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Author | Ultimate Upgrades (Creative Imagination) |
This is me imagining the various 2nd Upgrades that can be given to the current upgraded creatures. Abilities applied will be existing ones as well as new made up ones. Every Class as well as Alt Class will have different upgrades.
Kind of like...
Skeletons -> Skeleton Bowmen -> Skeleton Cross Bowmen.
But Skeletons -> Skeleton Legionaries -> ???
This feels like Pokemon. Lol. Do post your creative thoughts as well on similar lines.
< ELF >
Faerie -> Sprite -> WISP
Att: 3
Def: 3
Damage: 3-3
HP: 6
Speed: 8
Mana: 20
Initiative: 18
Flyer. Caster. No Retaliation. Blinding Brilliance. Immune to Blinding. Ethereal Sacrifice.
Ethereal Sacrifice: Take 50% Less Physical Damage, +5 Initiative, +2 Speed at the cost of -2 HP per turn. (Creature dies at the end of 3rd Turn due to 0 HP)
Caster: Summon Phantom. Up to Tier 3.
Forest Keeper -> EFK -> PRIME FOREST KEEPER
Att: 6
Def: 3
Damage: 3-6
HP: 16
Speed: 6
Morale: 3
Initiative: 16
Wardance. Onset. Whirlwind.
Whirlwind (Trigger Ability): Knockback all damaged targets by 1 Tile making them lose all accumulated Initiative. Large creatures and Flyers remain unaffected by Whirlwind.
Elven Bowmen -> GMB -> SPIRIT BOWMEN
Att: 10
Def: 2
Damage: 4 - 10
Hitpoints: 10
Speed: 3
Shots: 20
Range: 6
Initiative: 15
Shooter. Double shot. Spirit Shot.
Spirit Shot: Drain 2 HP per Spirit Bowman in stack. Decrease Morale by 1 (Maximum -2) Deal 50% Damage to hostile stack immediately behind the target stack. Drain 1 HP per Spirit Bowman in stack from 2nd Target. | Druids -> Anchorites -> HERMIT
Att: 15
Def: 15
Damage: 10 - 10
HP: 45
Speed: 5
Shots: 3
Mana: 30
Range: 6
Initiative: 10
Shooter. Caster. No Melee Penalty. Meditate.
Meditate (Activated Ability): Transfer All Attack to Defense. HP +5. Spell Power x4. Grant +1 Attack, +1 Defense, +1 Initiative, +1 Morale to all allied creatures.
Caster: Stone skin. Rapid. Lightning.
Unicorn -> Brilliant Unicorn -> PEGASUS
Att: 18
Def: 18
Damage: 18-18
HP: 88
Speed: 8
Initiative: 12
Large Creature. Flyer. Blinding Brilliance. Seismic Flight.
Seismic Flight (Activated Ability): Once per combat this creature can fly outside the battlefield and attack any target creature to knock it to the end of the Initiative Bar dealing 150% Damage. All other hostile creatures on the battlefield are knocked 0.5 turns and are dealt with 10% Damage. Blinding Brilliance is applicable to primary target. | Treefolk -> Ironroot Treefolk -> LIFEROOT TREEFOLK
Att: 15
Def: 35
Damage: 10-10
HP: 250
Speed: 4
Initiative: 7
Large Creature. Take Roots. Entangling Roots. Life Drain. Life Essence. Gaia's Protection.
Life Essence: Every time an allied stack dies, this creature increases its health by 10% of total HP of perished stack. HP increased shall be applied over and above 250 HP but total stack count cannot be more than initial stack count.
Gaia's Protection: Adjacent Creatures take 15% Damage from all sources. Reduced Damage is redirected to this creature.
Green Dragons -> Jade Dragons -> SPIRIT DRAGONS
Att: 40
Def: 25
Damage: 35-70
HP: 222
Speed: 10
Initiative: 18
Flyer. Large Creature. Incorporeal. Dragon Breath. Spirit Dust.
Spirit Dust: Creature lays a spirit dust on the tiles traversed. Allied creatures passing through these tiles gain +5 Att +5 Def +1 Initiative for 2 Turns. Benefit is stack-able up to +15 Att and +15 Defense +3 Initiaive. | Gaia's Protection: Adjacent Creatures take 15% Reduced Damage from all sources. Reduced Damage is redirected to this creature. | Barb faction:
all abilities i write are in addition to the normal abilities
and stats are common for both alt types, sometimes there might be exception
goblins> hob gobs /gob archers /shadow gobs> elite goblins/ sharpshooter goblins/ death goblins.
Attack:9-10
defense:5-6
damage:5-8
hp:10
speed:6
initiative:13
mana:15 (death gobs)
abilities:- for elite- no retaliation, stun.
for sharpshooter- aimed shot
for death gob- caster[all lvl1 and lvl2 darkness spells. sp depends on stack no.]
~
wolf rider>wolf raider/hog riders> wolf warlords/ rhino riders
attack:14-18
defense:10-12(for wolf)/14-20(for rhino)
damage:10-12
hp:26
speed:8(for wolf)/(9) for rhino
initiative:12
abilities:
for wolf- no melee penalty
for rhino- mayhem
~
orc>...>master orcs/druid orcs/inferno orcs
attack:18-22
defense:14-16
damage:16-24
hp:32
speed:5
initiative:11
abilities:-
for master orcs- double shot
for druid orcs - caster(all darkness and chaos spells lvl1 and lvl2)
for inferno orcs- unlimited retaliation, stun
mana-30(druid)
~
ogres>...>ogre king(for normal and fury)/ogre pandits(shadow)
attack:28-36
defense:22-30
damage:20-30
hp:100
speed- 6 for king/ 5 for pandit ogres
mana-45(pandit)
abilities:
double strike,no retaliation(for king)
caster(lvl1 ,lvl2 and lvl3 darkness spells at high sp),berserk
~
rocs>thunderbirds/firebirds/darkrocs> magneto roc/magma roc> demon roc
attack: 35-50
defense:30-40
damage:30-50
hp:120
speed:10
initiative:18
abilities:-
gliding swoop(common for all 3)
magnetic flux(for magneto)= deals 40 damagage per no. in stack to all the enemies present in a 4x4 square.
magma shield 80%,fire elemental(for magma rocs)
harvest soul,life drain(for demon rocs)
~
cyclop>...>cyclops legend/cyclops rebel
attack:42-60
defense:42-50
damage:40-60
hp:150
speed:6
initiative:10.5
abilities:-
summon help(legend)= calls cyclops [1 cyclops per 2 in stack] to help in battle.
crusade,double shot(rebel)
~
behemoths>...>behemoth god/behemoth devil
attack:60-85
defense:50-65
damage:50-80
hp:275
speed:8
initiative:9
abilities:-
for behemoth devil= Superpower(deals 200 damage to all opponent stacks present in a 5x5 grid atleast 3 tiles away)
for behemoth god= judgement(type of change sides ability for opponent. i.e it can choose a random stack in enemy team change into its own team. level of stack chosen is proportional to number og creature in behemoth's stack).
WOW. this took me half an hour to type xD
Hope you guys liked it! :) |
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