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Lexxan
Honorable
Undefeatable Hero
Unimpressed by your logic
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posted September 08, 2008 11:44 PM |
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Well, I do this maily for fun
But this version isn't final yet, I'll alter it later (not before tomorrow though)
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Coincidence? I think not!!!!
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Guarder
Supreme Hero
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posted September 09, 2008 05:06 PM |
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Edited by Guarder at 07:11, 12 Sep 2008.
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nobody sms to react on my infrno lineup, so it sems it looks okay out, yes?
Imp
Attack: 3
Defense: 1
Hit points: 3
Damage: 1-3
Speed: 4
Initiative: 14
Mana: -
Shots: -
Cost: 30
Growth: 16/24/32/40
Abilities: Demonic, Mana destroyer
Familiar
Attack: 4
Defense: 1
Hit points: 6
Damage: 1-5
Speed: 4
Initiative: 14
Mana: -
Shots: -
Cost: 50
Growth: 16/24/32/40
Abilitis: Demonic, Mana stealer
Click for Familiar
Vermin
Attack: 2
Defense: 2
Hit points: 4
Damage: 2-2
Speed: 5
Initiative: 14
Mana: -
Shots: -
Cost: 50
Growth: 16/24/32/40
Abilitis: Demonic, flyer
Gog
Attack: 5
8: 2
Hit points: 8
Damage: 2-4
Speed: 3
Initiative: 8
Mana: -
Shots: 18
Cost: 55
Growth: 12/18/24/30
Abilities: Demonic, Ranged
Magog
Attack: 6
Defense: 2
Hit points: 10
Damage: 3-5
Speed: 3
Initiative: 9
Mana: -
Shots: 24
Cost: 70
Growth: 12/18/24/30
Abilities: Demonic, Ranged, Explosion
Flame Gog
Attack: 6
Defense: 1
Hit points: 9
Damage: 4-7
Speed: 3
Initiative: 9
Mana: -
Shots: 24
Cost: 70
Growth: 12/18/24/30
Abilities: Demonic, Ranged, Fireball Shot
All the three gogs: From left to Right: Flame gog (The body shape is like the two others) Gog and Finally Magog
Hell Hound
Attack: 4
Defense: 3
Hit points: 17
Damage: 1-5
Speed: 7
Initiative: 14
Mana: -
Shots: -
Cost: 105
Growth: 6/9/12/15
Abilities: Demonic
Cerberi
Attack: 4
Defense: 2
Hit points: 17
Damage: 2-5
Speed: 8
Initiative: 14
Mana: -
Shots: -
Cost: 150
Growth: 6/9/12/15
Abilities: Demonic, Three-headed attack ,no enemy retialation.
Orthus
Attack: 7
Defense: 3
Hit points: 29
Damage: 4-5
Speed: 8
Initiative: 14
Mana: -
Shots: -
Cost: 150
Growth: 6/9/12/15
Abilities: Demonic, Two-headed attack, fire breath
Succubi
Attack: 5
Defense: 7
Hit points: 22
Damage: 7-10
Speed: 2
Initiative: 7
Mana: -
Shots: 8
Cost: 240
Growth: 5/7/10/13
Abilities: Demonic, Ranged, Ranged Retaliation.
Succubi Mistress
Attack: 6
Defense: 7
Hit points: 28
Damage: 8-15
Speed: 2
Initiative: 9
Mana: -
Shots: 13
Cost: 320
Growth: 5/7/10/13
Abilities: Demonic, Ranged, Ranged Retaliation, Chain shot
Succubi Witch
Attack: 3
Defense: 9
Hit points: 35
Damage: 3-12
Speed: 4
Initiative: 8
Mana: 17
Shots: -
Cost: 320
Growth: 5/7/10/13
Abilities: Demonic, Spellcaster (Expert Confusion, Expert Weakness, Expert Slow, Advanced Firetrap
Hell Charger
Attack: 18
Defense: 8
Hit points: 54
Damage: 10-15
Speed: 7
Initiative: 14
Mana: -
Shots: -
Cost: 570
Growth: 3/4/6/8
Abilities: Demonic
Nightmare
Attack: 19
Defense: 18
Hit points: 66
Damage: 13-17
Speed: 8
Initiative: 14
Mana: -
Shots: -
Cost: 820
Growth: 3/4/6/8
Abilities: Demonic, fear attack, Searing Fires, Storming
Hellmare
Attack: 23
Defense: 13
Hit points: 50
Damage: 16-20
Speed: 9
Initiative: 12
Mana: -
Shots: -
Cost: 820
Growth: 3/4/6/8
Abilities: Demonic, fear attack, Frightful aura, Horn of death
Without the rider
Efreeti
Attack: 25
Defense: 19
Hit points: 90
Damage: 16-25
Speed: 9
Initiative: 15
Mana: -
Shots: -
Cost: 1266
Growth: 2/3/4/6
Abilities: Demonic, Fire shield, Hates Genies (150% damage)
Master Efreeti
Attack: 25
Defense: 23
Hit points: 110
Damage: 16-25
Speed: 7
Initiative: 10
Mana: 24
Shots: -
Cost: 1666
Growth: 2/3/4/6
Abilities: Demonic, Fire shield, hates genies, caster (Expert Fireball, Expert Firewall, expert Decay
Efreeti Sultan
Attack: 27
Defense: 19
Hit points: 100
Damage: 20-33
Speed: 9
Initiative: 12
Mana: -
Shots: -
Cost: 1266
Growth: 2/3/4/6
Abilities: Demonic, Magma shield, hates genies, explosion, magic proof 25%
Devil
Attack: 29
Defense: 23
Hit points: 166
Damage: 36-66
Speed: 7
Initiative: 11
Mana: -
Shots: -
Cost: 2666+1 sulfur
Growth: 1/1/2/3
Abilities: Demonic, Teleport, No enemy retaliation
Arch Devil
Attack: 33
Defense: 22
Hit points: 266
Damage: 46-76
Speed: 7
Initiative: 11
Mana:
Shots:
Cost: 3666+2 sulfur
Growth:1/1/2/3
Abilities: Demonic,Teleport, No enemy retaliation, Summon Efreeti master
Abysmal Devil
Attack: 31
Defense: 31
Hit points: 244
Damage: 36-70
Speed: 8
Initiative: 11
Mana: -
Shots: -
Cost: 3666+2 sulfur
Growth: 1/1/2/3
Abilities: Demonic, No enemy retaliation, Summon other, Send Away other
Abilities: Fireball shot: The creature shoots a shot which works like a fireball, expect that it don't affct demonic units.
Storming: When the creatures move to a spot, all creatures who stand in the shortest way gets pushed away and get a 5% damage of the damage dealt to the target. if it's no target, this ability don't work.
Horn of Death: 10% chance of killing 1 creature of enemy with full health. it increases with 1 each times the stack over ten. So if 20 creatures attack another, it's 10% for 2 creatures to die.
Summon efreeti master: Once during the combat creature can summon Efreeti masters to replace its killed friends. Number of efreeti masters summoned depends on the number of creatures who use this ability
Provided the dead stack had enough hit points (110 per summoned Efreeti Masters), up to 2 Efreeti Masters are summoned for each Archdevil.
(activated ability)
Send away other: A crature standing next to the this creature can be send to another place within the radius of this creatures movement (activated ability)
Does this sounds ok? Please post some comments/criticism
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Lexxan
Honorable
Undefeatable Hero
Unimpressed by your logic
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posted September 09, 2008 05:16 PM |
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Question: has the Line-up of the Elven/Dwarven faction been done yet? I'd like to do one of those.
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Coincidence? I think not!!!!
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Guarder
Supreme Hero
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posted September 09, 2008 05:19 PM |
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Not sure if it's a dwarf faction, but a elf faction is done by Xerox. just check the masterpost
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Lexxan
Honorable
Undefeatable Hero
Unimpressed by your logic
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posted September 09, 2008 05:32 PM |
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Will there be a Snow Elf Faction?
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Coincidence? I think not!!!!
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Guarder
Supreme Hero
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posted September 09, 2008 05:35 PM |
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After Cepheus, they were only mentioned in the storyline, they didn't need to become their own faction, but i really don't know, sorry.
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rubycus
Known Hero
-student of the mind-
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posted September 09, 2008 06:11 PM |
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Guarder: are you sure the inferno creatures are all right? I mean look at their initiative, no ones initiative is below 9... Half of the creatures have initiative of 12, 14 or 15... Isn't that a bit too fast?
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Guarder
Supreme Hero
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posted September 09, 2008 06:23 PM |
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Well, when you say it, so yes. i will decrease them now.
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Lexxan
Honorable
Undefeatable Hero
Unimpressed by your logic
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posted September 09, 2008 06:24 PM |
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I don't think so, Hitpoints are simply Abysmal, so it's quite balanced
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Coincidence? I think not!!!!
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rubycus
Known Hero
-student of the mind-
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posted September 09, 2008 06:57 PM |
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Quote: Well, when you say it, so yes. i will decrease them now.
It's good to see them a bit lower
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Lexxan
Honorable
Undefeatable Hero
Unimpressed by your logic
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posted September 10, 2008 02:48 PM |
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I'm gonna post the Wizard Racials soon.
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Coincidence? I think not!!!!
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Lexxan
Honorable
Undefeatable Hero
Unimpressed by your logic
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posted September 11, 2008 09:34 PM |
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Edited by Lexxan at 22:20, 11 Sep 2008.
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Academy Racial's The Bate
Might Hero: Alchemist Alchemists are Pioneers of Experimenting with the Elements. Indeed, these Magi succeeding into transforming Raw Materials into Finished Product. Using the Deepest Secrets of Arcane Lore, they are able to turn raw materials into Amulets, Rings or Badges, which buff the troops they command.
Racial Alchemy: The Alchemist creates Artefacts that will increase the statts of his troops. The Effect of the Artefacts is increased as the Alchemist’s Knowledge increases.
Note: the Possible Buffs an Artie can have and the bonuses with increased Knowledge:
Quote: Amulet Modifiers:
0 Know: +2 Defence, +15% magic Proof, +7% magic resistance, 10% Dodge
5 Know: +3 Defence, +20% Magic Proof, +10% Magic Resistance, 15% Dodge
10 Know: +5 Defence, +25% Magic Proof, +15% Magic Resistance, 20% Dodge
15 Know: +7 Defence, +30% Magic Proof, +20% Magic Resistance, 25% Dodge
20 Know: +10 Defence, +40% Magic Proof, +23% Magic Resistance, 30% Dodge
25 Know: +15 Defence, +50% Magic Proof, +25% Magic Resistance, 40% Dodge
Ring Modifiers:
0 Know: +2 Attack, +1 Maximal Damage, -1 Armour Crush, 15% Block
5 Know: +3 Attack, +1 Minimal +1 Maximal Damage, -1.5 Armour Crush, 20% Block
10 Know: +5 Attack, +1 Minimal & +2 Maximal Damage, -2 Armour Crush, 25% Block
15 Know: +7 Attack, +2 Minimal & +2 Maximal Damage, -2.5 Armour Crush, 30 Block
20 Know: + 10 Attack, + 2 Minimal & + 3 Maximal Damage, -3 Armour Crush, 35% Block
25 Know: + 15 Attack, + 3 Minimal & + 3 Maximal Damage, - 4 Armour Crush, 40% Block
Badge Modifiers
0 Know: + 1 Morale, + 1 Luck, + 10% Initiative, + 1 Speed
5 Know: + 1 Morale, + 1 Luck, + 15% Initiative, + 1 Speed
10 Know: + 2 Morale, + 2 Luck, +20% Initiative, + 2 Speed
15 Know: + 2 Morale, + 2 Luck, + 23% Initiative, + 2 Speed
20 Know: + 3 Morale, + 3 Luck, + 25% Initiative, + 3 Speed
25 Know: +3 Morale, + 3 Luck, + 30% Initiative, + 3 Speed
Skill
Basic Alchemy: The Alchemist can create Artefacts that have one trait. Every Stack in the Alchemists army can wear one Artefact
Advanced Alchemy: The Alchemist can create Artefacts that have one trait. Every Stack in the Alchemists army can wear two Artefacts, each of a different kind
Expert Alchemy: The Alchemist can create Artefacts that have one trait. Every Stack in the Alchemists army can wear three Artefacts, each one of a different kind
Ultimate Alchemy: The Alchemist can create Artefacts that have two traits. Every Stack in the Alchemists army can wear three Artefact, each one of a different kind. In addition, The Cost of all artefacts the Alchemist Creates are halved.
Note: Artefacts can be created at the Laboratory
Perks
Wise Lore Of the Wizards: The Alchemist is able to use the Spell Enforcement Racial Skill at Basic Mastery with All three perks
Consume Artefact: Allows the hero to Turn an Artefact equipped by a friendly stack into Raw Materials, gaining the Mana he spent in creating the Artefact. If the Alchemist has the Arteficied Overkill Perk, he’ll be able to consume the Opponent’s Artefacts as well
Magic Mirror Every Troop that has Artefacts Equipped has a 25% Chance to Mirror an Enemy Offencive Spell to another, Random Creature (this INCLUDES Allies). If the Alchemist has the Arteficied Overkill Perk, Cretures buffed with Artefact can’t be Targeted by the Mirror.
Ultimate Arteficied Overkill Regardless of Skill Mastery, the Cost of All Artefacts is Halved and Every Allied Stack can Equip an Infinite Amount of Artefacts.
Magic hero: Wizard Wizards are the Masters of Magic. No one else is able to Use Magic as they can. Every Self-respecting Magician Knows that the Wizards are not the mocked. Their Spells are the most powerful one can find in Azuras.
Racial Spell Enforcement The Wizard is able to Strengthen his/her spells. This is, they have a chance of being Empowered, thus Doubling in Effect or Halving in Cost. In Addition, the Wizard’s Magical power
Note: If the Spell is strengthened this means that Either the Spellpower of that Spell has been Doubled or the Cost had been halved
Skill
Basic Spell Enforcement: There is a Chance of 20% that any Spell cast by the Wizard will be Strengthened. In Addition he/she gains + 1 On one of his Primairy Statts every 5 Levels he gains, including those he already got (Cumulative with Enlightement)
Advanced Spell Enforcement: There is a Chance of 30% that any Spell cast by the Wizard will be Strengthened. In Addition he/she gains + 1 On one of his Primairy Statts every 4 Levels he gains, including those he already got (Cumulative with Enlightement)
Expert Spell Enforcement: There is a Chance of 20% that any Spell cast by the Wizard will be Strengthened. In Addition he/she gains + 1 On one of his Primairy Statts every 3 Levels he gains, including those he already got (Cumulative with Enlightement)
Ultimate Spell Enforcement: There is a Chance of 20% that any Spell cast by the Wizard will be Strengthened. In Addition he/she gains + 1 On one of his Primairy Statts every 3 Levels he gains, including those he already got (Cumulative with Enlightement)
Perks
Articrafting The Wizard is able to use the Alchemy Racial Skill with all it’s perk at Basic Mastery
Mark of the Wizard The Wizard casts this mark on any creature. Every Spell the Wizard Casts will be casted on this Creature as well (However the Chances of Strengthening is determined Separately)
Steal Enchantements: The Wizard is able to use is turn to 1-3 Steal Beneficial buffs and distributing them over a random allied unit. The distribution ignores Immunities completely and only affects Spells and Special Hero Abilities
Ultimate Omniscience The Wizard Gains Every Spell in his Spellbook.
Again, if you don't like them, Xerox, I can alter them nontheless
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Coincidence? I think not!!!!
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted September 11, 2008 10:18 PM |
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I hope each artifact will only affect one of the mentioned properties - otherwise, it seems grossly overpowered (numbers are already too high, but if all are affected at same time it's rediculous).
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Lexxan
Honorable
Undefeatable Hero
Unimpressed by your logic
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posted September 11, 2008 10:25 PM |
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Edited by Lexxan at 22:29, 11 Sep 2008.
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Quote: I hope each artifact will only affect one of the mentioned properties - otherwise, it seems grossly overpowered (numbers are already too high, but if all are affected at same time it's rediculous).
Lol... Didn't think too much about it. Modified, less IMBA
I know I would make an excellent Ubival Designer (I like IMBA )
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Coincidence? I think not!!!!
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GenieLord
Honorable
Legendary Hero
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posted September 13, 2008 11:29 AM |
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Why not adding the ideas for Alchemist (or also other ideas) from the Artifacts thread? We all thought of it together, so it can be a part of the joint project. What do you think?
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Lexxan
Honorable
Undefeatable Hero
Unimpressed by your logic
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posted September 13, 2008 11:40 AM |
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Quote: Why not adding the ideas for Alchemist (or also other ideas) from the Artifacts thread? We all thought of it together, so it can be a part of the joint project. What do you think?
GenieLord, I Copy-pasted the entire Alchemist part (minus the Potions) ;P
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Coincidence? I think not!!!!
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GenieLord
Honorable
Legendary Hero
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posted September 13, 2008 11:47 AM |
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Hehe, I know, but I meant to ALL of our ideas from there. You posted only yours, that you posted in both threads. Try to combine it with the other people'suggestions...
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Lexxan
Honorable
Undefeatable Hero
Unimpressed by your logic
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posted September 13, 2008 01:41 PM |
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Quote: Hehe, I know, but I meant to ALL of our ideas from there. You posted only yours, that you posted in both threads. Try to combine it with the other people'suggestions...
Sorry, but I'm against that. It's Plagiat imo...
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Coincidence? I think not!!!!
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GenieLord
Honorable
Legendary Hero
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posted September 13, 2008 11:30 PM |
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Well, that's fine.
And I like your suggestion anyway, so I don't have a reason to complain.
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Lexxan
Honorable
Undefeatable Hero
Unimpressed by your logic
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posted September 16, 2008 05:42 PM |
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Snow Elf Possibilities.
If we were about to make a Snow Elf Faction (just a possibility), I'd suggest the following Line-up:
1) Hamster => Bersekr Comba Hamster / Boo Lemming JOKING
Ok,now for real:
1) Snow Lemming => Rainbow Lemming/ Snow Ermine.(Fast Walking Fodder)
2) Wolf => Winterwolf/Graywolf (Fast Walker, Offencive unit)
3) Scout => Trapper/Hunter (Fast Shooter)
4) Wishmaiden => Shieldmaiden/Valkyrie (Shooter/flier, Large creature)
5) Norn => Rope Twister/ Fatebender (Caster, Offencively weak)
6) Snow Ape => Sasquatch/Yeti (Powerfull Tank. Large Creature)
7) Frost Dragon => Azure Dragon/Prismatic Dragon
The Might Hero Will be able to Freeze is opponent or something. At least, something with Freezing, cold, etc. Main Attirbute is Attack, second is Knowledge
The Magic hero will be able to Buff his Army with Melodic Chants. Main attribute is Knowledge, second is Spellpower
The Available Schools are Full Moon Magic and Winter Witchcraft.
So, do you like my idea of a possible Snow Elf Faction?
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Coincidence? I think not!!!!
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