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Thread: Finding Harmony Competition 2.0 | This thread is pages long: 1 2 3 4 5 6 7 8 9 10 · «PREV / NEXT» |
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted August 28, 2015 09:58 AM |
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ah ok. I will definitely take this into account for later twists.
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articun
Supreme Hero
As i dream, so shall it be!
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posted August 28, 2015 02:36 PM |
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It's not gonna be fan if i am gonna be all by myself :/
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PandaTar
Responsible
Legendary Hero
Celestial Heavens Mascot
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posted August 28, 2015 04:01 PM |
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It will not be fun if you are not top 1 even being by yourself. ^^
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"Okay. Look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster."
GlaDOS – Portal 2
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Steyn
Supreme Hero
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posted August 31, 2015 12:07 PM |
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Edited by Steyn at 09:07, 02 Sep 2015.
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Okay, I'll also give it a try
Wizards of the scorpion cult
Similar to how the mother Namtaru was born from Asha’s nightmares of the war of creation, the father Aqrabuam was born from Urgash’s happy dreams of this period. This scorpion-like monstrosity has enticed a group of power-hungry wizards with promises of immense powers. By injecting themselves with the father Aqrabuam’s venom they gain the ability to steal a person’s magical powers by drinking his or her blood. With the destruction they havoc in trying to obtain more power they further the father Aqrabuam and his father Urgash their goal of destroying all life on Ashan.
Diplomacy
Obviously nobody, except the infernal forces, likes a faction that goes around killing people for their blood. Therefore all faction of Ashan are hostile towards the scorpion cult, except for their infernal friends and the orcs. The latter have come to the conclusion that you cannot judge a practice that is so akin to their own blood magic and have therefore adapted a neutral stance.
Line-up
Core
1. Giant Rat (pic) weak but numerous, melee
Giant rats are overabundant in the sewers, dungeons and caves of Ashan. So when you’re crazy enough to go down and magically enslave these weak little buggers you might end up with quite an army.
1+ Plague Rat weak but numerous, melee [plague bearer]
The nasty thing about rats is that they sometimes carry vile diseases. These plague rats are usually immune to the germs they carry, but the unlucky one to come across their path often is not.
[plague bearer]: This unit deals one earth damage per creature in this stack to surrounding units.
2. Slave melee [unfaltering]
Conquered enemies lacking magical powers are enslaved and used as shock troops in the scorpion cult’s armies. Because their fear for their crazy masters is so enormous, these slave troops will never falter no matter how mighty the enemy.
[unfaltering]: This unit's morale cannot reach below 0 and this unit is immune for fear effects and spells.
2+ Slave Warrior (pic) melee [unfaltering]
Slave children are trained from young age to become slave warriors, combining the skills of a warrior with the unfaltering obedience of a slave.
3. Demon melee tank [demon, bloodlust]
If you’ve already sold your soul to Urgash, what stops you from bringing in some help from Sheog? These demons are little more than imps, making them easy to control, and will happily throw themselves at the enemy lines. Their eagerness to kill the children of Asha makes for a perfect meat shield.
[demon]: Strong against fire, weak against light.
[bloodlust]:If there are enemy units on the field that are not demon, undead or elemental, then this unit gains +5 initiative and +1 movement speed.
3+ Horned Demon (pic) melee tank [demon, bloodlust]
The slightly more intelligent demons quickly realize that for killing people it is useful to have some kind of weapon. They usually grow a crazy allotment of horns and spikes to better be able to gore their enemies.
Elite
4. Blade Dancer (pic) melee [impervious to pain]
Scorpion cultists without magical powers start out on the battlefield as blade dancers, where they collect themselves the power needed to rise in the cult’s ranks. As a side effect of the venom they’ve injected themselves with, a spider cultist experiences tremendous pain. This leads to the bizarre situation, where the blade dancer often does not notice its injuries.
impervious to pain]: Wounds do not register until this units (next) turn.
4+ Blade Mage melee [impervious to pain, hexing attack]
Those blade dancers who have accumulated enough magical powers to be called mages further enhance their fighting capabilities by cursing their weapons.
[hexing attack]: Attacks of this unit apply a random curse on the target.
5. Venom Spawn (pic) ranged [poisoning attack]
When the father Aqrabuam is not milked the excess of venom will come to life and the father Aqrabuam will spawn strange creatures that look like a mix of an infernal breeder, a slug and a jell-O. These venom spawns can use their own substance to shoot globs of venom at their opponent. While these globs don’t pack much of a punch as projectile they cause serious poisoning, making them very lethal nonetheless.
[poisoning attack]: Attacks of this unit poison the the target.
5+ Mature Venom Spawn ranged [poisoning attack, armour reducing attack]
When the venom spawns reach maturity their venom becomes even more powerful, eating away even the strongest of armours.
[armour reducing attack]: Attacks of this unit reduce the target's armour.
6. Scorpion Man (pic) melee [crippling attack]
From a wicked experiment where the father Aqrabuam was mated with slave women the scorpion men were born. Unfortunately carrying such a monstrosity proved too much for the mothers, killing them before their baby could develop to its full potential. Still these scorpion men carry a horrible venom that causes the victim enormous pains.
[crippling attack]: Attacks from this unit cripple the target, reducing attack, defence and initiative.
6+ Aqrabuamelu (pic) melee [crippling attack, bind]
After extensive research a ritual was developed that allowed the strongest of women to survive until childbirth. Their children, the Aqrabuamelu, were much stronger than the underdeveloped Scorpion Men.
[bind]: This unit uses its pincer-like claws to hold on to the opponent. The target of this unit's attack cannot move until this unit moves or attacks/retaliates another unit.
Champion
7. Afrit melee flyer [fire attack, fire shield, fire immunity, prime immunity]
Afrit are djinn aligned to the chaos aspect of prime magic. They often have a strong affinity for fire because of its chaotic and destructive nature. Attacking an Afrit in melee combat is near suicidal, as they tend to heat up the air around them, creating a shield of fire.
[fire attack]: This unit's attacks deal fire damage instead of phisical damage.
[fire shield]: When attacked in melee combat or retaliated against, a portion of the received damage is reflected to the attacker as fire damage.
[fire immunity]: This creature is immune to fire magic and receives only half damage from fire based attacks.
[prime immunity]: This creature is immune to prime magic and receives only half damage from prime magic based attacks.
7+ Shaytan (pic) melee flyer [fire attack, flame wave, fire shield, fire immunity, prime immunity]
Shaytan are the most powerful of Afrit. Their attacks contain so much force that they are prone to erupt in waves of searing fire.
[flame wave]: Critical hits from this unit create a wave of fire behind the target, damaging enemy units up to 3 tiles away. The damage decreases by 25% (of original damage) per tile travelled, while the wave gains in width with 2 tiles per tile travelled, starting with the width of the target.
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kiryu133
Responsible
Legendary Hero
Highly illogical
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posted September 08, 2015 12:44 PM |
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So, when's the next round starting?
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It is with a heavy heart that I must announce that the cis are at it again.
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articun
Supreme Hero
As i dream, so shall it be!
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posted September 08, 2015 12:52 PM |
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Probably once Jiriki, sees the current contestants and the thread in general...
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted September 08, 2015 02:23 PM |
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I plan to judge and give the new roudn today, but I promise nothing
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articun
Supreme Hero
As i dream, so shall it be!
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posted September 08, 2015 02:45 PM |
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Jiriki9 said: I plan to judge and give the new roudn today, but I promise nothing
No pressure and no rush
Take your time
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Fauch
Responsible
Undefeatable Hero
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posted September 08, 2015 04:12 PM |
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Edited by Fauch at 16:13, 08 Sep 2015.
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I actually had something, but my computer died just before the end of the round. it was a forge like faction with some of the kreegans having survived the armaggeddon at the end of Homm3 trying to rebuild an army. to do so, they captured vulnerable, dispersed humans to use them as slave, and once their will was broken, they mutilated them to make them into kind of cyborgs. then they used their new soldiers to capture bigger beasts like dragons.
creatures included slaves of course. blade dancers and scorpion men were basically cyborgs, slaves augmented with mechanical implants, blades in one case, extra limbs, like a spider and then a scorpion in the 2nd case. there were also pit lords to drive the slaves, dragons golems, and I think magogs to forge the metal.
the racial would probably have been similar to the haven racial, ability to upgrade slaves in units of higher levels, blade dancers or scorpions.
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Steyn
Supreme Hero
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posted September 08, 2015 05:32 PM |
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That sounds really nice. It is a shame your pc crashed. We could've used a bit of extra competition.
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articun
Supreme Hero
As i dream, so shall it be!
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posted September 08, 2015 07:48 PM |
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My Pc crashed as well (my main drive anw), but thank goodness, i created my towns for the compedition in onedrive. Is it an epidemic with pcs crashing?
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PandaTar
Responsible
Legendary Hero
Celestial Heavens Mascot
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posted September 08, 2015 08:03 PM |
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Probably. Mine also.
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"Okay. Look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster."
GlaDOS – Portal 2
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted September 08, 2015 09:19 PM |
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Ah, it is indeed most unfortunate that you lost your faction, and these pc crashings seem mysterious O.O
I must sadly announce that I won't make judging today, meaning I will not make it before friday. THus, I want to give the new rounds' list and twist right now, hopefully that's ok with you!I also hope it is ok for pandatar that I continue without a unit of his choosing in the list, I forgot to directly ask and hereby apologize for that. Had a couple of quite lively weeks. You may instead contribute a creature for Round 8th list!
However here the infos for round 7, without a twist again (I am going to have a twist every second round for now.)
Round 7
This round, a 7 creature list again, but you will have to choose no less than 5 of these!
Creatures: Manticore, Peasant, Boar, Lizardman, Juggernaut, Serpent Fly, Zombie
Deadline: If everyone is fine with it, deadline will be 20th of September.
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Fauch
Responsible
Undefeatable Hero
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posted September 08, 2015 09:23 PM |
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maybe the hard drive still works, I think it's the alimentation which died.
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Articun
Supreme Hero
As i dream, so shall it be!
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posted September 09, 2015 11:31 AM |
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Wow, this is a hard mix of creatures... I am trying to come up with a town right now and i am having a hard time believing what i got so far...
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PandaTar
Responsible
Legendary Hero
Celestial Heavens Mascot
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posted September 09, 2015 05:24 PM |
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Town under construction.
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"Okay. Look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster."
GlaDOS – Portal 2
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted September 09, 2015 09:31 PM |
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I agree this is a tough list, and it gets harder anyway, with more creatures obligatory. But I am glad you already put your minds on work!
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted September 12, 2015 06:25 PM |
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So now, I will try to judge this round now, using a bit of time in the university library.
btw, I like that quite some seem to create a series of factions for this contest, rather than just independent ones for each round they enter
Feedback and Scores for Round 6
Contraband by Articun
A nice pirate-slaver faction, balancing somewhere between a gentleman-pirate town and a gladiator-slaver town in a nice way. There seems to be a mentality of "we sell everything to everyone willing to buy" that fits it quite well and actually manages to bind the creatures together fine. The diplomacy fits and I accept that you only chose to give infos on factions already in. Technically, the twist was not fulfilled, but this turn I won't be so strict on the twist The lineup is fine to me, I like to have choices somewhere. I personally would have liked more system to the choices, which seem very different right now. On the other hand that may not be illogical on this faction. I like the creatures and their descriptions and abilities, they were nicely done, fit, and create a lively image in my head. Also, they actually seem to be a nice lineup, that could really work ingame. So overall, really nice.
Wizards of the Scorpion Cult by Steyn
Nasty cultists, these are! Again, outside the lineup this is very slim. The diplomacy issue is solved a bit by going around it, but in a reasonable way and as I said before: I won't be so strict on this twist The little background is very interesting and fitting, I would really have like to know more details. The lineup seems reasonable for this cult - and one somehow gets a fitting desert-feeling, though you do not mention deserts anywhere^^. The aggressive poison theme is executed quite well in this faction. I also like ifrit in top tier.
Scores
-Contraband - 9 points
-Scorpion Cult - 8 points
congrats to articun, will you give me a unit for round 8s list via hcm, please?
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PandaTar
Responsible
Legendary Hero
Celestial Heavens Mascot
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posted September 14, 2015 09:48 PM |
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Edited by PandaTar at 00:22, 17 Sep 2015.
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MAZE IN THE MIST
TOWNSCREEN
Maze in the Mist town is built on rings of labyrinths, where the outer rings are the most visited and where most of sacrifices are performed. The deeper one goes in the labyrinth, to the inner rings and the rings hidden in the mist, the deadlier it become, and most well protected they are.
LORE
Said to be originated from an ancient naga crypt which sunk in the marshes, getting to learn the history of the Maze in the Mist is difficult, given their nature of not wandering away from their domain, and also don't giving quarrel to those who dare going into the maze.
Still, some relation with Necromancers can be perceived by their use of Necromancy, although more subtle and, still, aware of the dangers of having the undead so easily gathered in the open. So, they use necromancy sparingly, and mainly for deceptive factors, bewitching beautiful preys into luring enemies to their grasps, and then revealing their goring nature. But the undead from Necropolis are seen as menaces, because the Maze withstands most of its power against the living, and they are very well accounted, coming and going and strengthening their position with very astute care of resources, not being an expansive culture. Whilst Necropolis adds numbers without any concern and might go anywhere.
The Lizard folk dwelling in the Maze are a part of the Lizard folk who used to dwell in the marshes, also acquaintance to the Naga folk, but most of the old ties and relations are now lost, at least to those who wandered off into secrecy.
They don't usually cultivate enemies, and although many see them as Evil, those of the maze are simply on their own. They specially avoid any contact with any enemies who come from the Vaults of Redemption, given they are formidable opponents.
Totems and Conflux can come as a threat when it comes to territories and invasion, but can be easily countered by the anti-magical prowess of the Maze's abilities.
HEROES
Styg
Styg is a powerful Lizard Witch, a cunning scholar of many exotic spells non naturally mastered by the Maze Guild. With an unnatural flair for necromancy arts, she can easily corrupt spells cast by opponents against themselves in the most horrific ways, making her one of the most feared Maze representatives by magicians, specially because the Maze is already a place suited to corrupt known magic.
Specialization – Magic Corrupter
Skill tree assembles skills and perks considering magical effects in combat and on the adventure map, changing effects from spell to spell. Passively, in combat, has a chance to counter enemy spells with a directly opposite effect, always offensively.
Ultimate – Eye of Inhibition
Styg opens her magical eye, inhibiting a target (a stack of troops or the enemy hero) from casting spells. While gazing at a target, Styg can only perform spell casting on that target, which will have amplified force. This gaze can tear through magical immunity or resistance with a chance. No other action can be taken meanwhile. Styg cannot attack, defend, move.
Broghild
One of the deadliest Serpent Flies, Broghild skills for deception and weakening of enemy troops are hard to rival. Also able to settle traps whenever he goes, he's responsible for the Maze's defenses, due his expertise in finding easily his ways through the maze, scouting, trapping and finishing off stranded enemies. Sometimes he captures enemies and use his knowledge in poisons to torture them in order to obtain information.
Specialization – Poison Master
Skill tree assembles skills and perks considering ailment effects on targets, imbuing different properties depending on occasions, also influencing perks regarding reaction and support of troops, and some map traps. Passively, in combat, can inflict many different ailments on a single target with normal attacks.
Ultimate – Trap Weaver
While moving about the battlefield, Broghild can set traps that cause different ailments when triggered by enemy forces. His traps are invisible, no matter in which terrain they are settled, but he must be positioned on the vicinity to settle the AoE of that trap. Settling a trap doesn't consume his turn, and he can have up to three active traps per time.
RACIAL
Fog Labyrinth – On the adventure map, wherever Maze heroes go, a surrounding mist follows and lingers on their wake. This mist is a physical manifestation and cannot be considered or resisted by magical immunity. It makes neutral and opposing armies to lose track of their way in the mist, greatly reducing their movement point in that turn. When engaging battle in the mist, Maze troops start the battle with an advantage or being able to dodge and avoid part of the damage, until the fog dissipates. Depending on the force of this mist, small numbers of troops can get lost and vanish from enemy ranks when wandering the map unable to find their way back to their armies.
UNITS
Inner rings are the first available dwellings, which descend all other dwellings. The three flying creatures are stronger than the rest of the units from the other rings, only being weaker than the Juggernaut, which is a presence on the whole battlefield.
Dwellings in the Outer Rings
Sacrificial Altars : Zombie – the entrance of the labyrinth is full of dead ends and altars for sacrificing young women, offered by many of those who sought the favors of the Unknown Power dwelling within the mists of the Great Maze. Under the effect of a wicked magical aura, they lure men into the maze casting their long lost beauty upon them. Some confound them with vampires before fleeing. Those that don’t, when they are too late to realize the trap, will, in horror, watch their beautiful bodies rot away and reveal only the greedy insides of an abomination, sucking up all fluids and soul of their prey.
ROLE
• Light infantry
• Melee
• Offensive
ABILITIES
• Undead
• Lifedrain – when this unit kills enemies, it can turn 1/5 of slayed enemies into new zombies, adding in their own ranks. Conversion is based on max HP, but it only triggers when a unit dies and raised units cannot surpass number of killed ones. Converted units cannot be resurrected or raised back by any means.
• Deceiver – when this unit is not adjacent to any enemy, it casts away an appearance of harmless countenance, being perceived differently to each enemy, making them hesitantly when attacking. Zombies take less damage from any source when they are not showing their real form.
Dead Hedge Saplings : Dendroid – these monsters are aberrations raised from the walls of the maze itself, binding, suffocating and killing those who lose their path in the maze. Slow but fairly strong, they are difficult to spot due their resemblance to hedgerows and dead branches, which is why they are so efficient at surrounding and surprising enemies. They are completely magical and only obey the caster who animated them into being.
ROLE
• Heavy infantry
• Melee
• Defensive
• Support
ABILITIES
• Construct
• Entangle – when this unit attacks or is attacked, it entangles adjacent targets and binds it to it. Target cannot move away. Entanglement is broken when this unit moves.
• Inanimate – the animation spell ceases to work on the dendroid, making it become a dead hedge of thorns (it kills 1 unit from dendroids stack) again, material which it’s made of. That lifeless form becomes, then, a small obstacle on the battle map and needs 3 attacks to be destroyed.
• Trap of Thorns – by sacrificing a number of dendroids on adventure map, a small area is affected triggering a trap when armies get through it. Effects vary from ‘Nothing’ to ‘Completely holding army in place for that turn’. These traps are invisible when cast on natural Maze terrain and affiliated terrains, such as swamp, woods, moor.
Dwellings in the Inner Rings
High Nests : Serpent Fly – this lizard folk has its roots within the boundaries of the misty maze, and so they evolved by trapping and attacking their enemies from above, planning from tall trees to the ground, or from the top of the hedgerows. They are masters at fast striking and hiding, acting generally in groups, easily able to bring down huge enemies, for one of their main enemy factions is nothing less than those residing in the Vaults of Redemption. This fast behavior gave them the name of ‘serpent fly’, due enemies only are able to see a serpentine flying blur attacking them, before going down.
ROLE
• Fast infantry
• Short Range and Melee
• Offensive
ABILITIES
• Living
• Jump Between Obstacles – when this unit is adjacent to obstacles, it can jump directly to any slot adjacent to another obstacle on the battlefield, attacking a target while moving, avoiding retaliation altogether. Performed attack can be either melee or short ranged.
• Doom Dagger – when performing a short ranged attack, doom dagger mark the target. If that target is hit by that dagger again, a bonus damage is applied. The third time that dagger lands, it’ll inflict a greater bonus damage and have 25% chance of a critical strike. Doom counting only works if attacks are performed in successive turns on the same target.
• Festering Claws – when performing melee attacks, a physical disease starts spreading, eating away anything it touches. Every turn, it inflicts a small damage and a random ailment that’ll last until next turn, being substituted by the next random ailment. This effect lasts the entire battle and it’s not a magical effect. Random ailment is: loss of attack, loss of defense, loss of speed, loss of hit rate, loss of evasion, loss of movement.
Umbral Pyramid : Lizard Man – the race behind the ominous powers within the maze and akin to the serpent fly folk, they are adepts of the shadow magic, controllers of the rotting and spectral magic, ghosts of true necromancy torn to dark and corrupted arts.
ROLE
• Caster
• Archery
• Offensive
• Defensive
• Support
ABILITIES
• Living
• Eye of the Maze – this book allows lizard men to cast some sinister spells:
o Animate Thorns: it can bring back to battle any dendroid which got unanimated. It can also turn regular bramble-like obstacles into entangling stationary units, lashing to any unit that gets adjacent to them. 1 active stance per stack. It breaks through magical immunity.
o Haunting Familiar: summons a small fiend that will haunt a target. 1 active stance per stack. Haunting disturbs normal commands given to haunted unit. Effects vary from ‘not moving’ to ‘missing attacks’ or ‘failing in spell casting’. It can be dispelled.
o Death Ripple: sends forth a wave of deadly magic that only affects the living and spiritual beings. Damage is greater when more stacks are gathered or when numbers are higher. AoE is a cone-shaped area in front of the caster.
o Soul Havoc: for three turns, this unit will channel a powerful damaging spell on allied targets. Zombies, Dendroids and Lamassus are affected by this. All enemy units are magically damaged if located adjacent to any allied stacks, to where havoc damage must escape to. Damage is based on number of affected allied stacks and number of casters. If no enemy target is damaged, the allied stack will absorb that havoc damage instead.
• Necrotic Aura – on battlefield, undead units that get slain rot faster. Slayed undead units won’t be able to be raised back if they are down for more than three turns.
Conversion Altars : Anubis – Anubis is a greater form of a zombie, but not evolved from it. The more enemies fall for zombies, the more souls and bodies can be used to raise Anubis, when zombies also fell in battle. It is a rework of all elements of a battle meddled together in new form, darker and sinister.
ROLE
• Light Infantry
• Melee
• Offensive
• Support
ABILITIES
• Undead
• Cursed Blade – target is cursed for 3 turns, causing minimum damage and getting vulnerable to incoming critical strikes.
• Death comes to all – damages itself causing same damage on all cursed enemy targets at once. If at least 1 Anubis is killed in this sacrificial action, 1 enemy will surely die. This ability has a 3-turn cool down.
• Conversion – when either zombies and units killed by them fall in battle, they can be converted into new Anubis which are added to the casting stack. This ability can be cast only once per battle.
Dwellings in the Misty Rings
Pavilion of Whispered Riddles : Sphinx – the sphinx is a completely different creature inhabiting the maze. Following apparently no rule, it’s said it’s mainly by an accident that it lingers and dwells in the whereabouts of the mist. Sphinx can either bring luck or doom to those it encounters in its path and no one can ever tell which path to take when they hear its voice and how to respond to it.
ROLE
• Heavy Infantry
• Melee
• Flyer
• Support
ABILITIES
• Living
• Riddle – when this unit is adjacent to another one, if it lingers 1 turn next to it, it’ll put a riddle effect on it (a small question mark shows the buff), which has a completely random effect, good for allies, bad for enemies, but it can also be nothing at all, either enemy or ally can take a turn to be completely idle. Bad effects range from slower, weaker, to unable to attack, unable to move, to retaliate etc. Good effects range from faster, double strike, higher defense, reflect part of the damage etc. Effects change randomly every turn and they trigger when affected unit takes action. If Sphinx moves away from nearby slots, riddle effect on nearby units linger for another turn, then it’s dispelled. If not, it’ll refresh buff/debuff every turn. Sphinx is always under the effect of its Riddle, either for the better or for the worst.
• Indomitability – this unit cannot be influenced, in any means, by any mind affecting abilities or spells, either good or bad. If it is targeted by any of those, it’ll cast back randomly on a target depending on the source. This unit is also not affected by the global influence of Luck (either directly or indirectly).
Pavilion of Dying Wails : Manticore – whilst the outcome of an encounter with a sphinx is uncertain, such cannot be said once one encounters a manticore. Ever hungry and extremely dangerous, manticores prey on anything they encounter in their path, attracted either by smell or by sound, swooping down upon those who’ll never be seen again. It is known that the more they feed, the deadlier they become, given their bloodlust grows so much, it can be hardly contained by their sting alone, which starts producing a stronger poison, growing in danger as they grow stronger.
ROLE
• Heavy Infantry
• Melee
• Flyer
• Offensive
ABILITIES
• Living
• Bloodlust – the more this unit engages in melee battle, the more apt for offense it gets, raising its attack and bonus damage dynamically, capping max +10 for both. This buff lasts two turns, in which the manticore must damage a foe again in order to refresh its effects.
• Poison Sting – when this unit stings an opponent, it casts a poisonous effect on it. That poison builds up in three turns. Each turn slowing and weakening target. The last turn, it’ll render the foe neutralized. This stronger effect only happens once per unit per battle, as foes get resistant to poison the next time they are affected by it, only getting slowed and weakened thereon in.
• Acidic Venom – when this unit is buffed by Bloodlust, additional corrosive effect is added to its attack, greatly reducing defense for the duration of the poison. Construct enemies are affected by Poison Sting when Acidic Venom is active. They are damaged each turn, slowed and weakened, although they don’t get paralyzed.
Pavilion of Regrets : Lamassu – said to be a magically corrupted sphinx, lamassu’s malevolent aura can be perceived at once. They are a pool of misfortune to any creature fated to face it. They say that those who ever fights a lamassu will ever be affected by dreadful accidents, apparently from any nature, as if luck itself had ceased to exist.
ROLE
• Heavy Infantry
• Melee
• Flyer
• Offensive
ABILITIES
• Undead
• Cursed Riddle – this unit starts the battle under the effect of negative riddles, such as a sphinx can be. However, if any foe targets this unit, the effect will infect the attacker, and the curse will be upon that unfortunate unit until it dies or until lamassu is completely destroyed.
• Fated for Doom – when a foe is attacked by lamassu, it gets completely unlucky. The global luck effect turns its odds negatively for that unit. The effect lasts as long as lamassu is adjacent to the target. When it moves away, effect fades away.
Last Ring
Portal of Summoning : Juggernaut – called from a different dimension, this force’s existence is based upon chaos and its numbers are very low, very rare to come upon. Given they are mainly a force upon battlefield, they have not a shape, but their presence can be perceived by floating energetic forms which channels chaos about to obliterate everything, and they can be, sometimes, shielded by chaos itself. Once in a while, they can absorb all magic around them exploding in a chaotic storm. It’s a nightmare for magic with magic.
ROLE
• Heavy Infantry
• Archery
• Stationary
• Offensive
• Caster
ABILITIES
• Spiritual
• Multiple Nuclei – this unit covers the entire battlefield, but it has some target-able nuclei. They move randomly over battle and are completely immune to magic. Damaging them will damage Juggernaut.
• Chaotic Barrier – randomly every turn, an impenetrable barrier will protect one of the Nuclei, making it invulnerable for that turn.
• Storm of Chaos – channels bolts of lightning and piercing magic (dealing halved damage on magic immune targets) aligned to each nuclei, damaging all targets in range. It has a base damage based on the number of juggernaut gathered in the area, but it builds magical damage when spells are cast on battlefield, either by allies or enemies. Bonus damage is released whenever a Storm is summoned, then it resumes its normal power. Storm builds for 4 turns, then it can be released. If it’s not, it’ll resume building.
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"Okay. Look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster."
GlaDOS – Portal 2
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Articun
Supreme Hero
As i dream, so shall it be!
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posted September 14, 2015 10:58 PM |
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I think that panda comes first for choosing a creature
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