (by bringing up an 'earthshield') for self only
Forestspeakers/Earthbonded - Elf-like creatures who have perfected the art of archery (though they suffer no melee penalty either). Speakers and Bonded can cast summon earth elemental and earthquake. Bonded add entangle for 2 turns to either melee or ranged attacks (automatic unless immune to earth and they can move without breaking the spell). Bonded can fire 'point blank' which does 3x damage but 'breaks' there bow until next combat so they can no longer do ranged attacks.
Cori/Unisys (unisys is pegasus and unicorn all rolled into one! and this unit is the start of the REALLY powerful ones. Not that the other two were weak ). - Trample (any enemy unit behind first, and anybehind them, and ect take FULL damage). Also the cori if they can go 2 squares they can 'fly' the squares must be in a straight row, and there flightpath would be straight on from that (no turning corners because they are running to fast). The Unisys can fly constantly, are immune to unfriendly magic, fearless, as well as having trample. The cori appear like normal horses but are super intelligent. The unisys is white in color and has a ivory horn and white feathery wings.
Redguard/Dervish - Bound by an oath more powerful the Time. These humans give up there former life for a new one. They don't need to eat, sleep, or rest. They feel no pain, and have little emotion. They are not undead however, but are infused with magic to make them tireless protectors of the Lords. Always immune to dark magic (including fear) and having unlimited retal..they really shine when a friendly unit (or two) is adjacent to them. For each friendly unit adjacent to them they gain 5% (10% for Dervish) damage to their attacks and get 2 attacks as long as 1 unit adjacent but never increasing regardless of how many friendlies there are. Dervish can also intercept-force a adjacent enemy to attack them instead of an adjacent ally. They get no retaliation if they do this however.
Council - Justicebringer - The lords answer to only 1 authority...the Council. And the High Lord is the only lord that can overrule them. The Justicebringers are the elite of the Council, selected for there affinaty for Justice Magic. The council are the only creatures that can enhance the effects of Justice Magic, they are like conduits and amplify the effects. Whenever Justice Magic is used they can heal another unit by (1xno of units)x sp (the hero that controlls the army the council/justicebringers are in get to choose which unit to heal). They also have the perminate Justice Magic....Just of the Rightous. This spell reflects 10% of damage done to the unit that attacked them (not magic). Justicebringers make any Justice Magic mass effect (effect all friendly or enemy units on field but they can still only heal one target).
Seagiant - Giantlord - Imm to fire, earth, and ice spells. These extraordinary creatures have a sad life. The search endlessly for there home, as they were bereft of it by magic which transported them and made them forget where there home was. Oddly they grant extra movement on sea to any hero who has them in their army. About 1% per 20 (or 10 for the giantlords). They can hurl rocks to damage creatures/towns/ect and the Giantlords have a special battlechant that increases all allied units Morale by 1 (1x per combat but effect last entire combat). It also decreases enemy units by the same ammount (can be cleansed, if unaffected by mind effects they are immune). If they reach 20% of there starting number they enter into a battlefrenzy and do double damage, unfortunately they are unable to control who they attack at this time and will attack nearest unit. This frenzy lasts 2 'turns'.
Neocrim - Ur-Neocrim - The 'source' of justice magic dirrectly created these creatures to protect the 6 wards that protect the Justice Magic. Beings made entirely of 'Living wood' they look normal, but are far from normal. The crim do not attack as normal, they have 6 special affects and each can only be activated 2x per combat. However, they regenrate, can retaliate unlimited times, and harmful OR helpful magic has no effect on them. The special abilities are. Law of Protection - instantly teleport beside a target friendly creature and strike any/all enemies in adjacent squares. Law of destruction - Launce 2 'no-retaliation' strikes against an adjacent enemy. Law of Life - cast ressurect on any adjacent ally unit. The Ur - Neocrim also get Law of transformation - Transform self for 1 turn into any allied unit with all the abilities, numbers, ect. They may attack, cast, ect freely but after 1 action even if it is wait they transform back.
As for stats, ect you will have to use your own imagination smile. I tend to make them too overpowered.
继续晕 汗,老大,多少给点中文解释啊,全英文的给谁看谁晕啊:(: 新种族看来不错
These seem nice. I like the design of the private:) 外语没学好啊 看不明白啊~写给谁看啊;cool;
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