IMO, I think they should make a contest in which each major fan based website creates their dream faction and the winning faction gets added to the heroes V lineup.
I doubt it'll happen but it'd be nice. I have some basic ideas for a new faction already. (If some things I write below look familiar, it's because it's part of the description of my Roads of Doravine map
![smile :)](/forums/images/smilies/smile9.gif)
Faction name: Sanctum
Hero title: Sage
Preferred Schools: Dark, Light
Racial: Farsight: The hero gains the ability to cast additional unique adventure map spells based on the level of Farsight. Additionally, Sanctum creatures deal additional damage to opponents who are about to act.
The unique spells are created in the Vault of Oracles (Sanctum building), which requires a Mage Guild I.
The additional damage is 5%/10%/15%/20%. The accumulated total initiative the opponent must have to suffer the added damage is 90%/80%/70%/65%. (Basic/Advanced/Expert/Ultimate).
The unique spells are:
These adventure spells can only be cast once per turn.
Mage Guild II- (requires Basic Farsight) - Visions - Cost: 8 Mana. Like Scouting, however you can also see the enemy hero's skills and abilities (basically you can see him as if he were your own hero).
Mage Guild III- (requires Advanced Farsight, hero level 10) - Hinder - Cost: 12 Mana. Cast on an enemy hero. Reduces that hero's movement by 10% for the turn. Additionally, for each level of Dark Magic your hero possesses it reduces movement by an extra 3%.
Mage Guild IV- (requires Expert Farsight, hero level 15) - Second Wind - Cost: 24 Mana. Cast on self. Hero gains 1% per level to movement until the end of the turn.
Mage Guild V - (requires Ultimate Farsight, hero level 20) - Levitate - Cost: 40 Mana. Identical to Fly (hence, why it requires the ultimate level of the racial).
So, basically, that's all I've thought of for my dream faction. Maybe another day I'll post more things about it (like the creatures and stuff like that).
Feel free to post your opinions
![big smile :-D](/forums/images/smilies/big%20smile.gif)
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I made some changes to my Sanctum faction (the only thing I'm still lacking are creatures, but I'll do that eventually
![smile :)](/forums/images/smilies/smile9.gif)
From the top once again:
Faction: Sanctum
Hero Title: Sage
Preferred stats: Attack, then Defense
Preferred schools: None (they don't have a mage guild...IMO, they don't need one...you'll see why later on
![devil :devil:](/forums/images/smilies/devil.gif)
Worship: Aera Kavia the Bird Goddess (some deity of the Wind Dragon basically).
Racial Skill: Farsight - Reduces the effectiveness of enemy spells by reducing the spellpower of opposing heroes/caster units. Additionally, Sanctum units deal additional damage to units who are about to act.
(Basic/Advanced/Expert/Ultimate skill levels of the racial skill)
Enemy spellpower drop: 10%/20%/30%/40%
Added damage to units about to act: 5%/10%/15%/20%
The accumulated total initiative the opponent must have to suffer the added damage is 90%/80%/70%/60%.
Racial Abilities:
Battle Roar: Special combat ability. All units in your army gain 3/6/9/12 Attack for 1 turn per hero level. In addition, Battle Roar adds 1 Attack for each 3 Attack the user hero has.
Projection of Fear: Special combat ability. Reduces enemy morale by 1/1/2/3 and initiative by 10%/20%/30%/40% for 0.5 turns/hero level.
Mental Shield: Your units suffer -1% damage per hero level.
Ultimate:Inhibition:Opposing spellcasters cannot cast spells (in the case of opposing heroes, abilities may still be used).
Requires:Stalling Strike (from Attack), Blessed Blade (from Luck) and Adrenaline Boost (from Logistics).
The Path to the Ultimate
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Racial ------------------------------------Projection of Fear
-----------------------------------------------------I
Attack - Battle Frenzy - Swift Strike - Stalling Strike
------------------------------------------------------I
Logistics - Pathfinding - Pathfinding (+) - Adrenaline Boost
Luck - Soldier's Luck - Eternal Luck - Blessed Blade
Attack Skills:
Swift Strike - When a Sanctum unit attacks an opponent about to act, it (the Sanctum unit) moves up 15% on the ATB bar.
Stalling Strike - When a Sanctum unit attacks an opponent about to act, the opponent moves down 15% on the ATB bar.
Logistics Skills:
Pathfinding (+) - The rough terrain penalty is reduced 100% (in other words, ignored) and the hero's movement is boosted by 10%.
Adrenaline Boost - Units in your army gain 10% to their initiative and 1 to their speed.
Luck Skills:
Eternal Luck - Your unit's luck cannot drop below 0.
Blessed Blade-When one of your units rolls good luck, 50% of the opposing unit's defense is ignored.
That was long
![big smile :-D](/forums/images/smilies/big%20smile.gif)
Here we go (bear with me please
![smile :)](/forums/images/smilies/smile9.gif)
Sanctum unique creature abilities:
Wall Destroyer- The creature can choose to attack a segment of the enemy's castle during it's turn (dealing base damage with no attack modifiers).
Focused- The creature's attack statistic cannot be reduced.
Giantslayer- The creature deals an extra 50% damage against tier 6 and 7 units.
Stoneskin- The creature has immunity to effects that affect initiative (like Shield Bash and Slow).
Diamond Armor- Grants the unit a Magic Mirror that works 20% of the time, and the reflect target is alway a foe.
Force Charge- For each square the creature advances, the creature gains 20% on his attack stat, up to a maximum of 100% attack (for 5 squares).
Lightning Strike 10- Deals X Lightning damage to the opposing unit for each unit in the attacking stack (where in this case X equals 10).
Sanctum creatures:
Level 1: Sentry/Sapper- The Sentries are humans that have left the various human empires for many reasons. Sappers are humans that have long been in Sanctum territory and have learned how to undermine defensive fortifications.
Sentry
Attack: 1
Defense: 2
Speed: 5
Initiative: 10
Damage: 1
Hit Points: 6
Enraged
Sapper
Attack: 3
Defense: 2
Speed: 5
Initiative: 10
Damage: 1-2
HP: 9
Level 2: Striker/Slayer: The Strikers (as well as their stronger cousins the Slayers) are a sect of wood elves forsworn to destroy all sources of evil that may exist on Ashan. That quest has led them to the territories of the Sanctum, who they aid unwillingly.
Striker
At: 5
Def: 2
Speed: 7
Init: 11
Dmg: 2-4
HP: 12
Focused
Slayer
At: 6
Def: 3
Speed: 7
Init: 14
Dmg: 2-5
HP: 12
Focused, Giantslayer
Level 3: Kaltyan Witch/Kaltyan Shaman: The Kaltyan are the only original inhabitants of the Sanctum faction. They are half-lizard, half-bird and it is rumored that they are the nephews and nieces of the Bird Goddess herself. The witches and shaman of Kaltyan-kind are the only true spellcasters in the whole Sanctum (as not even the Sages themselves cast spells, but on very limited occasions).
Kaltyan Witch
At: 8
Def: 6
Speed: 4
Init: 10
Dmg: 3-5
HP: 17
Shots: 4
Mana: 22
Caster: Righteous Might (at Advanced), Cleansing (at Expert)
Shooter
Kaltyan Shaman
At: 8
Def: 8
Speed: 4
Init: 10
Dmg: 5
HP: 20
Shots: 6
Mana: 32
Caster: Righteous Might, Cleansing and Mass Cleansing (at Expert)
Shooter
No Melee Penalty
Level 4: Crystal Beast/Diamond Beast: These beasts, formed out of pure minerals, most resemble armadillos and have thick hides that protect them from harm. They are the mainstay of most Sanctum armies for their staying power.
Crystal Beast
At: 10
Def: 15
Speed: 4
Init: 8
Dmg: 8-16
HP: 50
Large Creature
Diamond Beast
At: 10
Def: 20
Speed: 4
Init: 9
Dmg: 12-18
HP: 80
Stoneskin
Large Creature
Diamond Armor
Level 5: Kaltyan Lancer/Kaltyan Warden: The other soldier of the Kaltyan race, the Lancers and Wardens have trained ardously, regaining the use of their vestigial wings. They are a force to be reckoned with as they are extremely fast and strong.
Kaltyan Lancer
At: 15
Def: 12
Speed: 7
Init: 13
Dmg: 10-20
HP: 75
Flyer
Focused
Kaltyan Warden
At: 18
Def: 13
Speed: 8
Init: 16
Dmg: 12-22
HP: 90
Flyer
Focused
Force Charge
Level 6: Wyvern / Wyvern Rider: The ancient wyverns, distant cousins of the Bird Goddess, serve an eternal oath to protect those who, in a long forgotten past, protected them from harm.
Wyvern
At: 21
Def: 18
Speed: 6
Init: 10
Dmg: 15-25
HP: 90
Poison 4 (4 Poison damage per wyvern in stack)
Flyer
Large Creature
Wyvern Rider
At: 24
Def: 20
Speed: 6
Init: 10
Dmg: 20-25
HP: 120
Poison 4
Flyer
Large Creature
Focused
Level 7: Roc/ Thunderbird: The children of the Bird Goddess, Rocs and Thunderbirds are the strongest inhabitants of the Sanctum faction. Thunderbirds can even summon lightning to aid their attacks.
Roc
At: 25
Def: 20
Speed: 6
Init: 10
Dmg: 25-30
HP: 130
Flyer
Large Creature
Thunderbird
At: 30
Def: 25
Speed: 7
Init: 15
Dmg: 30
HP: 160
Flyer
Large Creature
Lightning Strike 10 (Each Thunderbird deals 10 extra lightning damage to the opposing unit; this is on top of base damage).
That was humongous. Enjoy! I put a lot of effort into this, so please tell me what you think
![big smile :-D](/forums/images/smilies/big%20smile.gif)
EDIT: Slightly weakened the Level 4 tier of units. Changed Carbon to Crystal (thanks to ThunderTitan for that idea
![smile :)](/forums/images/smilies/smile9.gif)