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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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PandaTar
Responsible
Legendary Hero
Celestial Heavens Mascot
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posted September 25, 2015 03:08 PM |
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My understanding says that any construct is an animated weapon. ^_^' But I didn't pick this option as a unit (but it's used somehow HOHOHO HOHOHOHO HMOOOOOOOOOOWWWWWWWWWWAAAAHAHAHAHAH!).
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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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Fauch
Responsible
Undefeatable Hero
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posted September 25, 2015 04:21 PM |
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so something invisible holding a blade doesn't work. and a golem either?
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Articun
Supreme Hero
As i dream, so shall it be!
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posted September 25, 2015 04:25 PM |
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As i understood it, no... It is quite the hard unti to implement 0.0
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PandaTar
Responsible
Legendary Hero
Celestial Heavens Mascot
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posted September 25, 2015 04:52 PM |
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Well, I remember in Castlevania a monster that was like that:
Quite charming. ^^
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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 25, 2015 08:01 PM |
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That was perfectly along the line of what I thought of. I encountered such in form of "flying sword" (or spear or axe or whatever) in quite some games, but it actually is kind of hard to find a suitable pic to what's in my mind...
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Articun
Supreme Hero
As i dream, so shall it be!
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posted September 25, 2015 10:35 PM |
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Jiriki9 said: That was perfectly along the line of what I thought of. I encountered such in form of "flying sword" (or spear or axe or whatever) in quite some games, but it actually is kind of hard to find a suitable pic to what's in my mind...
I have a question. Does the name of the unit in the lineup have to be "Living weapon" or Living weapon can be a description of it or its type?
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted September 25, 2015 10:52 PM |
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As always, the name can be altered freely, as long as the unit is still teh one from the list.
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PandaTar
Responsible
Legendary Hero
Celestial Heavens Mascot
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posted September 26, 2015 07:53 AM |
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kiryu133 said: The "serpent fly" is neither a serpent nor a fly though .
You'll often find things like that in my proposals, that's why I wrote a small presentation of that unit, why it's called like that, because of nicknames, you know. ^^ In a human faction, you may have a unit called viper, which is basically a person with a fast strike ability by using a poisonous dagger. There's no need for that human be an actual snake of any kind, is there.
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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 September 26, 2015 08:26 AM |
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kiryu133
Responsible
Legendary Hero
Highly illogical
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posted September 26, 2015 09:13 AM |
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PandaTar said:
You'll often find things like that in my proposals, that's why I wrote a small presentation of that unit, why it's called like that, because of nicknames, you know. ^^ In a human faction, you may have a unit called viper, which is basically a person with a fast strike ability by using a poisonous dagger. There's no need for that human be an actual snake of any kind, is there.
I'm personally ok with it but it does stretch on the rules a bit. it's the creature specifically we want. not the name.
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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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Steyn
Supreme Hero
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posted September 27, 2015 09:56 AM |
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kiryu133 said:
Delta:
Ok, I have to admit, I think this is probably my favourite. Lore is short and to the point and descriptions are an enjoyable read (armoured boars in particular was a stand-out) and not too detailed while still giving a good feel for the units. Units feel fitting (though I question manticores as "human-side" creatures) and work very well with several interesting abilities. most are however classic and this faction feel very believable.
Thanks for the kind words Kiryu. With the manticores I wanted to go with the more human-faced one, which I felt should be quite intelligent. And how do you get an intelligent monster like that to fight for you, well by stroking its pride I originally started out from a H4 idea of 4 human vs 4 lizardmen creatures. As I didn't want to include another human I had to let go of this system, but I like that you noticed its remains in human-side manticore.
kiryu133 said:
I do also question The maze "Serpent fly" and " juggernaut" as not entirely what I think was proposed but I personally find them to be adequate, at least the juggernaut since it's at least very big. The "serpent fly" is neither a serpent nor a fly though .
Sometimes it is difficult to see how liberal we can get with the interpretation of a unit's name. I agree with Panda that it is nice to give a unit an unexpected twist sometimes and I really like his Juggernaut concept. The "serpent fly" might indeed be stretching it a bit too much
I am surprised though that you didn't have anything to comment on my juggernaut. I expected the marvel-like juggernaut to also raise some controversy, but maybe its mechanics are close enough to the H6 original...
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted September 27, 2015 10:10 PM |
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Quote: I'm personally ok with it but it does stretch on the rules a bit. it's the creature specifically we want. not the name.
I second that. I definitely want you to have stretching room with the creatures, but simply taking the name and putting it on some humanoid soldier when such was clearly not meant is a bit much, imo In my future jdugings, I will be a bit harsher on this matter, I think.
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PandaTar
Responsible
Legendary Hero
Celestial Heavens Mascot
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posted September 30, 2015 05:02 PM |
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You do whatever you wish.
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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 October 01, 2015 04:53 PM |
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I will
BTW, Will more factions come into this round?
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Steyn
Supreme Hero
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posted October 01, 2015 07:10 PM |
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I am afraid I won't have time this week. Maybe that I'll be able to slip one in on sunday, but don't count on it.
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kiryu133
Responsible
Legendary Hero
Highly illogical
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posted October 01, 2015 07:22 PM |
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Real life is an A-hole
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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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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted October 01, 2015 10:47 PM |
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Ou know that deadline is 11th and not 4th?!
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PandaTar
Responsible
Legendary Hero
Celestial Heavens Mascot
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posted October 01, 2015 11:37 PM |
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Edited by PandaTar at 23:45, 01 Oct 2015.
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A bit of the whole then. Hope I don't messed up with codes.
OBELISK
TOWNSCREEN
The Obelisk is the ancient tower for all magicians, spreading magic about the world which is shared amongst every single being on the world. The fabled Arcane Library is located there, holding the contents of uncountable secrets of magic, some thought long lost.
LORE
LATER.
HEROES
Astral
The wizard Astral is responsible for investigation and the search for the lost contents of Mana Firmament, collecting back spells lost in the First Wars and all battles hence.
His exceptional knowledge on history is given also by the fact that his is specialist in hypnosis; easily recovering info seemed lost in the minds of reluctant enemies or captives. Even from allies, if needed be.
Specialization – Multicast
LATER.
Ultimate – Echoes of Hypnosis
LATER.
Mandigal
One of the few vampires who wandered away from Necromancy, Mandigal came to become one of the most notorious wizards in the Obelisk, however always facing resistance and lack of trust from most of scholars, preferring working alone due his condition. After a while, he got in truly friendly terms with Sarakin, so they set away in studies directly to battle Necromancy itself, which was, in first place, created by old magicians from the Tower, which ended in the First Wars and the break of the Mana Firmament in which all spells were sealed, and that now many were lost or corrupted.
Even going against his own nature of vampirism and suffering accordingly, Mandigal developed powers which render him control over his own condition and use it against his enemies, whilst he channels and enchants unanimated things all around him, given that he often finds himself alone when facing perils. If he cannot trust his fellow wizards, he’ll do well trusting his own constructs to do his bidding.
Specialization – Blood Magic
LATER.
Ultimate – Loyal Enchantment
Mandigal can bend Mana Mesh at will enveloping allied constructs for an additional layer of bonuses (which can reach thrice the effect in synergy with Racial). He can also envelop enemy constructs taking control over them. Every two turns of unbroken control on that target allows another layer to be added on enemy target, making it harder to break or resist control and adding bonus damage and weakening defense. Mandigal cannot take other actions while maintaining an envelope of Mana Mesh on enemy targets, although he is freely to take actions when having an envelope on a friendly target. He must have visual contact with target. Also, any constructs under his command will never be controlled by enemy forces, no matter which spell or ability might be used on them.
RACIAL
Mana Beacon – for any stationary troop or building, after one turn of existence, a radius around the subject gets covered by mana mesh, layering over the local terrain. Buildings have an increased area around them of mana mesh, and it can grow when towns and capital get bigger and bigger; or else, when a hero with high level in Mana Beacon enters a mana mesh area, which doubles its size while next to that building, covering a larger area. Effects linger for another turn/day after leaving said area. High skilled heroes with Mana Beacon maxed have Mana Mesh always active under their troops and can add another layer of Mana Mesh over one already existence, doubling its effect.
• Capital Effect – naturally covers 60 tile-radii around.
• Town Effect – naturally covers 40 tile-radii around.
• Buildings Effect – naturally covers 20 tile-radii around.
• Hero Effect – effects are cumulative between heroes when tiles are added to stationary areas.
Basic: naturally covers 10 tile-radii around if stationary for 1 turn. Adds 5 tiles when walking around another already covered area.
Advanced: covers 12 tile-radii, adds 7 tiles to already covered areas, adds 2% bonus over mana mesh effects on hero’s armies.
Expert: covers 15 tile-radii, adds 10 tiles to already covered areas, adds 5% bonus over mana mesh effects on hero’s armies.
Master: covers 20 tile-radii, adds 15 tiles to already covered areas, adds 10% bonus over mana mesh effects on hero’s armies.
Supreme: Adds another layer over one already existent, doubling effects, bonuses and area covered from Master level. Activates when hero is stationary for 2 turns/days.
TERRAIN
Mana Mesh – an artificial layer of energy that covers terrains around buildings and units of this faction. Mana mesh is a defensive layer of magic which aids allied troops and hero in many supportive ways, but can also be used for offensive capabilities, depending on hero’s or units’ abilities. Each structure provides a mesh with a difference in power and effects. When a hero stands on a stronger mesh, stronger effects will follow and chain with hero’s area of effect, increasing all area around with stronger mesh effects. Some structures in town or even on adventure map may create disturbances and change effects slightly. Given that this is a magical terrain layer, local terrain bonuses and penalties still apply to armies which are not from Tower faction. The following effects affect only Tower heroes (and armies) which vary depending on their sources, from stronger to weaker in this order:
• Capital Mesh – terrain movement penalties are nulled and heroes on this mesh gain 20% movement points on adventure map. On battle, units have + 2 movement. Mana regen per turn/day increases by 2 + 10% upon base values. Magical damage is partially absorbed: 10% over base values which is dealt back against nearby enemy target. Enemy mana cost increases slightly: minimum of 1 mana, up to 20% of total cost when above that number. Enemy spells and abilities that require cooldown or charging will have their cooling and charging time increased by 1 turn. E.g.: when a hero has Master Level in Racial Mana Beacon Skill, bonuses will be: Mana regen of 2 + 20% upon base values; 20% of magic damage absorbed and reflected; Enemy mana cost of 1 up to 30% total cost.
• Town Mesh – terrain movement penalties are nulled and heroes on this mesh gain 10% movement points on adventure map. On battle, units have + 1 movement. Mana regen per turn/day increases by 2 + 7.5% upon base values. Magical damage is partially absorbed: 7.5% over base values which is dealt back against nearby enemy target. Enemy mana cost increases slightly: minimum of 1 mana, up to 15% of total cost when above that number.
• Building Mesh – terrain movement penalties are nulled on adventure map. On battle, units have normal movement. Mana regen per turn/day increases by 2 + 5% upon base values. Magical damage is partially absorbed: 5% over base values which is dealt back against nearby enemy target. Enemy mana cost increases slightly: minimum of 1 mana, up to 10% of total cost when above that number.
• Hero Mesh – terrain movement penalties are decreased by 80% on adventure map. On battle, units have max penalty of -1 movement. Mana regen per turn/day increases by 2 + 2.5% upon base values. Magical damage is partially absorbed: 2.5% over base values. Enemy mana cost increases slightly: minimum of 1 mana, up to 5% of total cost when above that number.
UNITS
In the Obelisk, units are either casters or constructs, and some may depend on each other to have different rules. They also count on an artificer’s talents which can mold their role accordingly to which dangers they are facing.
Artificer’s Workshop – this building enables a certain unique ability to each unit based on the rule given: casting, defending and fighting. When one of these options is activate, units are hired by using the corresponding artifact which will enable their role under those rules. One can switch from rule to rule every week, because equipment must be forged. When rule is changed, any visiting unit with other rule can be converted by paying an additional amount of resources. Units can also be hired with their default configuration. Hiring them with different roles can be worse than their default versions depending on strategies or enemies they encounter.
Dwellings of Casters
Ivory Tower: M A G E – mages are nothing more than wizards who chose to fight in the front ranks, specializing themselves into battle spell casting, either supportive or offensive. Artificers provide them with different equipment which makes them more suitable to different tasks, either improving their spell power, or making them apt to neutralize opposing spell casting or using spell blades, by enchanting and animating weapons.
ROLE
• Caster
• Archery
• Support
• Offensive
ABILITIES
• Living
• Spellmesh Orb – when performing a ranged attack, the projectile will travel through the battlefield. Each tile layered with Mana Mesh where the projectile travels will increase the damage output by 3% over the previous calculation.
• Focus – when this unit is idle and takes no action and is not damaged or affected by buffs or debuffs, he will recover mana a bit faster, + 1 mana per round. If standing on Mana Mesh, the effect is thrice of a regular terrain.
• Book of Spells – this book allows mages to cast some base spells:
o Haste: increases movement and speed of the target.
o Slow: decreases movement and speed of the target.
o Shield: magical barrier which decreases damage taken from projectiles.
o Stoneskin: magical barrier which decreases melee damage taken.
o Spellbreak: working only on targets positioned on Mana Mesh, it breaks apart any magical buff active on target.
ARTIFICER’S UPGRADES
Casting – A R C H M A G E: by default, archmage’s ranged attack has no range penalty and it’s a straight line attack, requiring line of sight. This attack keeps Spellmesh Orb’s effect.
Other abilities and spells
• Spell Flux – archmage channels mana from the surroundings, being able to spare and use less mana when casting spells. Effect is 50% more effective when archmage is standing on Mana Mesh.
SPELLS: archmagi stop using the spells haste, slow and spellbreak. And they add in their book:
o Earthquake: casts a spell on an area disturbing the ground for varied effects either on units and on buildings or obstacles. While on ground units it can disrupt their speed or cancel charging/channeling abilities, it can destroy or weaken structures and obstacles.
o Lightning Bolt: being able to strike anywhere on the battlefield but inside structures, heavily damages a target, having a chance to stun those who are more vulnerable to it. When stun triggers, it’ll cause critical damage on target, which varies from 10%-50%.
• Defending – A N T I M A G E: by default, antimage’s ranged attack is instant hit, hitting units under cover, but the farer the target is, the weaker the attack will be. It also dispels a random buff. This attack disables Spellmesh Orb’s effect.
Other abilities and spells
• Spell Nox – antimage casts an aura on battlefield which increases costs of spellcasting of opposing spellcasters. Its effectiveness increases when source of spellcasting is nearer. Effect is greater when antimage is standing on Mana Mesh.
SPELLS: antimagi stop using the spells haste, slow and spellbreak. And they add in their book:
o Antimagic: cast on a single target, either friend or foe alike, it’ll render unit immune to magical effects. Strongest spells may pierce this antimagic buff. However, when cast on a target standing on Mana Mesh, it’ll protect even further from magical effects, being able to resist even magic piercing actions.
o Dispel: casts a dispelling effect on a target, either friend or foe alike, cleasing from any buffs or debuffs. If unit is standing on Mana Mesh, the effect echoes on adjacent slots, having a small chance to dispel random buffs and debuffs from surrounding targets.
o Magic Shield: casts a temporary protection on a target decreasing magical damage taken.
o Manaskin: casts a temporary protection on a target increasing chances to resist effects from debuffs and ailments and also decreases their duration and effects.
• Fighting – B A T T L E M A G E: by default, battlemage’s melee attack has no penalty. Battlemage has halved range reach. If standing on Mana Mesh layer, he will imbue additional magical damage over physical damage. This attack disables Spellmesh Orb’s effect.
Other abilities and spells
• Babel Layer – each buff and/or debuff active on a battlemage increases his base damage by 4%.
SPELLS: battlemagi stop using all mage spells. Spells a battlemage casts, if cast on himself, cost only a third of their normal mana cost. And they add in their book:
o Imbue Arrow: casts a spell on a ranged target, imbuing target’s attack with one magical property chosen from: Sparks (projectile explodes upon contact, magically damaging adjacent targets for a fraction of main damage); Lava (projectile burns down a target, lowering physical and magical defenses for the duration); Frostbites (projectile freezes down a target, slowing speed and decreasing movement. It has a small chance to completely freeze target, which will lose the next turn before breaking free).
o Animate Weapon: able to cast on any allied target, the melee property is buffed. When performing a melee attack, a surge of power issuing from the weapon used echoes the attack on the target, as if acting on its own accord. It triggers a chance to add stances of physical damage based on the first hit. Each stance is a third of the previous damage and stances can happen from 1 (2-hit) to 3 (4-hit).
Alchemy Laboratory: E N C H A N T E R – enchanter uses alchemy and potions to enchant unanimated things on their surroundings to aid them, convert resources and prepare potions which provide special effects on constructs. In addition to some alchemists, enchanter imbues enchantments to potionmaking, creating a wide range of effects strengthened by magic, going beyond the physical boundary of alchemy production. Enchanters are ultimately rakshasas which are not battling anymore, whilst the role of alchemists are left for wizards. Rakshasas are more apt to conciliate exploration and magic, thus more apt to use it decently in battle, and their sturdy body is more suited for experiments with two dangerous abilities such as the enchanting and potionmaking.
ROLE
• Caster
• Melee
• Support
ABILITIES
• Living
• Convert Resource – enchanter uses alchemy to change the basic property of resources a hero picks, if chosen, although some resources are lost in the making. Conversion of resources are 4-1 (common-rare) and 3-1 (rare-rare). Common to rare doesn’t allow much control over converting; the resulting is a quantity of random rare resource. Conversion of rare resources will allow a better control and the hero may choose the converted resource. It’s not possible converting rare resources into common resources, and enchanters find not useful converting common things into common things.
• Ominous Concoction – concoction made of the part of the terrain the enchanter is standing on, it releases a random effect upon foes it affects, and even the area of effect may vary from 1 slot to a main 1 and all adjacent slots. Debuffing effects (45% total odds): 1 to 5 random ailments at once. Damaging effects (45% total odds): 20%-150% this unit’s damage. Odd effect (9% total odds): kills instantly 1 unit from affected stack (and affected unit vanishes completely from battle). Fail (1% total odds): concoction does nothing. Enchanter can refuel concoction by spending a turn fetching ingredients.
• Smoke Powder – This unit throws a sack of smoking powder upon an area. The issuing smoke decreases any ranged attack’s damage by 80% and it lasts 1 turn. Enchanter can make another set of smoking powder from any terrain and will take 1 turn to have it ready. The smoke will linger for another turn if it’s set on Mana Mesh.
Starlight Dome: M I M I C – it’s a spiritual unit, gracious and deadly, which bends the realms of magic in order to manipulate mana and its behavior in front of different threats, easily changing its nature to that in which will better to face enemies. The range of abilities goes from mirroring spells and shapes, to mark units for constant damage or reflect damage taken, which the vantage of being able to vanish and reappear wherever it chooses to. Differently from mages, which change garments to better use artificer’s contraptions in battle, Mimics do not change their appearance when they upgrade to any other of their roles, giving an advantage to them when facing enemies for the first time, since they can have an array of different capabilities unidentified by foes.
ROLE
• Infantry
• Melee
• Support
• Offensive
ABILITIES
• Spiritual
• Teleport
• Secrecy – it’s impossible for enemies identifying abilities and role of mimic or any of its upgrades.
• Bind Fate – when this unit attacks any unit, it’ll bind both together. Damage taken by other sources and units will be shared, as well as regenerative effects. When attacking bound foe, however, damage inflicted will be full. When bound unit attacks Mimic, it’ll suffer 33% damage back. Binding buff lingers for the battle or until Mimic targets another unit. If Mimic dies, buff doesn’t fades away. If bound target gets regenerated, raise or resurrected, effects can resurrect back a fallen Mimic as well.
• Magic Mirror – any offensive spell cast against this unit can bounce back upon random enemy targets. If this unit is standing on Mana Mesh, it has a higher chance of reflecting spells.
ARTIFICER’S UPGRADES
Fighting – T O R M E N T O R: by default, tormentor loses the Bind Fate ability. Any unit surrounding a tormentor has morale perks disturbed and spell channeling/casting can fail.
Other abilities and spells
• Terror Memory – any unit attacked by a torment will get a battle-long buff which will make them vulnerable to a part of the damage inflicted by tormentor on any other unit on battlefield. This effect is greater on sentient units.
• Defending – G H O S T: by default, ghost loses the Magic Mirror ability. Defensive stance makes this unit fade whenever damaged while not retaliating, given that any offensive action taken will reveal ghots’s whereabouts. It fades 20% each time, which reduces chances of inflicting damage on it by the same amount. It can stack up to 100%. Fade buff lingers for 2 turns if not debuffed and can be refreshed (stacked).
Other abilities and spells
• Mesh Bender – this unit has Mana Mesh under it and on all slots around it all the time, making it useful when positioning nearby units which are not standing on Mana Mesh to tweak with synergic abilities.
• Casting – I L L U S I O N I S T: by default, illusionist loses the Bind Fate ability. Illusive passiveness grants an additional reduction of any damage source of 10%.
Other abilities and spells
• Mirror Image – illusionist can create an image of any target directly in front of him. If standing on mana mesh, two images will appear. Images deal 50% of normal damage and they vanish when attacked or targeted by spells, although chances to dodge or resist spells are likely to trigger just as they should when targeting the primary source. Images copy which actions the illusionist take. The creation of an image has a cool down of two turns.
Dwellings of Constructs
Golem Workshop : G O L E M – golems are the ultimate weapons linked to mages, and they behave accordingly to which spell caster is around them. Golems can encase and distribute magic around them whenever they are on Mana Mesh. When they are on regular terrain, encasing and distributing magic can fail.
ROLE
• Heavy infantry
• Melee
• Offensive and Defensive
• Support
ABILITIES
• Construct
• Magical Contract – this unit cannot be controlled nor reanimated as opposing force. It’s a magical creation is bound directly to the hero controlling it. This same ability grants the golem a link to a mage (and upgrades) stack on the battlefield (one link per golem). Depending on the mage abilities, Golem will have different behavior and its base composition, gems, will change. This same contract grants a permanent 50% of resistance to any enemy spell casting directed to the golem stack.
• Encase Spell – hero or spell casting allied unit can encase an offensive spell within the golem. Golem can carry about that spell to be released on nearby enemies with increased force, depending on how much time it was encased. Each turn increases spell output power and effects by 10% over the previous values. When standing on Mana Mesh, spell can be held by 10 turns. When not on Mana Mesh, golem can hold up a spell for 3 turns. When a golem is killed in that stack, spell is released upon nearest enemy within range.
• Distribute Spell – if standing on Mana Mesh, any buffing spell cast around it will be then distributed in effect on surrounding allied targets. Effect is a third of that on primary target.
MAGE’S LINKS
Mage – O P A L G O L E M: by default, opal golem loses the Distribute Spell ability. It then explodes upon death, dealing 20% of its lost damage on all surrounding enemy targets.
Archmage – D I A M O N D G O L E M: by default, diamond golem loses the Distribute Spell ability. When Archmage attacks, if his projectile passes by Diamond Golem, it effect gets prismatic and hits the two adjacent slots around main target for a third of the total damage input.
Antimage – J A D E G O L E M: by default, jade golem loses the Encase Spell ability. It gives out an aura of magic resistance. The closer it is, the more protected the allied target will be. The aura has 100% effectiveness that’s divided by each allied target who enters the area.
Battlemage – R U B Y G O L E M: by default, ruby golem loses the Encase Spell ability. Att and Def perks of Golem and the Linked Battlemage shift between them when they are battling. All att and def go to and fro between them, add to their own numbers when they are attacking or defending. Retaliation, from these units or targets, doesn’t trigger this status shifting.
Godly Belt of Keeps: K I R I N – huge guardians of the Obelisk rest down below at the summit of its foundations, guarding the many battlements as huge as castles, on a wide protective construct belt. Kirins are dependable of magic, and although they are able to fly sparingly, their capacity of going further away may be based on the position of the belt where they are created or, if possible, on the Mana Mesh which extends the influence of the Obelisk magic, so they usually flutter a bit from place to place, defending magicians with their gigantic bodies. But their main prowess relies on their fearsome breath, when their core is imbued by the most ancient and, sometimes, unknown results of a combined assortment of spells, resulting in a destruction which can be hardly mended.
ROLE
• Flyer
• Heavy Infantry
• Defensive
ABILITIES
• Construct
• Everburning Core – the core of Kirins is almost sentient and it perseveres for a while after its container gets destroyed. Breath attack damage remains the same, even when kirins are killed in their stack, for the next turn, before the core fades. The core lingers for an additional turn if Kirins are standing on Mana Mesh.
• Prismatic Beam – as guardians, Kirins never fire against allied targets, because their breath is too destructive. So, when there’s a clean line, with only enemies within that area, and at least 3 tiles of distance, it can breath a beam of prismatic energy damaging all units in line for the length of the battlefield, only being blocked by huge obstacles or difference on terrain height superior of 4h. This beam doesn’t miss and it diminishes natural magical defense by 25% once per battle, as a persistent buff which cannot be dispelled. It ends after battle. The effect increases to 40% if kirin is standing on Mana Mesh.
• Perfect Guardian – this unit can strengthen its body and position itself on the battlefield, blocking direct contact, spell casting or projectiles from reaching any allied stack behind it. When the Kirin is in this stance, it’ll only retaliate melee attacks, coming out from its rigid stance to attack and getting back. This stance doubles its base Defense and blocks 75% magical damage. It spreads its wings, protecting up to four tiles directly behind it and the line. This ability has a cool down of 3 turns after it effect is cancelled, whenever Kirin takes any other action but defend or wait.
Ultimate Dwelling
Cloud Temple: T I T A N – from a higher level of the Obelisk, some Kirins may ascend and transcend into a new existence, coming to be a living being at last. Titans do not depend on Mana Mesh to hold their power anymore, and their whole body is now imbued with the same properties of their core. That freedom translates into a very offensive titanic creature, capable to bring down enemy ranks with some ease. Wizards imbue properties of great spells within the core of a Titan, which are turned into deadly weapons on battlefield, sometimes even able to hit armies from afar.
ROLE
• Caster
• Flyer
• Heavy Infantry
• Melee
• Offensive
ABILITIES
• Living
• Everburning Essence – the essence of a titan lingers a while after its killed, similar to a Kirin’s core. Breath attack damage remains the same, even when titans are killed in their stack, for the next turn, before the essence fades. Normal healing spells can resurrect a titan from its essence if cast in time. Essence fades after a turn.
• Static Cloak – Titan’s immense magical prowess reflects any attack taken by damaging and pushing away a target with lightning bursts. This is a magical ability which can be resisted by magical resistance. If any ally cast a targeting lightning-based spell on adjacent foes, it’ll chain 30% of its effects to any other adjacent enemy target.
• Storm Breath – this unit’s breath attack has a 2 tile range, and the static energy build in it makes the effect jump to up to four different targets if they are near each other. Each jump loses 10% of the previous effects. Given it’s a magical storm, it has both effects as physical and magical, and cannot be resisted in either way, because both properties are applied.
• Meteor Breath – on adventure map and within range, this unit can shower enemies with multi meteors with its breath, damaging the whole opposing army, and it can miss some stacks. This action consumes a whole hero’s turn. Higher damage is focused on more numerous stacks.
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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 October 02, 2015 09:44 AM |
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Jiriki9 said: Ou know that deadline is 11th and not 4th?!
No I forgot Then I'll most likely contribute something next week
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted October 03, 2015 07:50 AM |
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So, guys, I'm away for a week. I wish allof you a good time and hope to see some fine entries when I return
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