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New Faction: The Cruzandra.


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AuthorNew Faction: The Cruzandra.
Here's the faction I've been working on for so long. I made sure to put more time into actually helping you guys get a good mental picture of the creature ( I included some snazzy descriptions!) rather than just giving you names and numbers. There's only one class here, but I also introduce a new magic system. I hope you guys enjoy reading this, and I hope it might influence (*ahem*) some future game content.

-Blade
The Cruzandra Faction

The Cruzandra are a race of blue skinned humanoids, which live in the icy mountains to the far north of the empire, past the Eagles’ Nest and the Peaceful Camp. Due to the treacherous conditions of these mountains, they’ve lived largely undisturbed there for centuries, growing in size and strength. After the far off explosion of the volcano, the Cruzandra have been seen coming down from the mountains, leading armies of beasts from the ice, and it is said even the glaciers itself… The Cruzandra have no control over arcane forces, and can’t cast normal spells. However, they have a deep connection with their gods and ancestors, and call upon their might in the form of divine spells.

Starting Stats:
Attack-1
Defense-0
Spellpower-0
Knowledge-0
Initiative-+0%

RACIAL ABILITY

The Cruzandra don’t use mana to cast their divine spells, but they can also cast a certain number of divine spells, based on faction level. They can cast a level 1 divine spell for every faction level, a level 2 spell for every 2 faction levels, a level 3 spell for every 3 faction levels, and a level 4 divine spell for every 4 faction levels. So a level 12 Cruzandra could cast 12 level 1 spells, 6 level two, 4 level three, and 3 level four during a battle.
UNITS

Tier 1
Rime-The Rime are humans, elves, and other humanoids that have frozen to death in the icy paths of the mountains, then been given life in undeath. They look like normal humans, except for their icy blue skin and bloodshot eyes. They wear no armour, and are quite slow. Their hits don’t do much damage, but be warned; their cold touch can chill someone to the bones.
Attack-1
Defense-2
Health-6
Damage-1-1
Shots-0
Mana-0
Speed-4
Initiative-8
Abilities- Undead. Chill Touch.

{U} Brine-The Brine are the bodies of those who froze to death beneath the ice sheets of the great glaciers beyond the mountains. These bodies have been permeated by both the cold and the water, and retain strange properties in undeath. They look similar to the Rime, except they have an almost slimy appearance, and with a greenish tint to their blue skin.
Attack-2
Defense-3
Health-6
Damage-1-3
Shots-0
Mana-0
Speed-4
Initiative-8
Abilities- Undead. Chill Touch.

{U+} Noratu- The Noratu are strange creatures, born from the corpses of those who had died in the mountains. Rather than the bodies being brought back to life through necromantic magic, the corpses are given life through the possession of a spirit. This causes the corpses to glow with a slight red light, and gives the Noratu some dark powers from the other side.
Attack-4
Defense-3
Health-7
Damage-2-3
Shots-0
Mana-0
Speed-4
Initiative-9
Abilities- Undead. Chill Touch. Drain Life.

Tier 2
Venecus-The Venecus resembles a goblin crossed with an imp. It’s small and slightly hunched over, and has the pointy ears and features of a goblin. It moves similar to the imp, and has a blue tinted skin. It wears no clothes except for pants made from fur. It wields a dark blue bow, and fires grey arrows with blue arrowheads.
Attack-3
Defense-3
Health-9
Damage-2-3
Shots-12
Mana-0
Speed-4
Initiative-10
Abilities-Shooter. Devastating Rain.

{U}Sangcus- The Sangcus is similar in appearance to the Venecus, but with minor color/equipment changes. The Sangcus skin is a deep red color, and they, being more sophisticated than the Venecus, wear white fur tunics as well as pants. Their bows are blood red, and are recurve bows with jagged blades attacked to the curved tips of the bow, which they use for melee attacks. The arrows they fire are now red colored.
Attack-5
Defense-5
Health-12
Damage-3-5
Shots-12
Mana-0
Speed-4
Initiative-11
Abilities-Shooter. Devastating Rain.

{U+}Invarcus- The Invarcus is similar to the Sangcus, but more sinister. Its skin is now a coal black (with beady red eyes) and it wears black chest armor, with a skull fashioned to its chest. The bow it wields looks like the Sangcus’, but is now jet black. The Arrows it fires is tipped with a small skull, just for that extra awesome.
Attack-8
Defense-6
Health-15
Damage-4-7
Shots-14
Mana-0
Speed-5
Initiative-11
Abilities-Shooter. Devastating Volley.
Tier 3
Ghundar- The Gundar is a vicious, wild animal from the mountains. It has thick, gray fur, and has two massive, bottom tusks sticking up from its mouth. The Ghundar has a similar shape to a bull, and has powerful, curved, black horns on its head. Dangerous when provoked. Also dangerous when not provoked.
Attack-3
Defense-5
Health-14
Damage-4-5
Shots-0
Mana-0
Speed-6
Initiative-9
Abilities- Large Creature. Rage. Sure Footing.

{U}Sliske-The Sliske is slightly larger than the Ghundar, and has jet black fur rather than gray. The Sliske’s tusks are larger, and its white horns curve forwards, sharpened to a deadly tip. The Sliske also has small, white spikes running down its back, with one large one on the tip of its tail.
Attack-6
Defense-7
Health-19
Damage-4-6
Shots-0
Mana-0
Speed-6
Initiative-10
Abilities-Large Creature. Rage. Sure Footing.

{U+}Kuldurath-The Kuldurath more resembles a rhino than a bull. It has two massive tusks coming from its bottom jaw, and has a really long snout. It has a massive horn on the top of its nose, and spikes running all the way down its back. It has massive muscled legs, and has thick, white hide. It has a three pronged spike on its tail tip as well.
Attack-7
Defense-10
Health-24
Damage-4-8
Shots-0
Mana-0
Speed-6
Initiative-12
Abilities-Large Creature. Seething Rage. Sure Footing.

Tier 4

Snow Golem-The snow golem has massive arms and legs forged from balls of snow, magically fused together into a solid being. It resembles the Michelin Man, except not near as cheery, and it has bigger hands it uses to smash its opponents. The Snow Golem has chilling blue eyes. They’re renowned for their durability and lack of speed.
Attack-4
Defense-12
Health-65
Damage-6-12
Shots-0
Mana-0
Speed-3
Initiative-7
Abilities- Large Shield. Knockback. Elemental. Immune to Water.

{U} Ice Golem-Rather than made of snow, the ice golem is made of-you guessed it-ice. Its general shape is similar to that of the snow golem, except it’s not as rounded (e.g. the shoulders are spiked, as well as the knees) and the head has three large spikes on it. The ice golem is a light blueish tint. It’s even tougher than the snow golem.
Attack-5
Defense-14
Health-80
Damage-8-12
Shots-0
Mana-0
Speed-4
Initiative-7
Abilities-Large Shield. Knockback. Elemental. Immune to Water. Shatter (10).

{U+} Ice Incarnate-The Ice Incarnate is an ancient embodiment of cold. The Ice incarnate is similar in appearance to the ice golem, except it’s a deep, striking, sapphire blue, and appears a bit more crystal-like. The Ice Incarnate stands like a wall before all assault.
Attack-5
Defense-20
Health-100
Damage-10-15
Shots-0
Mana-0
Speed-4
Initiative-8
Abilities- Large Shield. Knockback. Elemental. Immune to Water. Shatter (15). Unlimited Retaliation.
Tier 5

Kirish-The Kirish is a large muscular, lion shaped creature. It has gray blue skin, with vivid, pulsing, blue streaks running through its skin (they look like tribal tattoos). Its skin is scaly, and it has a white blue mane. Oh, and did I mention it has epic dragon wings? The wing membrane is a translucent blue color, and there are tan spikes on the wing tips. The Kirish has a long scaly tail, with a large, sapphire looking tip. Its main strength is the aura of cold it gives off, which chills foes to the bone.
Attack-15
Defense-10
Health-65
Damage-12-18
Shots-0
Mana-0
Speed-6
Initiative-11
Abilities-Large Creature. Flyer. Chilling Aura. Aura of Water Vulnerability.

{U} Kushara-The Kushara resembles the Kirish greatly except for some minor changes. The skin would now be a deep blue, with glowing, white streaks, the mane would be a similar blue with gray streaks, and the spikes on the wings would be a deep blue color. The main difference between the two is the Kushara possessed powerful, defensive magic.
Attack-17
Defense-14
Health-75
Damage-12-20
Shots-0
Mana-0
Speed-6
Initiative-11
Abilities- Large Creature. Flyer. Chilling Aura. Aura of Water Vulnerability. Ice Barrier.


{U+} Crynastra-The Crynastra resembles the Kushara, but with a few color/anatomy differences. First off, its skin is totally white, with deep, icy blue streaks that pulsate and glow, and it has a deep blue gray mane, that runs down the middle of its back and up its tail. Second, the tail is tipped with three sharp, blue talons, and its eyes pulse with blue light. Thirdly, the natural magic in the Crynastra is much stronger than the Kushara or Kirish, causing it give off a much larger glow from the streaks on its skin. This same magic also strengthens its chilling aura exponentially.
Attack-21
Defense-18
Health-90
Damage-15-24
Shots-0
Mana-0
Speed-6
Initiative-11
Abilities- Large Creature. Flyer. Freezing Aura. Aura of Water Vulnerability. Ice Barrier.


Tier 6

Ice Wyrm-The Ice Wyrm is essentially a giant, white worm. The Wyrm has white plating on its sides, and has a mouth similar to a leech (circular with all the little teeth pointing inwards) and has no eyes. It travels by burrowing through the ground, then popping up at the designated location. The wyrm has 4 massive mandibles it uses to tunnel through the dirt.
Attack-22
Defense-14
Health-110
Damage-12-23
Shots-0
Mana-0
Speed-6
Initiative-8
Abilities-Burrower. Upheaval.

{U} Apophin-The Apophin is the ancient ancestor of the ice wyrm, which tunnels deep beneath the mountains. The extreme pressure and heat there has hardened and blackened the Apophin’s skin, but other than that, and the absolutely enormous size of its mandibles, it looks the same as the Ice Wyrm.
Attack-24
Defense-17
Health-140
Damage-17-26
Shots-0
Mana-0
Speed-6
Initiative-9
Abilities-Burrower. Explosive Upheaval. Immune to Fire.
Tier 7
Glacius-Many people don’t know why the Glaciers move, but that’s because they don’t know they’re alive. Well, some glaciers are just ice, but adventurers past the Northern Mountains on the frozen sea have claimed to see the massive glaciers up and walking about. The Glacius is a quadrupedal creature made from ice, with a body similar to a demon (the tier 2 monster for the game’s demon faction) but with a head similar to a human, although very square. The Glacius form itself is very square but with broken edges, as it’s made from layers and layers of ice, which are broken at many points. When it attacks, it raises on its hind legs, then smashes it’s hands into the ground with tremendous force. The Glacius is as mighty as the glaciers themselves, but about as slow.
Attack- 20
Defense- 40
Health- 300
Damage- 45-60
Shots-0
Mana-0
Speed-4
Initiative-7
Abilities- Large Creature. Elemental. Thunderous Blow. Melt.
{U}Azarath- The Azarath is an ancient embodiment of both the cold and the mountain. The Azarath is almost identical to the Glacius in terms of shape, but the Azarath is composed of both ice and stone. The Azarath has a stony texture to it, with a bit of blue ice mixed in. The most striking feature would be the beast’s striking blue eyes, that glow brightly. Its attack is the same as the Glacius; it rears onto its hind legs, then smashes its hands into the ground.
Attack-20
Defense-50
Health- 330
Damage-50-70
Shots-0
Mana-0
Speed-4
Initiative-8
Abilities- Large Creature. Elemental. Thunderous Blow. Avalanche.
New Upgrade Levels:

Tier One Second Upgrade: Level 8
Tier Two Second Upgrade: Level 10
Tier Three Second Upgrade: Level 13
Tier Four Second Upgrade: Level 16
Tier Five Second Upgrade: Level 20
New abilities

Chill Touch- {Triggering Ability} A creature with this ability has a chance to freeze their opponent solid, decreasing damage that stack takes by 50%, but also making it so the unit cannot retaliate, and lowers the unit’s initiative by 50%. This affect lasts until the creature’s next turn.

Devastating Rain- {Activated Ability} A shooter with this ability targets a single tile, and attacks said tie, dealing normal damage. Then, said shooter gains it’s turn back 25% faster, and attacks the same tile again, dealing 150% damage. However, if there is no longer a creature on that tile, the damage is null, and your ammo and turn is wasted.

Devastating Volley- {Activated Ability} A shooter with this ability targets a 3x3 area, and attacks said area with a volley, dealing 50% damage. Then, said shooter gains it’s turn back 25% faster, and attacks the same 3x3 area again, dealing 100% damage to any creatures within the area.


Sure Footing- {Passive} Any creature with this ability is immune to all stunning and holding attacks.

Seething Rage-{Passive} This unit receives double the attack bonus that Rage gives.

Shatter (X)-{Passive} This unit deals x*[Perished Troops] to attackers when any unit in that stack dies.

Chilling Aura- {Passive} This aura lowers the speed and initiative of adjacent enemies by 15% (always decreases both by at least one.) Ends when the enemy moves away, and doesn’t affect enemies that only pass the creature with this ability.

Freezing Aura- {Passive} This aura lowers the speed and initiative of adjacent enemies by 25%. Ends when the enemy moves away and doesn’t affect enemies that only pass the creature with this ability.

Ice Shield-{Passive} When the Kushara/Crynastra defends, the streaks on its skin glow brightly, then it is completely coated in ice. Its defense is raised 50% (doubled if you have the “stand your ground” ability), the affect of the Chilling/Freezing Aura is doubled, and it’s immune to water elemental magic until its next turn.

Blood Frenzy-{Passive} Any unit with this ability automatically triggers moral after they kill a unit.

Burrower- {Passive} Like flyer or teleporter; simply another way to move around the field without having to worry about anything in your way. Except, ya’ know, a burrower goes UNDER the ground. A minor difference, really.

Upheaval- {Passive} When the Ice wyrm appears in the location he burrowed to, the violence in which he explodes from the earth deals 25% of normal damage to all creatures adjacent to the wyrm. This does not count as an actual attack (the wyrm can do this and attack on the same turn) and cannot be retaliated. Does not affect allied units.

Explosive Upheaval-{Passive} The same thing as upheaval, except it does 50% damage rather than 25%.

Thunderous Blow-{Passive} A creature with this skill damages a 2x2 area in front of it when it strikes, damaging anyone within that area. If a large creature fills up that 2x2 area, it takes 150% damage.

Melt- {Passive} When a creature with this skill dies, 50 water elemental damage is dealt to any adjacent units, be they friend or foe. This 50 damage is dealt per each creature that dies (e.g. if 5 creatures with this skill die, 250 damage is dealt to adjacent creatures)

Avalanche-{Passive} When a creature with this skill dies, 100 damage is dealt to any adjacent units, be they friend or foe.
DIVINE SPELLS

As I explained above in the racial ability spot, the Cruzandra are able to use spells gifted to them by their gods; divine, not arcane. They can cast a level 1 divine spell for every faction level, a level 2 spell for every 2 faction levels, a level 3 spell for every 3 faction levels, and a level 4 divine spell for every 4 faction levels. So a level 12 Cruzandra could cast 12 level 1 spells, 6 level two, 4 level three, and 3 level four during a battle. In order to access these spells, the Cruzandra must build a building in their castle, with a new one for each successive tier. The Cruzandra start out being able to cast level one spells.

Altar- Grants access to all first level spells
Level Requirement: 1

Shrine- Grants access to all second level divine spells.
Level Requirement-7

Temple- Grants access to all third level divine spells
Level Requirement- 12

Cathedral- Grants access to all fourth level divine spells.
Level Requirement-17

There are several types of divine spells, all of which have different sorts of effects, casting duration, and appearances.

Invocation- Invocations are usually simpler, weaker divine spells. They are cast right away, and often involve simple effects, such as damaging an opponent or healing an ally. Unlike the other styles of divine spells, these have cooldowns.

Prayer- Prayers are more complex Divine Spells than Invocations. Rather than simply using divine magic inherit within you (The Cruzandra) that was blessed upon you by the gods, you Pray to your gods for divine intervention. This involves your character getting on their knees (if that is graphically possible) and getting into a “prayer like stance”. This will take 2-3 of your characters turn to cast, depending on the spell. While praying, you cannot perform any other actions, and your other turns are therefore forfeit.

Rituals- Rituals are the most complex, but the most powerful form of Divine Spells. Rituals often involve a sacrifice of some sort, more often than not an allied creature, in exchange for powerful aid. Any units sacrificed are utterly destroyed, and cannot be resurrected. These spells take 4-6 turns to cast because they are simply so powerful. Graphically, when one of these spells are cast, the caster sits down criss-cross-applesauce, and surrounds themselves with candles. While performing a ritual you cannot perform any other actions, and your turns are therefore forfeit.
Well, that’s it! I hope you guys enjoyed it, and any feedback/criticism is welcomed, as long as it isn't mindless trolling. =)

-Blade
This is one of the best works I have ever seen in LordsWM. Congratz good work keep it up.
+1000
You do invest a lot of time in creating such a nice idea of a new faction. It's really commendable. Hope Admins appreciate your work and make this idea a reality for this game :)
Nice work! I'm looking forward to hopefully seeing this in the game in the future! But just one thing, what do the heroes look like, other than being blue skinned?
What should I say...the effort you have put into this, balancing the troops are immense. I should say that they are pretty balanced and are ofcourse a very interesting race. One of the best original works ever. Keep it up. Hope admins stumble upon this thread and make this idea a reality :p Once again, keep it up bro :p
Cool one!
nice
@ dwarf_ruler, Thank you, I do try my best. :)

@ ElfPirde, Thank you, I hope they do too.

@ Hellhound Lord, Good question, I suppose I should have elaborated a bit more on that, but oh well. I pictured them as being a bit more elfish than human, and wielding a black spear, topped with a blade made of ice. The hero would have blue skin, with long, white hair.

@ Vlaer, Thank you for your compliments. Your words give me that nice fuzzy feeling in my stomach. :p

@ killer_dash, thank you.

@ elwin from lord, Thanks!

I'm glad everyone seems to like it so far, and thank you all for spending the time to read it.

-Blade
@ Vlaer, Thank you for your compliments. Your words give me that nice fuzzy feeling in my stomach. :p

Love? Whoops..

Nice one, lets hope admins come across this :).
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