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Pirate Faction!!!~~~~~~>>>--------------------->



AuthorPirate Faction!!!~~~~~~>>>--------------------->
This came to earlier today and it kinda fits this game its a bit modern but might work

Basic stat: Attack
Chaos Magic at lvl 5 Nature Magic at lvl 7


Tier 1

Slaves(I personally dont want another creature cause i hate slave trading so i need suggestions)
Att:2
Def:1
Int:5
Damage:1-2
Abilities:Entangle(cause of chains)
Tier 2:Lookout
Att:3
Def:2
Int:7
Damage:2-4
Abilities:Far reach, rage
Far reach(extends its weapon 2 spaces ahead to att doesnt get retal damage if 2 steps away from target)
Tier 3:Musketeer
Att:6
Def:7
Int:10
Damage: 5-7
Shots:12
Abilites:No melee penalty,knocking shot
Tier 4:Merfolk
Att:15
Def:12
Int:17
Damage: 10-15
Shots:7
Abilites:broad shot,random caster
Caster:Poison,(mass)Ice clod,Delay,Ice skin(basically stone skin)
Tier 5:Ship Mechanic
Att:20
Def:14
Int:23
Damage:20-24
Shots:5
Abilites:Repair,no range penalty,Strike and return
Tier 6:Kraken
Att:28
Def:20
Int:30
Damage:10-15
Abilites:Large creature,Entangle,Caster,rage
Ice clod,Ice skin,Magic Arrow,(mass)Poison


I know I made lots of mistakes but please help me so we can get another faction! TY!
Here are the upgrades

Tier 1/Upgrade
Slaves/Shipmates
Att:5
Def:4
Int:7
Damage:2-4
Abilities:Far reach,rage
Tier 2/Upgrade
Lookout/Farseer
Att:8
Def:7
Int:12
Damage:5-7
Abilities:Rage,Random Castor
Random Castor:Delay,Poison,Magic Punch, Lightning
Tier 3/Upgrade
Musketeer/Cannon Hold
Att:14
Def:18
Int:15
Damage:8-12
Shots:20
Abilities:Double Knocking shot(knocks back 2-3 spaces),Melee Penatly,Large creature

So tell me what you think...I know I haven't thought this out much but I didn't want anyone else to come up with the idea lol
how about their hp?
er ya sry forgot

Slaves
Att:2
Def:1
Int:5
Damage:1-2
Hp:6
Abilities:Entangle
Lookout
Att:3
Def:2
Int:7
Damage:2-4
Hp:12
Abilities:Far reach
Musketeer:
Att:6
Def:7
Int:10
Damage:5-7
Shots:12
Hp:15
Abilities:No melee penalty,Knocking shot
Merfolk
Att:15
Def:12
Int:17
Damage:10-15
Shots:7
Knowledge:20
Hp:25
Abilities:broad shot,random castor
Random caster:Poison,(mass)Ice clod,Delay,Ice skin
Ship Mechanic
Att:20
Def:14
Int:23
Damage:20-24
Hp:33
Shots:5
Abilities:Repair,no range penatly,strike and return
Kraken
Att:28
Def:20
Int:30
Damage:25-30
Hp:55
Abilities:Large creature,rage,entangle,caster
Castor:Ice clod,Ice skin,Magic Arrow,(mass)poison
Shipmates
Att:5
Def:4
Int:7
Damage:2-4
Hp:10
Abilities:Far reach,rage
Farseers
Att:8
Def:7
Int:12
Damage:5-7
Hp:20
Knowledge:30
Abilities:Rage,Random Castor
Random Caster:Delay,Poison,Magic Punch,Lightning
Cannon Hold
Att:14
Def:15
Int:18
Damage:2-12
Hp:25
Shots:20
Abilities:Double Knocking Shot,Melee Penatly,Larget Creature
I mean large creature
Intiative 18? lol, thats so unfair, they would always shoot first. INTIATIVE 30!!??!? thats insane, the highest initiave is like 16 right now.
No actual pirates?? you have shipmates but no captain or pirate, swabby etc.
transfer 100 gold to me
no begging dude.
you should be banned...
ok sry bout the initiatives how about i cut each in half for the Tier 4 and above
shouldnt the kraken have spray attack cause it has alot of tentacles
your slaves has entangling and far reach! entangling doesnt work if unit walk away. and hes event are there when hes entangling lol.
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