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Faction - Monks


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AuthorFaction - Monks
(Ok, yes I know there probably won't be any new factions blah blah blah, but this is just for the sake of it)

Not doing talents as I don't know what they do yet, or the balance of them.


The monks were driven into the bitterly cold northern(southern, or wherever the coldest place is) lands in ages past. They alone have remnants of memories of the mighty race of dragonlords, but alas, they can but make poor mockeries of the great beasts. They now return south(or wherever) to take their revenge on their enemies, using the destructive force of the hardened creatures of the north(...), who bear the cold with no hardship.

Ok, these guys are supposed to be good against elves, and poor against demons(double fire damage, less water damage), and average against the other factions. They have only holy magic, and they start off with +1 luck.
Their racial skill is regeneration, which allows their stacks to heal by 1*faction level per turn, and it can resurrect creatures.

They are to be tactically used, and though deal low damage and are weak, are one of the most destructive factions.

Lvl 1: Wyverns Lvl 1+: Wyvern Riders

Attack: 1 2
Defense: 1 1
Damage: 0-1 1-2
Hit points: 3 7
Speed: 8 8
Initiative: 12 13
Shots: 0 0
Mana: 0 0
Morale: 0 0
Luck: 0 0
Range: 0 0

Abilities: Mechanical, Mechanical, Split stacks*,
Split stacks*, Pack atk. Pack atk., No retaliation,
- Double strike


Lvl 2: Gnomes Lvl 2+: Reindeer riders

Attack: 1 3
Defense: 1 5
Damage: 1-2 5-7
Hit points: 10 25
Speed: 5 7
Initiative: 9 10
Shots: 5 5
Mana: 0 0
Morale: 0 0
Luck: 0 0
Range: 6 6

Abilities: Repair, Shooter, Repair, Shooter, Jousting
Large shield , No mêlée penalty, Large
- Shield, Shield allies


Lvl 3: Ice Bear Lvl 3+: Yeti

Attack: 7 15
Defense: 3 5
Damage: 5-7 8-10
Hit points: 15 25
Speed: 4 3
Initiative: 9 8
Shots: 0 0
Mana: 0 0
Morale: 0 0
Luck: 0 0
Range: 0 0

Abilities: Rage, Large creature Rage, Large creature,
- Fear attack.


Lvl 4: Cleric

Attack: 3
Defense: 5
Damage: 2-3
Hit points: 30
Speed: 4
Initiative: 10
Shots: 0
Mana: 25
Morale: 0
Luck: 0
Range: 0

Abilities: Caster(all holy spells), Heal*, Ice Wall*


Lvl 5: Ice archer

Attack: 7
Defense: 4
Damage: 7-9
Hit points: 20
Speed: 4
Initiative: 7
Shots: 10
Mana: 0
Morale: 0
Luck: 0
Range: 20

Abilities: Shooter, No range Penalty, Knocking shot, Through shot


Lvl 6: Hydra

Attack: 30
Defense: 20
Damage: 0-25
Hit points: 40
Speed: 6
Initiative: 9
Shots: 0
Mana: 0
Morale: 0
Luck: 0
Range
Lvl 7: Dragon Rider

Attack: 20
Defense: 10
Damage: 20-30
Hit points: 100
Speed: 4
Initiative: 5
Shots: 0
Mana: 0
Morale: 2
Luck: 1
Range: 0

Abilities: Flying, Mechanical, Draconic breath


*Split Stacks = Can split stacks during combat, takes a turn, and any troops wit less than full health die automatically. Splits to any square adjacent to it. Can do as many times as you wish, and cannot split 1 troop stack.

*Heal = Gives 5 hp per troop casting to target. Cost: 5 mana.

*Ice wall = Creates a wall of snowmen, which have 10 hp and cannot move or attack or anything. It goes horizontally and vertically from target square, cannot be placed on stacks. Shooters must attack them if beside them, or else move or pass their turn. Cost: 10 mana.
Sorry, thing messed up on upgraded creatures.
lvl 1: Wyvern = Mechanical, Split stacks*, Pack atk.,
lvl 1+: Wyvern rider = No retaliation, Double strike, Split Stacks*, Pack atc., Mechanical

lvl 2: Gnome = Repair, Shooter, Large shield
Lvl 2+: Reindeer rider = Repair, Jousting, Large shield, No melee penalty, Shield allies

lvl 3: Ice Bear = Rage, Large Creature
lvl 3+: Yeti = Rage, Fear attack, Large Creature

And also, Dragon riders are large creatures.
if you haven't noticed, the knight,s lvl 8 troops are spellcasting monks (kind of like druids)
They are spellcasters?:)
Urgh... Ok, the faction is called... Priests...
they're not spellcasters..
sorry, let me rephrase that

they have ranged attacks like druids do without the lightning spell

http://www.heroeswm.com/warlog.php?lt=-1&warid=1049860

sorry for the confusion
sucks
It's better than your idea guantlet. Give a reason why it 'sucks' or at least insult the idea with more than a single word.
its not to bad, but i think youre monsters got to many abbilities.
it sucks because who would want to play in a faction of monks
Errr... Surely you can come up with something better that that? You could call them gnomes if you so wish or something else.
hydras belong to dark elves right???
yes
so why are they in that faction
lol why dont rename hydras.

make a new creature-chimeras

sounds better.
you know wat it is right????
a creature with a lion head and a goats body and a viper tail.
-three head strike,one behind two in front.
-spray
-no retaliation.

done.
easy as that.:0
a new factoin could be like an (ice warrior) like a eskomo or something like an ice monster,ice demon,or ice wizard
i think most of the creatures are quite ok... i would like to change to this faction (whatever it is now called) if it is created...
oh and actually currently the coldest place is south (due to global warming)
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