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Author | Champions |
I have come up with the Idea of Champions, one-of-a-kind creatures that a high-level lord may have to enhance his army, although it is possible to recruit many, there will be severe penealties for doing so. since this is just a rough sketch I'll keep it out of the suggestions board for now
all champions have this Special Ability: Champion
Champion: this creature is immune to knockback, stun and fear, has large shield and magic shield 50%. if there are more than one of this creature in you army, all your other troops take a -50% attack penealty and -25% health penealty.
Champions' spells are affected by the heroes' spell power
Champions are summoned for 24 hours, then they return to their seperate abodes, to be awakened next day.
summoning or calling the Champion requires 3,000 gold, 10 of each mercury, sulfur, crystals, and gems per 24 hour period.
now to the actual champions and castle constructions
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Necromancer: Xalthos, Undead Warlock
Attack-24
Defense-38
Damage- 30-55
Hitpoints-120
Speed-5
Initiative- 13
Shots-5
Mana-20
Morale-0
luck-1
range-6
Abilities: Undead, Caster, Champion, No melee penealty, No ranged penealty, Rage.
Spells cast: Magic arrow, poison, curse.
required castle construction: Tomb of Xalthos, lvl 14
in-game flavor: The lost tomb of the greatest Undead Champion, Xalthos, allows you to summon the great hero from his slumber.
Cost:
70,000 gold
60 ore
70 wood
30 sulfur
30 mercury
30 gems
30 crystals
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Elf: Progenitor of life
Attack-20
Defense-42
Damage- 10-30
Hitpoints- 250
speed-4
Initiative-10
Shots-0
Mana-30
Morale-1
Luck-1
Range-0
Abilities: Large creature, regeneration, Aura of life, Champion, Aura of magic proof
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Aura of life: at the beginning of this creature's turn, all living, allied stacks get healed for 3% of total health.
regeneration: at the beginning of this creature's turn it regains 5% of its original health.
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spells cast: Raise dead, summon phantom, earthen spikes, wasp swarm.
Castle construction: Shrine of life, lvl 14
in-game flavor: this shrine set in the natural groves of the grand tree awakens the progenitor of life, calling him to aid you in battle.
Cost:
70,000 gold
30 ore
60 wood
20 sulfur
20 mercury
30 gems
30 crystals
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that's it so far, updating with other factions later, posting so I don't lose my work because of my lousy internet | Dark elf: K'lilith
Attack-40
defense-25
Damage- 30-70
Hitpoints- 150
Speed-9
Initiative-17
shots-0
Mana-20
Morale-1
luck-1
range-0
Abilities: Champion, Double strike, No retaliation, Bravery, Caster
Spells cast: Delay, Disruption ray, Ice clod
Castle construction: Monument of blood, lvl 14
in-game flavor: a monument to the legendary assassin K'lilith, she is now willing to aid you in battle.
Cost:
60,000
40 wood
30 ore
20 sulfur
20 mercury
30 gems
30 crystals
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Wizard: Eremis, Djinn of legend
Attack- 30
Defense-30
Damage- 20-45
Hitpoints- 160
Speed-6
Initiative-14
Shots-6
Mana-20
morale-1
luck-1
range-6
Abilities: flyer, Champion, Shooter, no melee penealty, Caster
Spells Cast: Poison, Ice ring, Confusion.
Castle Construction: Temple of Eremis
in-game flavor: A temple dedicated to the Legendary Djinn Eremis has earned you his favor, as well as an allegiance in battle.
Cost:
90,000 gold
30 wood
100 ore
10 mercury
20 gems
----------------------------------------------------------- | A note to my first post - Progenitor of life is supposed to be a large tree, although not like treefolk as he more or less glides on his roots as opposed to walking with his branches
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Barbarian: Talos the Bear tamer
Attack-25
Defense-35
Damage- 40-45
Hitpoints-160
Speed-5
Initiative-12
Shots-0
Mana-0
Morale-1
luck-1
range-0
abilities: Large creature, Stun, Champion, Magic shield 75%, Immune to delay
Castle Construction: Great totem, also lvl 14
in-game flavor: This great totem is a sentiment of the respect the barbarian tribes had for the creatures of the land, Calling forth Talos and his trusty Bear in times of need.
cost:
50,000 gold
100 ore
200 wood
30 gems
30 crystals
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Demons: Malphas
Attack-30
Defense-20
Damage- 10-35
Health-170
Speed-5
Initiative-10
shots-0
mana-15
morale-1
luck-1
range-0
Abilities: Caster, Champion, inflame, Demonic, large creature
Spells cast: Fireball
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explaination for demonic: here malphas is able to summon in another malphas, this will not affect the troops negatively, and for balancing the malphas is somewhat weaker than other Champions
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Castle construction: Chaos Shrine
in-game flavor: Cobbling together thousands of lost souls, molten lava and ashes of fallen warriors, summoning the Malphas to your side in battle.
Cost:
80,000
100 ore
40 sulfur
20 mercury
20 gems
----------------------------------------------------------- | wait a moment elf champion have raise dead but not necromancer champion? | yes,as it gives life, and giving the necromancer champion raise dead would overpower it too much.
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continuing with the champions
Knight: Sister Maria
Attack-15
Defense-40
Damage- 20-30
Speed- 5
Initiative-13
Shots-4
Mana-20
morale-1
luck-1
range-6
Abilities: Champion, No retaliation, Aura of life, Regeneration, Caster
Spells cast: Bless, Stoneskin
Castle construction: Holy Chapel (change the name if that's the same building for knights)
In-game flavor: This Chapel was constructed in the light of the holy forces, the Chapel's leader, Sister Maria has agreed to assist you in combat.
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That concludes the initial sketch of the champions, comments and criticisms are welcomed for the balancing stage | re-writing of the "Champion" effect:
Champion: This creature is immune to Stun, Fear, and knockback. It has Large shield and 50% magic shield. If you have more than 1 of this creature in the Pre-combat placement stage, all your troops will receive a -50% attack, and a -25% in both hitpoints and defense. | pne thing about the demon champion they have 15 mana and fire ball take 10 so not good one
and the champion have 50% magic sield then the barb champion 75% magic sield is useless
and andy way the are perfect | nut putting raise dead to elf is a disadvantage for -2 morale and also the necro champion must have raise dead because of low life | I'll take your advice, after some commentary I'm going to put up a revision
@abudullah: sorry, I meant to put in weakness as well | The Elf Champion would take FOREVER to kill. | fixed loophole in champion ability: champion units may not by summoned as phantom.
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Balancing
elven champion damage changed to 15-25, effect for regeneration reduced to 3%
Necro champion now casts raise dead and no longer casts poison.
Demon champion now casts weakness in addition to fireball.
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thanks for all the feedback!
hope the admins read this and give some professional feedback :) | but nerco cant cast arrow? he only cast dark and nature not choas
and if you want elf hero to get giving life ability you better choose resurrection spell but they didnt put it in the game yet | so how do you want to do this?
a level 14 already has 7 different creatures, and at the troop settlement you can only place 7 stacks
So they spend tons of resources and gold, once every 24 hours, and then they cant place them in the field ;P ? | well, 1: not all people use all their slots and 2: as new creatures come out, will there be the same issue with space? or would more slots be implemented.
This is just an Idea, and it needs lots of polishing, and I'm not even sure I can submit an actual suggestion, this is just here for fun and maybe we can get something good out of it in the future |
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