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Unread 3 Jul 2004, 14:12   #1
Lady Hawk
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Legend of the Dragon - Quest for Glory - The Age of Heros

Its back

Can you Command an Army!

Do you want to Get :-

Fame
Glory
Honour

And

POUND YOUR FOES UNDERFOOT!!!!!!!!!!!!!!!!!!!!!!!!!!

well you will in this thread.

Like MoA its a strategy/war thread set in the legandary world of LEGENDRA, for those old die hards

Fluffie
Crazyboy
Inspectre
J-Kama-Ka-C
Hewitt

this will be set 1 years on from the War of Delpton and the Incursion of Hexis and the previous QfG thread that never really got started

And No Dachi

This is still the time when Kou Chou still rules AKATSURAI (The Lands Below the Sunrise)

Interested then read on :-
__________________
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Its better to burn out than to fade away

THERE CAN ONLY BE ONE................

Last edited by Lady Hawk; 3 Jul 2004 at 14:50.
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Unread 3 Jul 2004, 14:13   #2
Lady Hawk
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Join Date: Feb 2002
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Posts: 1,906
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

First Create your Hero

you need to choose the race first


you will need to choose your race now as well as the race of your troops there are a number of races

Human (most common)
Edhel-kin (half elf or high human)
Moredhel (dark elves) - very good infantry and sneaky to boot use inate magic to help (maximum 50 in an army)
Edhel (light elves) - very good Infantry and Archers (maximum 100 in any army)
Slamoredhel (forest elves) - the best archers not so good infantry (max 50 in any army)
Dwarves - very good fighters (max 100 in an army)
Orc - good all rounders very tough
Black Orc - very tough fighters shock troops (max 50 in an army)
Hobgoblin - frenzied troops
Gnoll - very good skirmishers archers (max 100 in an army)
Ogre - shock troops (max 50 in an army)
Half Ogre - shock troops
Ogre Magi (very rare) magic using troops (max 50 in an army) - starts of with the spell Berserk - can cast once a day on any troop.
Lizard Man - the best armored infantry (max 100 in an army)

these are the races, each has a distinct advantage and disadvantage. too many to go in to here


then you divide 10 points amongst your heros 3 stats - they are

Command

Charisma

Luck

That will then be your hero

you then get 200gp to buy equipment for your hero

you then get 1000 glory to spend on your hero to buy skills (see the list of skills)

Note - 100 glory = 1 skill point
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Unread 3 Jul 2004, 14:14   #3
Lady Hawk
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

EQUIPMENT

These will enhance the performance of you and your troops :-

Masterworked items (any equipment that you choose that your troops carry have enhanced effects as follows)

20 gp per regiment - +1 damage (non magical)
30gp per regiment - +1 to Hit
50gp per regiment - +1 Armour class
40gp per reg - +2 damage
60gp per reg - +2 to hit
100gp per reg - +2 Armour Class
100gp - Double Damage
50 gp per archer regiment - Longer range
25gp - Armour Peircing
10gp - light weight (enhanced movement)

Normal Items

25gp - Short Bows
25gp - Light X bows
50gp - Long Bows
50gp - Heavy X-bows
50gp - daggers
50gp - Long swords
55gp - 1 handed axes
60gp - Maces
60gp - Battle Axes
60gp - Flails
60gp - Spears
65gp - Morning Star (5% chance of x2 damage)
65gp - Whips (10% chance of entangle) - ranged weapon
75gp - Two Handed Greatsword
75gp - 2 Handed Axes
75gp - Pikes
75gp - Halbeards
40gp - bucklers
50gp - Normal shields
60gp - Viking Round shields (more protection)
65gp - Kite Shields (offers best protection but decreases movement)

Armour

Light Armour

10gp - Silk
15gp - Padded
20gp - Leather
30gp - Studded Leather
40gp - Hardend Leather
50gp - Samurai Bamboo Armour

Medium Armour

55gp - Breastplate
60gp - Splint Mail
65gp - Banded Mail
70gp - Chainmail
75gp - Scale Mail
100gp - Elven Chain

Heavy Armour

90gp - Bronze Plate
100gp - Plate & Chain
150gp - Plate Armour
200gp - Field Plate (absorbs some hp damage allowing troops to survive longer)
400gp - Hapzburk Plate Armour - as above but no weight penalty

Magical Equipment

30gp - Healing Potion
40gp - Cure Poison
40gp - Cure Disease
30gp - Remove Curse

100gp - +1 Weapons
150gp - +1 Armour/Shields
200gp - +2 Weapons
300gp - +2 Armour/shields
200gp - x2 movement (boots or horse shoes)

150gp - Wand of Fireballs (3 shots per battle)
150gp - Wand of Lightning Bolts (3 shots per battle)
200gp - Wand of Shockbolts (8 per battle)
200gp - Wand of Acid Bolts (2 per Battle)
300gp - Wand of Turn Undead (2 per battle)
300gp - Wand of Teleport (1 per Battle)
1000gp - Wand of Magic Missiles (unlimited shots per battle)

200gp - Staff of Striking (+2 damage)
200gp - Staff of healing (heals 1 unit per battle)
200gp - Staff of Deflection (parrys blows 20% of the time)
400gp - Staff of Recall (allows any spell to be recast 2 per battle only)
400gp - Staff of Fire (+1 damage, +2 fire damage)
400gp - Staff of Electricity (+1 damage, +2 Electricty Damage)
__________________
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Unread 3 Jul 2004, 14:15   #4
Lady Hawk
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

You then buy your army you have 3000gp to buy your army - this time rounf you will be only limited to 300 men (no more no less).

you buy them from the troops below :-


Basic Troops These troops only cost 300gp per unit of 50

Basic Infantry - the most typical and most common troops
Chainmail
sword
shield

Basic Spearmen - again the most common troops useful against cavalry - but too lightly armoured
Chainmail
short sword
Spear

Basic Archers - as it says very common
Leather Armour
short sword
Long Bow or X bow
2 quivers of arrows or bolts

Light Cavalry - useful skirmishers or used as scouts
Chainmail Armour
Long sword
Round Shield
Spear or Horse Bow + 1 quiver of arrows
Light War Horse - no armour

Heavy Cavalry - the shock troops
Chainmail Armour
Long sword
Knight Shield
Lance
Heavy Warhorse (leather barding)

Engineers
they are the bods that do all the engineering things - the so
called sappers who destroy things and build defences
Leather Armour
Sword
X-Bow
skills
Demolition
Siege Warfare
Build Defenses


You can upgrade basic troop types at the cost of 200gp or you can buy new troops at the cost of 500gp per regiment of 50

New Troop Types

Medium Infantry
chainmail
sword
Viking Round Shield

Heavy Infantry
chainmail
sword
Javelins
Kite shield
(low movement)

Shock Troops
Plate Armour
2 handed weapon of players Choice
very low movement rate but has a high AC

Medium Cavalry
Chainmail Armour
Long sword
Buckler Shield
Spear and Horse Bow + 2 quiver of arrows
Medium War Horse

Skirmishers
Padded Armour
Slings or Long Bows
2 Quivers of Arrows
Daggers
(best movement rate but will not get into combat and will always flee)

Scouts (no more than 1 regiment per army max regiment size 100)
Leather Armour
Long Bows
2 quivers of arrows
Short sword
ability - sneak
gather information

Knights
Plate Armour
Lance
Broadsword
Mace
Kite Shield
Heavy Warhorse (plate barding)
Charge (x2 damage)
Cause Fear when charging
__________________
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THERE CAN ONLY BE ONE................
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Unread 3 Jul 2004, 14:15   #5
Lady Hawk
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Join Date: Feb 2002
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Posts: 1,906
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

Specialist troops cost 750gp per regiment of 50 - as these troops gain glory they get more powers

Healers
Silk Armour
Staff
power - healing, cure disease, cure poison
(can only defend themselves)

Priests
Banded Mail
Mace
Round Shield
Sling +20 shots of stone bullets
Powers -
Bless Unit - gives bonus to hit
Heal
Turn Undead
Extra damage versus Evil Creatures

Battle Mages
Silk Armour
Iron Shod Staff
powers -
Detect Magic
Shock Bolt - bolts of electricity hit enemy unit (max 10 shots)
Mage Armour - protects only the mages

Summoners (priests and mages can be upgraded cost 1000gp and 100 glory)
Silk Armour
Iron Shod Staff of Shockinng
powers -
Detect Magic
Shock Bolt - bolts of electricity hit enemy unit (max 10 shots)
Mage Armour - protects only the mages
Summon creatures - Skeletons 1 x per day/ Zombies 1 x per day/ Imps 1 x per day

Knights Templar
these are fierce warriors on foot or on horse
Field Plate Armour
Kite Shield
Lance
Broadsword
Heavy Warhorse (plate barding)
+1 damage versus all
x3 movement rate (on horse)
Divine Frenzy (2 x per day)
if these are in your army you get a +1 morale/+1 to hit
CANNOT BE IN THE SAME ARMY AS PALADINS
MUST HAVE SQUIRES

Squires
Chain Armour
Broadsword
Mace
X-bow
Kite Shield
Light Warhorse
When used with Knights Templar/Paladins/Heavy Cavalry they give a boost of +2 to hit/+2 to damage

Paladins
Platel Armour
Long sword
Knight Shield
Lance
Heavy Warhorse (leather barding)
Extra Damage versus all Enemies
Bless Army - causes all units to do extra damage (1 per battle)
resist fear
resist charm

Rangers
Leather Armour
Long Sword
Long Sword
Dagger
Elven Bow
Elven boots
Elven cloak
(they fight in melee with two weapons)
they can act as scouts
good at ambushes

Monks
Silk Armour
Staff
Sling
they fight with bare hands but can use weapons
they add +1 army morale/+1 army damage
they are resitant to damage

Barbarians
Leather Armour
Spear
3 javlins
Barbarian Long sword
Hide Sheild
War Horse
excellent riders
resistant to damage
can go into frenzy 2 times per battle

Theives
leather armour
short bow
12 arrows with poison
dagger
skills
silent move
critical strike (1 per battle)
scouting
theiving (% chance to nick stuff off other regiments)

Ninja
Silk Armour
Padded Armour
Ninjato
Blow pipe
grapple
3 volleys of shuriken
critical strike
silent move
scouting
acrobatics (1/2 damage in combat)
+1 extra attack
CANNOT BE IN THE SAME ARMY AS THIEVES

Samurai
Bamboo Heavy Armour
Katana
Wakizashi
2 weapon use
critical strike (1 x per day)
move fast
resist fear
ALWAYS GOES FIRST IN MELEE COMBAT (due to draw and strike technique)

Blade Dancers (must be female, must be any type of Edhel)
No Armour
Short Swords
daggers
Elven Boots
Elven Cloaks
2 Weapon Use
Fast Move
Fast Strike
Resitance
DODGE 25% chance that attacks will miss

Sorceress
Silk Armour
Iron Shod Staff
powers -
Detect Magic
Shock Bolt - bolts of electricity hit enemy unit (max 10 shots)
Sorceress Transformation - they become like Paladins for fighting
Mage Armour - protects only the mages
Haste - 1 unit

Crusaders
Plate Armour
Two Handed Sword
Powers
Holy Might - 1 per battle
Holy Shield - 1 per battle

Druid
Robes
Silk Armour
Iron Shod Staff
powers -
Detect Magic
Elemental Bolt - bolts of electricity hit enemy unit (max 10 shots)
Bark Armour - protects only the Druid
they add +1 damage to all forest creatures in the army

Halfling Slingers
skirmishers only
padded armour
dagger
slings
skills
fast move
extra shot (+1 attack)

Nomad
Chainmail Armour
Long sword
Buckler Shield
Spear and Horse Bow + 2 quiver of arrows
Medium War Horse
Skills
Scouting
fast move
first strike (they get a first attack)
__________________
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THERE CAN ONLY BE ONE................
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Unread 3 Jul 2004, 14:16   #6
Lady Hawk
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

SPECIAL CREATURE REGIMENTS
these are limited to regiment sizes of 50 only, they are also very hard to control and you may loose it during a battle
these cost 900 per unit

Huge Spiders
venom attack
web attack
fear attack

Unicorns
horn attack
immune to most magic attacks
very fast

Faries
very small (most attacks may miss % chance)
flying
use magic attack (shock bolts)
are only skirmishers
+1 army morale
+1 army to hit

Skeletons
arrows only do 1/2 damage
can use weapons & armour
they regenerate % number after each battle even if they do not die (only regiment that may get larger but you may loose control)
cause fear

Zombies
very slow in attacking and moving but cheaper than skeltons (you get 2 zombies to 1 skeleton)
have incresed toughness
can use weapons and armour
cause fear

Ghouls
Paralysis attack
Very Fast
% chance the may stop and go into a feeding frenzy on the troops they have just killed/paralyzed

Imps
very small (most attacks may miss % chance)
Demonic Creatures
flying
use magic attack (Fire bolt)
are only skirmishers
-1 army morale
+1 army to hit
cannot be in the same army as fairies

Gogs
these are demons to
Fire Bolt 10 shots
Fire Ball 3 shots
these cannot use armour or weapons

Roc
flying
can carry troops, but not be ridden in combat
can carry large boulders and drop from the air

Sprite
Flying
very small (most attacks may miss % chance)
use magic attack (shock bolts)
are only skirmishers
+1 army morale
+1 army to hit

Boars
Fast Move
Gore Attack
have 150% more hit points
Frenzy

Centaur
leather Armour
Spears
5 throwing Javlins
Fast Move
Charge

Wolf
fast move
stealth
cunning
first strike
__________________
I have only one thing to say
Its better to burn out than to fade away

THERE CAN ONLY BE ONE................
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Unread 3 Jul 2004, 14:17   #7
Lady Hawk
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Join Date: Feb 2002
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

LEGENDARY UNITS

These are the units of Legend (the Heart of Quest for Glory) these regiments are only to be hired by those that dare.

What is the risk in getting these units, well the risk is simple some troops may not work with these famous/infamous units. also in battle they may single a unit they hate out and go after them regardless of your orders and also the enemy may single your army out just for having these troops in your army.

also certain jobs may not be available to you, but new ones will that you may not come across.

also certain troop types may become available to you as well.

costs are per unit of 50 and vary from troop to troop

Death Knights - cost 950gp
Field Plate Armour
Death Lance (drains life from those that are hit)
Broadsword
Mace
Kite Shield
Heavy Deamon horse (plate barding)
Breath Fire (2 per day)
Charge (x2 damage)
Cause Fear when charging
no movement cost as they are Undead.


Wyvern Riders - cost 850gp (max 2 regiment per army)
Padded Armour
Slings or Long Bows
2 Quivers of Arrows
Daggers
Spear
Wyvern (flying beast)
Poison Tail Attack
Claw Attack
these troops attack from the air and can be devastating


Eagle Riders - cost 1000gp
Leather Armour
Long Sword
Long Sword
Dagger
Elven Bow
Elven boots
Elven cloak
2 quivers of 12 arrows
(they fight in melee with two weapons)
they can act as scouts
they also inspire the army so long as there are Moredhel/Slamoredhel/Edhel/Edhel-Kin in the army - +2 to hit

Kai Lords - 1500gp
Plate Armour (counts as no weight)
2 Handed Sword
Elven Boots
Elven Cloak
skills
Move Silent
Critical Attack
spells
Magic Missile (10 per day)
Mage Armour (10 per day)
Haste (1 per day)
Special Skill
NEGATE ANY ONE ATTACK AGAINST THEM

Witch Elves (Female Moredhel only) cost 900 gp
this stuff can only be used by witch elves
Admantium Chain
Admantium Swords
Admantium Armour
Moredhel repeating X-bow (3 attacks)
2 magazines of 24 bolts
Frenzy (+1 damage/+1 to hit/+1 attack/x3 movement)
Spells
Darkness (3 per day)
Fairie Fire - lights up a unit giving +1 to hit (3 per day)
levitate - (1 per day)
Acid Bolt (2 per day)
CANNOT BE IN THE SAME ARMY AS PALADINS/TEMPLARS/HEALERS.

THEY INSPIRE THE ARMY +1 damage

Storm Giants - cost 2000gp
Chain Mail Armour
Giants Club
Powers
Summon Wind
Summon Rain
Summon Lightning Storm
they cannot be in an army that has evil creatures.
__________________
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THERE CAN ONLY BE ONE................
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Unread 3 Jul 2004, 14:17   #8
Lady Hawk
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Join Date: Feb 2002
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

PLEASE NOTE - YOU ACTUALLY MUST VISIT THE RESPECTIVE CITIES IN THE GAME TO GET THE TROOPS.
THESE TROOPS ARE ONLY AVAILABLE IN :

DELPTON

Cost 500gp per unit of 50

Grenadiers/Javline Men
Leather Armour
short sword
5 Clay pots filled with Oil
Flint and Steel
3 Javlins

cost 100gp per unit of 50

Levies
Pitchfork/scythe/large bits of wood
Padded Armour

these are the peasants of the land, they serve as cheap cannon fodder and have a low morale

Cost 150gp per unit of 50

Militia
Leather Armour
Pole Arm
dagger

these are well trained peasants, again serve as cannon fodder

Cost 200gp per unit of 50

Men at Arms
Leather Armour
Sword
Shield
X-Bow
1 box of 12 bolts

these are trained citizens and are good cheap troops.


MARMOREK

cost 800gp per unit of 50

Dwarven Rangers
Chainmail Armour
dwarven repeating x-bow (2 attacks)
1 box of 12 bolts
2 handed Axe
1 Handed Axe
Shield

they are Heavy Infantry but move with the speed of skirmishers.

cost 200gp per unit of 50

Gobbo Arra Boyz
no Armour
Short Bow
2 quivers of Arrows

these are skirmishers, and run from hand to hand combat and cannot take much damage

Gobbo Clansmen
no armour
Spear
shield
dagger

again these are basic infantry, cannot take much damage but good cannon fodder and they are quick
__________________
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THERE CAN ONLY BE ONE................
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Unread 3 Jul 2004, 14:18   #9
Lady Hawk
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Posts: 1,906
Lady Hawk is infamous around these partsLady Hawk is infamous around these parts
Re: Legend of the Dragon - Quest for Glory - The Age of Heros

They count as the same as your normal troops but have the following effects

Champion - cost 50gp
Leads the unit
Has +1 Morale
and increases chance of success if routing/fleeing of rallying

Minor Hero - cost 100gp
Leads the unit
has +1 morale
has +1 to hit
and increases chance of success if routing/fleeing of rallying

Medicore Hero - cost 200gp
leads the unit
has +1 morale
has +1 to hit
has +1 to damage
and increases chance of success if routing/fleeing of rallying
These also mean that the units that have these fellows are more likely to
follow orders and stand fast.
__________________
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THERE CAN ONLY BE ONE................
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Unread 3 Jul 2004, 14:19   #10
Lady Hawk
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Join Date: Feb 2002
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Posts: 1,906
Lady Hawk is infamous around these partsLady Hawk is infamous around these parts
Re: Legend of the Dragon - Quest for Glory - The Age of Heros

NOTE THAT YOU CAN NOW BUY SKILLS WITH YOUR GLORY FOR INDIVIDUAL UNITS (PER 50) - THIS MAY ONLY BE DONE AS A COMMANDER HAS GOT MORE THAT 1000 GLORY. STARTING COMMANDERS MAY NOT BUY UNIT SKILLS.

Tactics - allows the commander to make snap decisions on a regimental scale
BattleField Tactics - as above but works across the whole battlefield
Boost Morale - this is an inate skill that boosts the morale of a single regiment when the commander is near
Rally - this allows the commader to boost the chance of rallying a single regiment if they begin to flee the battle field
Resist - when the commander takes coomand of a regiment this skill makes the regiment tougher as they want to prove their worth to their commander.
Heal - again an inate skill that allows a broken troop that has fled and rallied to recover enough to go on fighting (makes the wounded want to fight)
Fanatics - when the commander takes charge of a unit...the troops will fight more aggresivly again proving that they are of use to the commander
Magical Resistance - skill that resists some magical spells
Leadership - Allows troops the commander is with to follow orders quiker and more efficently
Resist Fear - allows the troop the commander is with to resist fear spells or effects
Resist Terror - as above but against fear
Cause Fear - this means the troop the commander is with is so fierce they can cause fear in an opponent
Cause Terror - as above
Cause Dismay - this causes the target unit to doubt what they are doing and also to loose their action
Cause Confusion - this does as it says the target becomes confisued as to the enemy they are fighting. this is a sort of magical atack and the unit that has it must be expert or better.
Move Fast - this troop the commander is with has trained to move faster
Fast Attack - this troop the commander is with can make 1 extra attack
Fast Strike - this allows the troop to strike first - limited to expert troops and only then they must be infantry troops.
Dodge - this allows the troop the commander is with to take less damage
Evade - this allows troops to only take minimal damage.
Blur - % chance that enemy missile fire will not hit the troops.
Archery - increases the damage done by missile units
Ballistics - in a siege, siege engines damage and accuracy are increased
Diplomacy - You can bribe enemy units, or heroes they may change side or leave
Eagle Eye - you have a better accuracy with missile weapons
Estates (needs a Castle) - allows you to begin to generate income
Leadership - gives the hero an extra bonus to morale
Navigation - this allows the hero to navigate on water
Scouting - increases the chance to spot other enemy troops/tactics
Wisdom - allows the hero to resist spells better

Necromancy - costs 5 points to buy - allows the rasing of undead - this can be used with any of the other mage schools
these undead are raised permanetly but you can only raise and control 1 unit of undead per level of the spell (max level 4)
all spells cost 2 points extra to buy
Raise skeleton - 50 skeletons raised
Raise Zombie - 50 zombies raised

Necromancy Level 2 - must have all the other spells at least 2 per day - cost 4 points per level of spell
Raise Ghoul - 50 ghouls raised
Raise Ghast - stronger version of the Ghoul - 50 raised
Raise Shadow - 50 raised - they drain strength

Priest Spell ability - costs 2 points to buy - allows the casting of priest spells - cannot have Mage Spell Ability
all spells cost one point to buy :-
Heal - allows to heal one unit
Bless - gives one unit enhanced to hit bonus
Curse - curses one enemy unit

Priest Spells Level 2 - must have all the other spells at least 2 per day - cost 4 points per level of spell
Heal Hero - allows hero to be healed
Bless Army - as bless unit
Smite the Godless - increases damage to one enemy unit

Priest Spells Level 3 - must have all the other spells at least 2 per day - cost 6 points per level of spell
Talons of Flame - Hand to Hand attacks do extra fire damage
Flame Strike - Causes a pillar of flame to hit the target unit and others nearby
Wrath of Astea - this causes all attacks to do x2 damage

Mage Spell Ability - costs 3 points - allows the casting of mage spells - but cannot cast priest spells
Magic Missile - causes damage to one enemy unit
Shield - provides 25% armour bonus to one unit
Fog - blinds one enemy unit

Mage spells Lvl 2 - must have all the other spells at least 2 per day - cost 5 points per level of spell
Invisibility - makes one unit invisible for one attack
Haste - gives +1 attack to one unit
Fire Bolt - causes fire damage to one unit

Mage spells Lvl 3 - must have all the other spells at least 2 per day - cost 8 points per level of spell
Fireball - the age old fave of all mages
Protection from Normal Missiles - protects from arrows and such like
Stinking Cloud - causes a stationery cloud of smellyness to cover an area 10ft x 10ft x 10ft

Summoner Spells - costs 6 points and units must have 400 glory - allows the casting of summoner spells - but cannot cast priest or mage spells
This allows mages or priests to become summoners if the hero has this ability. they all work together.
Summon Skeleton - summons 1 skeleton for every summoner
Summon Zombie - summons 1 zombie for every summoner
Summon Imp - summons 1 small flying demon for every summoner
__________________
I have only one thing to say
Its better to burn out than to fade away

THERE CAN ONLY BE ONE................
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Unread 3 Jul 2004, 14:23   #11
Lady Hawk
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Join Date: Feb 2002
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Posts: 1,906
Lady Hawk is infamous around these partsLady Hawk is infamous around these parts
Re: Legend of the Dragon - Quest for Glory - The Age of Heros

The Age of the Dragon

The Lands known as Legendra was born 10000 years ago, and began with the Creator known only as the "One". It is said that this massive yet graceful entity gave birth to all living things. One after another races of plants, animals and unique beings appeard across the lands.

One of the races created by the "one" were the powerful dragons. These towering winged destroyers would strike terror into all that behld thier awsome might. In time two forms of dragon worship evolved - The Dragon Spirit and the Divine Dragon "Astea".

Another of the races that was created was that of the Humanoid races. These peacful beings lived a quiet agrarian life, in harmony with the world and the environment that each race lived in.
The Last race to be created was the "Drakken" (dragon - kin) these flying creatures set out to build huge and vast floating cities and castles and to gain dominance over all living things. In time their aggression and acceptance of the Dragon Spirit enslaved the passive Humanoid races.
The Divine Dragon Astea despaired.

But the lust of the drakken could not hide the ugly blemish in the lands of legendra - the birth of Evil.
The Drakken reigned supreme, the humanoids were enslaved, divided by what to do next and the corruption of Evil and the everlasting hope of the Divine Dragon Astea a war was fought over the freedom of the humanoids. All races thought that their very survival depended on final lasting victory over the other. The Humanoids enlisted the help of the dragons, drawing on ancient magical forces, the humanoids gained great power.

The humanoids eventaully overpowered the Drakken in a final bloody confrontation, the humanoids prevalied but at a great cost. But the dragons claimed a price for their aid, they laid the prophecy on all living races

LOVE
REVENGE
DEATH
& DESTRUCTION
THE BLACK MONSTER WILL RISE
AND THE FINAL RACE WILL EMERGE

With this the dragons departed.

Who knows what this prophecy meant - Eternal peace or the darkest evil.
Soon all was forgot in the mists of time.......until now!!!!!!!!!!!!!!

(if you want the full story then read/look at Legend of The Dragon)

Now the lands are ravaged by war and the Historic town of DELPTON is under attack once more by a large DRAKKEN force, it has already survived 3 assaults previously.

It has been a long time but the LEGENDS have proven true, DRAGONS do exist and whats more they are now working on their own they are now working with the DRAKKEN.

And also the mighty SORCEROR OF DARKNESS - HEXIS has revealed himself, again the legends have proven true, his armies have taken control of the vast GREAT STEPPES to the North of the SPINE OF THE WORLD MOUNTAINS. His forces lie ready to conquer the CITADEL OF VELAS CORIN.

Even war has broken out in the lands of AKATSURAI far to the EAST the land is in the grip of a civli war. The forces of CLAN ASANAWA are ttryning to defeat the Imperial forces commanded by the upstart SHOGUN KOU CHOU, many are asking the question where is the great leader/hero to come from who will save them?
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Unread 3 Jul 2004, 14:25   #12
Lady Hawk
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

For those new to the World of LEGENDRA (the Fabled Lands) here are the list of countries (and this may even surprise the oldies)

THE EMPIRE OF HARKUN

OLD HARKUN

UTTAKU (THE LAND OF THE HIDDEN FACES)

KUNRIR - HOME OF THE LIZARD QUEEN

THE SINGING FOREST - HOME OF THE ELVES



GOLNIR - THE MERCHANT KINGDOM

CASTLE RAVAYNE - CAPITOL CITY

MARMOREK - CITY OF DWARVES

DELPTON - CITY INDER SEIGE



SOKARA - LAND OF THE MONSTERS

NERECH - THE LAND BEYOND THE WALL

ISLE OF DRUIDS & THE CITY OF TREES

CTADEL OF VELIS KORRIN - CAPITOL CITY



THE HOWLING WASTELAND OF THE GREAT STEPPES

THE SPINE OF THE WORLD MOUNTAINS

THE PEAKS AT THE EDGE OF THE WORLD

THE MOUTH OF HARKUN

THE RUBY CITADEL

THE PYRAMID OF HEXIS

THE ISLE OF MYSTERY



THE PORTS AND ANCHORAGES OF THE VIOLET OCEAN

ANKON KONU - THE FEATHERED LANDS

THE ISLE OF FIRE

BRAELAK - SORCERORS ISLE

THE SLEEPING ISLE

DRAGON ISLAND

THE UNNUMBERED ISLES



AKATSURAI - THE LAND BELOW THE SUNRISE

SHAKU ISLAND

TOHO ISLAND - HOME OF CLAN ASANAWA

UDIA ISLAND - THE SACRED SHRINE

YODOSHI ISLAND - THE MAIN ISLAND - HOME OF KOU CHOU



These are the lands of Legendra
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Unread 3 Jul 2004, 14:25   #13
Lady Hawk
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

Welcome one and all post here your army
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Unread 3 Jul 2004, 14:32   #14
Hewitt
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

*Does a little dance.* \o/
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Unread 3 Jul 2004, 15:22   #15
Fluffie
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

If you nick my Knight style again Hewitt, I'm coming after you
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Unread 3 Jul 2004, 15:32   #16
Inspectre
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

*Nicks Fluffie's Knight design. :gollum:
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Unread 3 Jul 2004, 15:51   #17
Hewitt
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

Hero
Name: Hewitt

Race: Human

Class: Ranger

Characteristics
Command - 2
Charisma - 5
Luck - 3

Skills
Leadership
Resist Fear
Resist Terror
Fast Attack
Move Fast
Archery
Eagle Eye
Scouting
Resist
Heal

(I'm not certain if assigning extra points to skills actually makes any difference so I'm sticking with basic skills for now)

Basic Gear
Leather Armour
+1 Armour class - 50gp
Lightweight - 10gp

Long Sword
+1 damage - 20gp

Long Sword
+1 damage - 20gp

Dagger

Elven Bow
Longer range - 50gp
+1damage - 20gp
+1 to Hit - 30gp

Elven boots
Elven cloak


HERO TOTAL - 200gp


Army
The Merry Men
100 Human Rangers - 1500c
(they fight in melee with two weapons)
they can act as scouts
good at ambushes

Equipment:
Leather Armour - 100GP
+2 Armour class - 100gp

Long Sword - 225GP
+2 damage (non magical) - 40gp
+2 to Hit - 60gp
Double Damage - 100gp
Armour Piercing - 25gp

Long Sword - 225GP
+2 damage (non magical) - 40gp
+2 to Hit - 60gp
Double Damage - 100gp
Armour Piercing - 25gp

Dagger - 125GP
+2 damage (non magical) - 40gp
+2 to Hit - 60gp
Armour Piercing - 25gp

Elven Bow - 475GP
Longer range - 50gp
+2 damage (non magical) - 40gp
+2 to Hit - 60gp
+2 Weapons (Magic) - 200gp
Double Damage - 100gp
Armour Piercing - 25gp

Elven boots - 200GP
x2 movement - 200gp

Elven cloak - 150GP
+1 Armour (Magic) - 150gp


ARMY TOTAL - 3000gp
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Unread 3 Jul 2004, 15:57   #18
Hewitt
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

Quote:
Originally Posted by Fluffie
If you nick my Knight style again Hewitt, I'm coming after you
HEH
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Unread 3 Jul 2004, 16:19   #19
Fluffie
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros



Oh well.. No Aussie hunting for me then.

I'll just take down Inspectre
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Unread 3 Jul 2004, 19:27   #20
Ryon Jkar
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

Changing...
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Unread 3 Jul 2004, 19:44   #21
Hewitt
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

Mate, last time I remember three times four is NOT ten...
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Unread 3 Jul 2004, 19:58   #22
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

Name:
Race: Edhel

Command: 4
Charisma: 4
Luck: 2

Tactics: 1
Battlefield Tactics: 1
Leadership: 1
Fanatics: 2
Cause Fear: 2
Cause Terror: 2
Fast Attack: 1

Equipment:
- 2 Handed Greatsword + Armour Piercing – 100gp
- Elven Chain – 100gp

50 Crusaders – 750gp
Plate Armour
Two Handed Sword
Powers
Holy Might - 1 per battle
Holy Shield - 1 per battle
Upgrades: +2 Damage (40gp), +2 to Hit (60gp), +2 Armour Class (100gp), Double Damage (100gp), Armour Piercing (25gp),

50 Blade Dancers (must be female, must be any type of Edhel) – 750gp
No Armour
Short Swords
daggers
Elven Boots
Elven Cloaks
2 Weapon Use
Fast Move
Fast Strike
Resistance
DODGE 25% chance hat attacks will miss
Upgrades: +2 Damage (40gp). +2 to Hit (60gp), Double Damage (100gp), Armour Piercing (25gp), Medicore Hero (200gp)

50 Healers – 750gp
Silk Armour
Staff
power - healing, cure disease, cure poison
(can only defend themselves)

Total Cost: 3000gp
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Unread 3 Jul 2004, 20:09   #23
Ryon Jkar
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

I fixed it.. mate..
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Unread 4 Jul 2004, 03:31   #24
Ur_Quan
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

HERO: Ur_Quan
Race: Human (male, 25 years of age)
Class: Fighter (Paladin)
Stats: Command 5 Charisma 2 Luck 3
Equipment:
Plated Armour
Long sword
Knight Shield
Lance
Heavy Warhorse (leather barding)
Extra Damage versus all Enemies
Bless Army - causes all units to do extra damage (1 per battle)
Resist fear
Resist charm
Background: Being an orphan, Ur_Quan grew up in a monastry which, at a later age, he left to be trained as a paladin. He trained hard and with dedication to shape both body and spirit and as a result very few could match his skill in battle. Being young and idealistic, Ur_Quan joined the crusades where he fought with admirable zeal, but never neglecting his duties as a holy man.
As the years went by and battle after battle was fought, there came the day that Ur_Quan was mortally wounded in the chest. The doctors gave up all hope of saving his life and expected him to be dead before dawn. However, when they entered his tent the next morning, they found Ur_Quan alive and well, and he was packing his belongings. He said he was going home, for he had "things to do and places to go" as he put it. The doctors were of course baffled by Ur_Quan's miraculous recovery, and they explained it as devine intervention, while bad tongues said that he'd made a pact with the devil. Whatever the case may be, Ur_Quan had changed and as he left, some of the men followed him, for they claimed that the Divine Dragon Astea had appeared to them in a dream and commanded them to accompany Ur_Quan on the journey that lay ahead of him.


MEDIOCRE HERO: Hakim Malik Kamal Inal Ibrahin Shams ad Duala Watthab ibn Mahmud -200gp
Race: Human (male, 18 years of age)
Class: Fighter (Squire)
Equipment:
leads the unit
has +1 morale
has +1 to hit
has +1 to damage
and increases chance of success if routing/fleeing of rallying
These also mean that the units that have these fellows are more likely to
follow orders and stand fast.
Chain Armour
Broadsword
Mace
X-bow
Kite Shield
Light Warhorse
When used with Knights Templar/Paladins/Heavy Cavalry they give a boost of +2 to hit/+2 to damage
Background: Hakim was only a boy when the crusaders besieged his city and when the last of the guards fell and the crusaders closed in on him, Hakim picked up the dead guard's sword and attacked the crusaders. Being untrained and unskilled he obviously didn't stand a chance against the crusaders, but it took 6 of them to finally overpower him. He would've been executed for being an enemy soldier, but Ur_Quan convinced his commanders that Hakim was only a frightened boy when he picked up the sword and so he was released. Hakim, feeling that his life belonged to Ur_Quan, chose to become his servant until the day that either he or his master died.


SKILLS:
- Heal - an inate skill that allows a broken troop that has fled and rallied to recover enough to go on fighting (makes the wounded want to fight)
- BattleField Tactics - allows the commander to make snap decisions across the whole battlefield
- Scouting - increases the chance to spot other enemy troops/tactics
- Leadership - gives the hero an extra bonus to morale
- Fast Attack - this troop the commander is with can make 1 extra attack
- Blur - % chance that enemy missile fire will not hit the troops
- Resist Fear - allows the troop the commander is with to resist fear spells or effects
- Cause Fear - this means the troop the commander is with is so fierce they can cause fear in an opponent
- Resist - when the commander takes command of a regiment this skill makes the regiment tougher as they want to prove their worth to their commander
- Fanatics - when the commander takes charge of a unit the troops will fight more aggressively again proving that they are of use to the commander


ARMY:
Paladins - cost 750gp
Plated Armour
Long sword
Knight Shield
Lance
Heavy Warhorse (leather barding)
Extra Damage versus all Enemies
Bless Army - causes all units to do extra damage (1 per battle)
Resist fear
Resist charm
Enhancements:
10gp - light weight (enhanced movement)

Paladins - cost 750gp
Plated Armour
Long sword
Knight Shield
Lance
Heavy Warhorse (leather barding)
Extra Damage versus all Enemies
Bless Army - causes all units to do extra damage (1 per battle)
Resist fear
Resist charm
Enhancements:
10gp - light weight (enhanced movement)

Squires
Chain Armour - cost 750gp
Broadsword
Mace
X-bow
Kite Shield
Light Warhorse
When used with Knights Templar/Paladins/Heavy Cavalry they give a boost of +2 to hit/+2 to damage
Enhancements:
50gp per reg - +1 Armour Class
50gp per archer regiment - Longer range
10gp - light weight (enhanced movement)

Heavy Cavalry - the shock troops - cost 300gp
Chainmail Armour
Long sword
Knight Shield
Lance
Heavy Warhorse (leather barding)
Enhancements:
10gp - light weight (enhanced movement)

Heavy Cavalry - the shock troops - cost 300gp
Chainmail Armour
Long sword
Knight Shield
Lance
Heavy Warhorse (leather barding)
Enhancements:
10gp - light weight (enhanced movement)


Total army cost: 3000gp
1 Hero (paladin)
1 Mediocre Hero (squire)
100 Paladins (lightweight)
50 Squires (lightweight, +1 armour, longer range on X-bows)
100 Heavy Cavalry (lightweight)
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Last edited by Ur_Quan; 4 Jul 2004 at 21:11. Reason: changed equipment, added hero
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Unread 4 Jul 2004, 13:54   #25
Lady Hawk
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

Quote:
Originally Posted by Hewitt
Hero
Name: Hewitt

Race: Human

Characteristics
Command - 2
Charisma - 5
Luck - 3

Skills
Leadership
Resist Fear
Resist Terror
Fast Attack
Move Fast
Archery
Eagle Eye
Scouting
Resist
Heal

(I'm not certain if assigning extra points to skills actually makes any difference so I'm sticking with basic skills for now)

Basic Gear
Long Bow, +1 damage (non magical) - 70gp
Long sword - 50gp
Long sword - 50gp
Light weight leather armour (enhanced movement) - 30gp


HERO TOTAL - 200gp


Army
The Merry Men
100 Human Rangers - 1500c
(they fight in melee with two weapons)
they can act as scouts
good at ambushes

Equipment:
Leather Armour - 100GP
+2 Armour class - 100gp

Long Sword - 225GP
+2 damage (non magical) - 40gp
+2 to Hit - 60gp
Double Damage - 100gp
Armour Piercing - 25gp

Long Sword - 225GP
+2 damage (non magical) - 40gp
+2 to Hit - 60gp
Double Damage - 100gp
Armour Piercing - 25gp

Dagger - 125GP
+2 damage (non magical) - 40gp
+2 to Hit - 60gp
Armour Piercing - 25gp

Elven Bow - 475GP
Longer range - 50gp
+2 damage (non magical) - 40gp
+2 to Hit - 60gp
+2 Weapons (Magic) - 200gp
Double Damage - 100gp
Armour Piercing - 25gp

Elven boots - 200GP
x2 movement - 200gp

Elven cloak - 150GP
+1 Armour (Magic) - 150gp


ARMY TOTAL - 3000gp
appreoved
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Unread 4 Jul 2004, 13:59   #26
Lady Hawk
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

Quote:
Originally Posted by Ryon Jkar
Name: Ryon Jkar

Race: Human

Stats:

Charisma: 3
Command: 4
Luck: 3

Skills:
Leadership
Resist Fear
Resist Terror
Cause Terror
Fanatics
Battlefield Tactics
Scouting
Diplomacy
Fast Strike
Archery

Necromancy - 5
2- Raise skeleton - 50 skeletons raised
2 -Raise Zombie - 50 zombies raised

Glory Points Left: 491

Equipment:
40gp - Hardened Leather - (10gp - light weight (enhanced movement)
50gp - Longsword
50gp - Longsword
50gp - Heavy X-bows

Hero Cost: 200 Gp

Army Total Spent: 3000gp

Army Name: The Brothers

500-
50 Edhel Scouts
Leather Armour
Long Bows
2 quivers of arrows
Short sword
ability - sneak
gather information

850-
50 Human Knights Templar
these are fierce warriors on foot or on horse
Field Plate Armour
Kite Shield
Lance
Broadsword
Heavy Warhorse (plate barding)
+1 damage versus all
x3 movement rate (on horse)
Divine Frenzy (2 x per day)
if these are in your army you get a +1 morale/+1 to hit
CANNOT BE IN THE SAME ARMY AS PALADINS
MUST HAVE SQUIRES
Double Damage - 100gp

750-
50 human Squires
Chain Armour
Broadsword
Mace
X-bow
Kite Shield
Light Warhorse
When used with Knights Templar/Paladins/Heavy Cavalry they give a boost of +2 to hit/+2 to damage

300-
50 Moredhel Basic Infantry
Chainmail
sword
shield

600-
100 Slamoredhel Basic Archers
Leather Armour
short sword
Long Bow or X bow
2 quivers of arrows or bolts

Army Size: 300
approved
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Unread 4 Jul 2004, 14:00   #27
Lady Hawk
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

Quote:
Originally Posted by Crazyboy
Name:
Race: Edhel

Command: 4
Charisma: 4
Luck: 2

Tactics: 1
Battlefield Tactics: 1
Leadership: 1
Fanatics: 2
Cause Fear: 2
Cause Terror: 2
Fast Attack: 1

Equipment:
- 2 Handed Greatsword + Armour Piercing – 100gp
- Elven Chain – 100gp

50 Crusaders – 750gp
Plate Armour
Two Handed Sword
Powers
Holy Might - 1 per battle
Holy Shield - 1 per battle
Upgrades: +2 Damage (40gp), +2 to Hit (60gp), +2 Armour Class (100gp), Double Damage (100gp), Armour Piercing (25gp),

50 Blade Dancers (must be female, must be any type of Edhel) – 750gp
No Armour
Short Swords
daggers
Elven Boots
Elven Cloaks
2 Weapon Use
Fast Move
Fast Strike
Resistance
DODGE 25% chance hat attacks will miss
Upgrades: +2 Damage (40gp). +2 to Hit (60gp), Double Damage (100gp), Armour Piercing (25gp), Medicore Hero (200gp)

50 Healers – 750gp
Silk Armour
Staff
power - healing, cure disease, cure poison
(can only defend themselves)

Total Cost: 3000gp
aprroved
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Unread 4 Jul 2004, 14:01   #28
Lady Hawk
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

Quote:
Originally Posted by Ur_Quan
HERO: Ur_Quan
Race: Human (male, 25 years of age)
Class: Fighter (Paladin)
Stats: Command 5 Charisma 2 Luck 3
Equipment: Elven Chain (100gp) Long sword (50gp) Normal shield (50gp)
Background: Being an orphan, Ur_Quan grew up in a monastry which, at a later age, he left to be trained as a paladin. He trained hard and with dedication to shape both body and spirit and as a result very few could match his skill in battle. Being young and idealistic, Ur_Quan joined the crusades where he fought with admirable zeal, but never neglecting his duties as a holy man.
As the years went by and battle after battle was fought, there came the day that Ur_Quan was mortally wounded in the chest. The doctors gave up all hope of saving his life and expected him to be dead before dawn. However, when they entered his tent the next morning, they found Ur_Quan alive and well, and he was packing his belongings. He said he was going home, for he had "things to do and places to go" as he put it. The doctors were of course baffled by Ur_Quan's miraculous recovery, and they explained it as devine intervention, while bad tongues said that he'd made a pact with the devil. Whatever the case may be, Ur_Quan had changed and as he left, some of the men followed him, for they claimed that the Divine Dragon Astea had appeared to them in a dream and commanded them to accompany Ur_Quan on the journey that lay ahead of him.

SKILLS:
- Heal - an inate skill that allows a broken troop that has fled and rallied to recover enough to go on fighting (makes the wounded want to fight)
- BattleField Tactics - allows the commander to make snap decisions across the whole battlefield
- Scouting - increases the chance to spot other enemy troops/tactics
- Leadership - gives the hero an extra bonus to morale
- Fast Attack - this troop the commander is with can make 1 extra attack
- Blur - % chance that enemy missile fire will not hit the troops
- Resist Fear - allows the troop the commander is with to resist fear spells or effects
- Cause Fear - this means the troop the commander is with is so fierce they can cause fear in an opponent
- Resist - when the commander takes command of a regiment this skill makes the regiment tougher as they want to prove their worth to their commander
- Fanatics - when the commander takes charge of a unit the troops will fight more aggressively again proving that they are of use to the commander


ARMY:
Paladins - cost 750gp
Plated Armour
Long sword
Knight Shield
Lance
Heavy Warhorse (leather barding)
Extra Damage versus all Enemies
Bless Army - causes all units to do extra damage (1 per battle)
Resist fear
Resist charm
Enhancements:
10gp - light weight (enhanced movement)

Paladins - cost 750gp
Plated Armour
Long sword
Knight Shield
Lance
Heavy Warhorse (leather barding)
Extra Damage versus all Enemies
Bless Army - causes all units to do extra damage (1 per battle)
Resist fear
Resist charm
Enhancements:
10gp - light weight (enhanced movement)

Squires
Chain Armour - cost 750gp
Broadsword
Mace
X-bow
Kite Shield
Light Warhorse
When used with Knights Templar/Paladins/Heavy Cavalry they give a boost of +2 to hit/+2 to damage
Enhancements:
50gp per reg - +1 Armour Class
50gp per archer regiment - Longer range
10gp - light weight (enhanced movement)

Heavy Cavalry - the shock troops - cost 300gp
Chainmail Armour
Long sword
Knight Shield
Lance
Heavy Warhorse (leather barding)
Enhancements:
10gp - light weight (enhanced movement)

Heavy Cavalry - the shock troops - cost 300gp
Chainmail Armour
Long sword
Knight Shield
Lance
Heavy Warhorse (leather barding)
Enhancements:
10gp - light weight (enhanced movement)


Total army cost: 3000gp
100 Paladins (lightweight)
50 Squires (lightweight, +1 armour, longer range on X-bows)
100 Heavy Cavalry (lightweight)
appreoved
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Unread 4 Jul 2004, 14:40   #29
Fluffie
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

Fluffie
Human(; Knight Templar)
Part of the Knight Templar Regiment, so he receives their +1 Damage, +1 to Hit, +1 Armour Class and Double Damage as well)
Field Plate Armour
Kite Shield
Lance
Broadsword
Heavy Warhorse (Plate Barding)
+1 Damage
+1 to Hit
+1 Armour Class
Double Damage
Staff of Healing (Heals 1 unit per Battle)

Command - 3
Charisma - 3
Luck - 4

(Glory: 1000)
Fanatics
Leadership
Resist Fear
Resist Terror
Cause Fear
Cause Terror
Move Fast
Fast Attack
Dodge
Evade


50 Knights Templar - Lead by Fluffie.
Fierce warriors on horse and on foot.
Field Plate Armour
Kite Shield
Lance
Broadsword
Heavy Warhorse (Plate Barding)
+1 Damage
+1 to Hit
+1 Armour Class
Double Damage
+1 damage versus all
x3 movement rate (on horse)
Divine Frenzy (2 x per day)
If these are in your army you get a +1 morale/+1 to hit.
CANNOT BE IN THE SAME ARMY AS PALADINS.
MUST HAVE SQUIRES.



51 Squires (Including Fluffie's private Squire.)
Chain Armour
Broadsword
Mace
Crossbow
Kite Shield
Light Warhorse
+1 Damage
+1 to Hit
+1 Armour Class
Double Damage
When used with Knights Templar/Paladins/Heavy Cavalry they give a boost of +2 to Hit/+2 Damage.


Medicore Hero
Part of the Nomad Regiment, so he receives their +1 Damage, +1 to Hit, +1 Armour Class and Double Damage as well)
Chainmail Armour
Buckler Shield
Long sword
Spear
Horse Bow + 2 Quivers of Arrows
Medium War Horse
+1 Damage
+1 to Hit
+1 Armour Class
Double Damage
Scouting
Fast move
First Strike (they get a first attack)

Leads the unit
Has +1 morale.
Has +1 to hit.
Has +1 to damage.
And increases chance of success if routing/fleeing or rallying.
These also mean that the units that have these fellows are more likely to
follow orders and stand fast.



50 Nomads - Lead by Medicore Hero
Chainmail Armour
Buckler Shield
Long sword
Spear
Horse Bow + 2 Quivers of Arrows
Medium War Horse
+1 Damage
+1 to Hit
+1 Armour Class
Double Damage
Scouting
Fast move
First Strike (they get a first attack)



Army name, history and so on still to follow. Suffice to say, they met when the Knights Templar were on a crusade and endured something so terrible and evil together, that there is an almost unnatural bond between them. They have sworn to ride and fight until all 'evil' is cleansed from the land... No matter what. If there has to be choosen between one evil and another lesser evil to possibly defeat the bigger evil...

There is no answer yet as of to what may happen.

The greater, ultimate and in the end total 'good' is their goal though.
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Unread 4 Jul 2004, 14:56   #30
Ur_Quan
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

It is possible to let your main character be part of an army group, thus allowing him to have the same equipment as that army group for FREE thereby saving your money to buy other things????
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Unread 4 Jul 2004, 14:58   #31
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

Quote:
Originally Posted by Ur_Quan
It is possible to let your main character be part of an army group, thus allowing him to have the same equipment as that army group for FREE thereby saving your money to buy other things????
yes
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Unread 4 Jul 2004, 14:59   #32
Lady Hawk
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

Quote:
Originally Posted by Fluffie
Fluffie
Human(; Knight Templar)
Part of the Knight Templar Regiment, so he receives their +1 Damage, +1 to Hit, +1 Armour Class and Double Damage as well)
Field Plate Armour
Kite Shield
Lance
Broadsword
Heavy Warhorse (Plate Barding)
+1 Damage
+1 to Hit
+1 Armour Class
Double Damage
Staff of Healing (Heals 1 unit per Battle)

Command - 3
Charisma - 3
Luck - 4

(Glory: 1000)
Fanatics
Leadership
Resist Fear
Resist Terror
Cause Fear
Cause Terror
Move Fast
Fast Attack
Dodge
Evade


50 Knights Templar - Lead by Fluffie.
Fierce warriors on horse and on foot.
Field Plate Armour
Kite Shield
Lance
Broadsword
Heavy Warhorse (Plate Barding)
+1 Damage
+1 to Hit
+1 Armour Class
Double Damage
+1 damage versus all
x3 movement rate (on horse)
Divine Frenzy (2 x per day)
If these are in your army you get a +1 morale/+1 to hit.
CANNOT BE IN THE SAME ARMY AS PALADINS.
MUST HAVE SQUIRES.



51 Squires (Including Fluffie's private Squire.)
Chain Armour
Broadsword
Mace
Crossbow
Kite Shield
Light Warhorse
+1 Damage
+1 to Hit
+1 Armour Class
Double Damage
When used with Knights Templar/Paladins/Heavy Cavalry they give a boost of +2 to Hit/+2 Damage.


Medicore Hero
Part of the Nomad Regiment, so he receives their +1 Damage, +1 to Hit, +1 Armour Class and Double Damage as well)
Chainmail Armour
Buckler Shield
Long sword
Spear
Horse Bow + 2 Quivers of Arrows
Medium War Horse
+1 Damage
+1 to Hit
+1 Armour Class
Double Damage
Scouting
Fast move
First Strike (they get a first attack)

Leads the unit
Has +1 morale.
Has +1 to hit.
Has +1 to damage.
And increases chance of success if routing/fleeing or rallying.
These also mean that the units that have these fellows are more likely to
follow orders and stand fast.



50 Nomads - Lead by Medicore Hero
Chainmail Armour
Buckler Shield
Long sword
Spear
Horse Bow + 2 Quivers of Arrows
Medium War Horse
+1 Damage
+1 to Hit
+1 Armour Class
Double Damage
Scouting
Fast move
First Strike (they get a first attack)



Army name, history and so on still to follow. Suffice to say, they met when the Knights Templar were on a crusade and endured something so terrible and evil together, that there is an almost unnatural bond between them. They have sworn to ride and fight until all 'evil' is cleansed from the land... No matter what. If there has to be choosen between one evil and another lesser evil to possibly defeat the bigger evil...

There is no answer yet as of to what may happen.

The greater, ultimate and in the end total 'good' is their goal though.
approved
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Unread 4 Jul 2004, 15:02   #33
Ur_Quan
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

Quote:
Originally Posted by Lady Hawk
yes
Any negative effects to this?
And can I modify my character then?

P.S.: msn isn't working for me atm, all my messages are being blocked
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Unread 4 Jul 2004, 16:00   #34
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

Quote:
Originally Posted by Ur_Quan
It is possible to let your main character be part of an army group, thus allowing him to have the same equipment as that army group for FREE thereby saving your money to buy other things????
Oi, I was going to do that... well except for the free part, I was going to pay the equivilent, eg 15 Gold for 1 unit of a special troop.

Ye, it'll be explained better as soon as I post
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Unread 4 Jul 2004, 16:02   #35
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

I did it. Medicore Hero can get equipment and skills of that unit-type for free, you (rp-er character) only get equipment for free, not the skills.

Or at least, that's what I understood on MSN from LH.
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Unread 4 Jul 2004, 16:22   #36
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

Quote:
Originally Posted by Ur_Quan
It is possible to let your main character be part of an army group, thus allowing him to have the same equipment as that army group for FREE thereby saving your money to buy other things????
I didn't think of that. *Slaps forehead vigorously then goes off to make some changes...*
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Unread 4 Jul 2004, 16:25   #37
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

Quote:
Originally Posted by Ryon Jkar
I fixed it.. mate..
Good on ya mate. Now don'tcha be doin' it again or I'll bloody mess you up real good so you'll look worse than a pissed baby that's just been mauled by a dingo...
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Unread 4 Jul 2004, 16:37   #38
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

Ok, changed Hero equipment by making him a part of the regiment (which was my original intention anyway - "Ranger Hewitt and his merry men"... yeah I know, running out of ideas... )
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Unread 4 Jul 2004, 17:34   #39
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

Oh, how I'm going to regret this tomorrow...

Anyway, here is my army of fearless amazony style elven warrior folk...

201
Blade Dancers

Silk armour
Short sword (Armour peircing)
Long sword (Light weight)
Elven boots
Elven cloaks

2 weapon use
Fast move
Fast strike
Resitance
Dodge (25%)


201 Blade Dancers: -3015
Dagger sold from them: +201
Long swords for them: -201
Light weight for long swords: -40.2
Armour peircing for short swords: -100.5
Silk armour for them: -40.2

Rounded cost of 3196, remaing 4g, used to "settle" troops, thrown at beggers, etc.

Kama's personal stat expenditure

Command: 4
Charisma: 5
Luck: 2
Fast move: lvl.2
Fast strike: lvl.1
Dodge: lvl.4
Blur: lvl.2
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Unread 4 Jul 2004, 18:40   #40
Lady Hawk
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

Quote:
Originally Posted by J-Kama-Ka-C
Oh, how I'm going to regret this tomorrow...

Anyway, here is my army of fearless amazony style elven warrior folk...

201
Blade Dancers

Silk armour
Short sword (Armour peircing)
Long sword (Light weight)
Elven boots
Elven cloaks

2 weapon use
Fast move
Fast strike
Resitance
Dodge (25%)


201 Blade Dancers: -3015
Dagger sold from them: +201
Long swords for them: -201
Light weight for long swords: -40.2
Armour peircing for short swords: -100.5
Silk armour for them: -40.2

Rounded cost of 3196, remaing 4g, used to "settle" troops, thrown at beggers, etc.

Kama's personal stat expenditure

Command: 4
Charisma: 5
Luck: 2
Fast move: lvl.2
Fast strike: lvl.1
Dodge: lvl.4
Blur: lvl.2
appwoved
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Unread 4 Jul 2004, 20:16   #41
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

Crazy informs me that you can (for a price) outfit a unit with horses to make them into a mounted version of that unit, and I'd like some mounted samurai to use as cavalry, so how much would it cost to outfit a unit of 50 troops with horses?
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Unread 4 Jul 2004, 21:23   #42
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

Please note that I have edited my army. I have removed the euipment I had bought for my hero (200 gp) and given him the (free) equipment of paladins because he is a paladin. With the 200gp I bought myself a mediocre hero that I have given the equipment of a squire because he is my personal squire. I do not know if my character and mediocre hero also get the skills and abilities inherent to paladins, but I'm guessing they do (if not, please say so).
Also, the +2 to hit and +2 to damage boost they give when used with with templars, paladins or heavy cavalry, does that:
- Apply to ALL units in an army?
- Only apply to templars, paladins and heavy cavalry?
- Only apply to squires?
- Apply to templars, paladins, heavy cavalry and squires?
- Also apply to heroes that are part of the units it applies to?
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Unread 5 Jul 2004, 22:35   #43
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

Quote:
Originally Posted by Ur_Quan
HERO: Ur_Quan
Race: Human (male, 25 years of age)
Class: Fighter (Paladin)
Stats: Command 5 Charisma 2 Luck 3
Equipment:
Plated Armour
Long sword
Knight Shield
Lance
Heavy Warhorse (leather barding)
Extra Damage versus all Enemies
Bless Army - causes all units to do extra damage (1 per battle)
Resist fear
Resist charm
Background: Being an orphan, Ur_Quan grew up in a monastry which, at a later age, he left to be trained as a paladin. He trained hard and with dedication to shape both body and spirit and as a result very few could match his skill in battle. Being young and idealistic, Ur_Quan joined the crusades where he fought with admirable zeal, but never neglecting his duties as a holy man.
As the years went by and battle after battle was fought, there came the day that Ur_Quan was mortally wounded in the chest. The doctors gave up all hope of saving his life and expected him to be dead before dawn. However, when they entered his tent the next morning, they found Ur_Quan alive and well, and he was packing his belongings. He said he was going home, for he had "things to do and places to go" as he put it. The doctors were of course baffled by Ur_Quan's miraculous recovery, and they explained it as devine intervention, while bad tongues said that he'd made a pact with the devil. Whatever the case may be, Ur_Quan had changed and as he left, some of the men followed him, for they claimed that the Divine Dragon Astea had appeared to them in a dream and commanded them to accompany Ur_Quan on the journey that lay ahead of him.


MEDIOCRE HERO: Hakim Malik Kamal Inal Ibrahin Shams ad Duala Watthab ibn Mahmud -200gp
Race: Human (male, 18 years of age)
Class: Fighter (Squire)
Equipment:
leads the unit
has +1 morale
has +1 to hit
has +1 to damage
and increases chance of success if routing/fleeing of rallying
These also mean that the units that have these fellows are more likely to
follow orders and stand fast.
Chain Armour
Broadsword
Mace
X-bow
Kite Shield
Light Warhorse
When used with Knights Templar/Paladins/Heavy Cavalry they give a boost of +2 to hit/+2 to damage
Background: Hakim was only a boy when the crusaders besieged his city and when the last of the guards fell and the crusaders closed in on him, Hakim picked up the dead guard's sword and attacked the crusaders. Being untrained and unskilled he obviously didn't stand a chance against the crusaders, but it took 6 of them to finally overpower him. He would've been executed for being an enemy soldier, but Ur_Quan convinced his commanders that Hakim was only a frightened boy when he picked up the sword and so he was released. Hakim, feeling that his life belonged to Ur_Quan, chose to become his servant until the day that either he or his master died.


SKILLS:
- Heal - an inate skill that allows a broken troop that has fled and rallied to recover enough to go on fighting (makes the wounded want to fight)
- BattleField Tactics - allows the commander to make snap decisions across the whole battlefield
- Scouting - increases the chance to spot other enemy troops/tactics
- Leadership - gives the hero an extra bonus to morale
- Fast Attack - this troop the commander is with can make 1 extra attack
- Blur - % chance that enemy missile fire will not hit the troops
- Resist Fear - allows the troop the commander is with to resist fear spells or effects
- Cause Fear - this means the troop the commander is with is so fierce they can cause fear in an opponent
- Resist - when the commander takes command of a regiment this skill makes the regiment tougher as they want to prove their worth to their commander
- Fanatics - when the commander takes charge of a unit the troops will fight more aggressively again proving that they are of use to the commander


ARMY:
Paladins - cost 750gp
Plated Armour
Long sword
Knight Shield
Lance
Heavy Warhorse (leather barding)
Extra Damage versus all Enemies
Bless Army - causes all units to do extra damage (1 per battle)
Resist fear
Resist charm
Enhancements:
10gp - light weight (enhanced movement)

Paladins - cost 750gp
Plated Armour
Long sword
Knight Shield
Lance
Heavy Warhorse (leather barding)
Extra Damage versus all Enemies
Bless Army - causes all units to do extra damage (1 per battle)
Resist fear
Resist charm
Enhancements:
10gp - light weight (enhanced movement)

Squires
Chain Armour - cost 750gp
Broadsword
Mace
X-bow
Kite Shield
Light Warhorse
When used with Knights Templar/Paladins/Heavy Cavalry they give a boost of +2 to hit/+2 to damage
Enhancements:
50gp per reg - +1 Armour Class
50gp per archer regiment - Longer range
10gp - light weight (enhanced movement)

Heavy Cavalry - the shock troops - cost 300gp
Chainmail Armour
Long sword
Knight Shield
Lance
Heavy Warhorse (leather barding)
Enhancements:
10gp - light weight (enhanced movement)

Heavy Cavalry - the shock troops - cost 300gp
Chainmail Armour
Long sword
Knight Shield
Lance
Heavy Warhorse (leather barding)
Enhancements:
10gp - light weight (enhanced movement)


Total army cost: 3000gp
1 Hero (paladin)
1 Mediocre Hero (squire)
100 Paladins (lightweight)
50 Squires (lightweight, +1 armour, longer range on X-bows)
100 Heavy Cavalry (lightweight)
approved and so is that dude with the long name
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Unread 6 Jul 2004, 05:16   #44
Ryon Jkar
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

Lady Hawk, this is my new army... I felt I needed to change it, just to spice things up... SORRYY!!!!




Name: Ryon Jkar

Race: Human
Class: Death Knight, Leads the regiment.

Stats:

Charisma: 2
Command: 4
Luck: 4

Skills:
Leadership lvl 2 (200)
Cause Terror lvl 3 (300)
Battlefield Tactics lvl 2 (200)


Necromancy - level 2 (10 points)
Raise Ghast level 4 (2 + ( 4 * 4)) = {18}

Glory Points Left: 272

Equipment:
As that of the Death Knights

Hero Cost: Spent 200 Gp of hero gold on archer regiment

Army Total Gp LEFT: 5Ogp

Army Name: The Burning Horsemen

100 Human Death Knights - cost 1900gp
Field Plate Armour
Death Lance (drains life from those that are hit)
Broadsword
Mace
Kite Shield
Heavy Deamon horse (plate barding)
Breath Fire (2 per day)
Charge (x2 damage)
Cause Fear when charging
no movement cost as they are Undead.
[b]Double Damage x 3 - 300gp



100 Slamoredhel Basic Archers - Cost 600gp
Leather Armour
short sword
Long Bows
2 quivers of arrows or bolts
Double damage x 2(200gp) Long range x 2 (100gp), Armor piercing x 2 (50 gp)

Army Size: 200

History Much of his history is unknown as to where he gained the alliegence of such a vile regiment of death knights. He is feared for that fact alone and has been known to be ruthless in battle. In the last couple of years alone, the area of his apparent homeland has been stormed Enemy forces and they crushed their foes in a battle known as Heaven's Gate. A battle prophesied to be won by the defenders. He was thus claimed as an apparent "messiah" in their lands and is their sworn protector.
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Last edited by Ryon Jkar; 6 Jul 2004 at 17:28.
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Unread 6 Jul 2004, 05:24   #45
Ur_Quan
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

That's interesting. I associate Death-Knights with general evilness, so that would kinda make your character evil and I thought that was not allowed or at elast not at the start of the thread.
I'm also a bit unsure as to whether or not mods (like double damage) can be applied multiple times to the same unit.
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Unread 6 Jul 2004, 05:25   #46
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

Are you the thread creator? He wouldn't of put the regiment in the buy section if we couldn't...
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Unread 6 Jul 2004, 05:49   #47
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

Quote:
Originally Posted by Ryon Jkar
Are you the thread creator? He wouldn't of put the regiment in the buy section if we couldn't...
Well, she works in mysterious ways.
And no, I'm not the thread creator. Sorry if my expressed interest in your character offended you.
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Unread 6 Jul 2004, 05:50   #48
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

Not at all. I didn't mean to sound so rude. I apologize as well.
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Unread 6 Jul 2004, 10:11   #49
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

His Death Knights'll be so light that they'll be blown away with a gentle breeze
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Unread 6 Jul 2004, 12:26   #50
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Re: Legend of the Dragon - Quest for Glory - The Age of Heros

Quote:
Originally Posted by No Dachi
Crazy informs me that you can (for a price) outfit a unit with horses to make them into a mounted version of that unit, and I'd like some mounted samurai to use as cavalry, so how much would it cost to outfit a unit of 50 troops with horses?
100gp
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