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elemental faction by zhohonas


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Authorelemental faction by zhohonas
my last elemental faction would not submit info like i wanted, so now ill try to submit the info differently
if you are in the power to make this a new faction, please do so, and if you know the person that has the power, please tell them to review my ideas. the names will of course be shared by other games. but the info is 100% my ctreation, based on your other characters, to find a medium.
therefore, my creatures should appear to have the right stats
i didnt submit the number of each creature available to the character, because that is for the game creator to decide
some of the effects will be new, for effects that vary based on the creature,i will put numbers next to each creature effect that varies to specify. the new effects will be in ( )

i will not have upgrades for creatures above tier 4, because upgrades only go up to tier 4 in the other factions.
tier 1- mist elemental

atk-1
def-1
dmg-1-1
hp-5
speed-3
init-7
shots-
mana-0
morale-0
luck-0
range-
abilities-incorporeal,flyer,immune to air dmg, immune to water dmg, elemental
tier 1 upgrade- fog elemental

atk-2
def-1
dmg-1-2
hp-10
speed-4
init-8
shots-
mana-0
morale-0
luck-0
range-
abilities-incorporeal,flyer,immune to water dmg, immune to air dmg, elemental,stun
tier 2- ice giant

atk-4
def-4
dmg-5-5
hp-14
speed-4
init-6
shots-
mana-0
morale-0
luck-0
range-
abilities-elemental,(elemental shot),150% dmg from fire

elemental shot is where the elemental sacrifices some of its self for a ranged atk.
this gives it infinite shots, but the elemental takes dmg every time it wants to make a ranged atk.for this creature, the hp sactrifice is 5 pts, and the dmg is 3x (the number of remaining units in this stack, in case of death of 1 unit during elemental shot)
tier 2 upgrade- water elemental

atk-6
def-1
dmg-4-7
hp-14
speed-5
init-10
shots-
mana-0
morale-0
luck-0
range-
abilities-elemental,incorporeal,(elemental pass),stun,immune to water dmg, (freeze), 50% dmg from fire, (elemental shot 2)

elemental pass- the same as flying but with a different name.(it makes since that a water elemental could move under or over other objects on the map, but it does not make since for a water elemental to have flying)

freeze-increases this creatures defense to 5, but this creature loses incorporeal and its dmg from fire goes up from 50% to 150%. this creature loses frozen status only when it moves, but not when it attacks.

elemental shot 2- same as elemental shot, but the hp sacrifice is 8 pts, and the dmg is 5x (the number of remaing units in this stack, in case of death of 1 unit during elemental shot)
tier 3- fire elemental

atk-6
def-1
dmg-5-7
hp-15
speed-5
init-10
shots-
mana-0
morale-0
luck-0
range-
abilities-150% damage from water, elemental, elemental pass, (explode), (set flame), (elemental shot 3), immune to fire atks, incorporeal

explode- the elemental explodes to deal dmg to all surrounding units.sacrifices hp for a surround atk.for this creature, the sacrifice is 5 hp, and the dmg to all surrounding units is 3x( the number of units in the stack before the subtraction, in case of death of 1 unit during explode)

set aflame-anytime this creature would deal dmg(whether it be by normal atk, elemental shot, or explode), the damaged creature is set aflame.the creature remains set aflame until it is either, hit by another set aflame atk, dealt dmg by an air or water atk, or dies. for this creature, the set aflame dmg is 1x the number of units in this stack/turn.
the damage is dealt dmg during the begginig of its turn, not this creatures turn.

elemental shot 3- same as elemental shot, except the sacrifice is 8 hp, and the dmg is 6x (the number of remaining units in this stack, in case of death of 1 unit in this stack during elemental shot)
tier 3 upgrade- blaze elemental

atk-10
def-1
dmg-5-7
hp-20
speed-4
init-10
shots-
mana-0
morale-0
luck-0
range-
abilities-150% dmg from water, elemental, elemental pass, (explode 2), (set aflame 2), (elemental shot 4), immune to fire atks, incorporeal

explode 2-same as explode, except sacrifice is 10 hp, and the dmg is 6x(the number of units in the stack before the subtraction,in case of death of 1 unit during explode)

elemental shot 4- same as elemental shot except, the sacrifice is 10 hp, and the dmg is 8x (the number of remaining units, in case of death during elemental shot)

set aflame 2-same as set aflame, except the dmg is 2x the number of units in this stack/turn
tier 4- stone giant

atk-10
def-10
dmg-9-12
hp-50
speed-4
init-8
shots-
mana-0
morale-0
luck-0
range-4
abilities-(stone toss),(harden),(surround spike), elemental, big creature

stone toss-the creature smashes the ground below him and picks up stone to toss. this provides infinite shots, but less dmg.if the target unit is in range, there is a 50% dmg subtraction.if the target unit is out of range, there is a 75% dmg subtraction.

surround spike- like earthen spike except it is caused by a stone giant or an earth elemental, therefore burning up no mana, and the surround spike covers all spaces around the stone giant/earth elemental, not just the cardinal directions. in addition the stone giant/earth elemental takes no dmg, just the units around it.

harden-increases this units defense by 50%. the effect is cumulative and not time limited.ex- if i was to harden 3 tuns in a row, my defense would go like this.
origonal-10+5-15,15+7-22,22+11-33
however when using harden you lose the attack for that turn(you arew using an ability)
in addition, as soon as you move or atk, you lose the defense boost and while in harden mode, you dont get counter atks.
i forgot to say, for surround spike for stone titan, the damage to all surrounding units is 3x the number of units in that stack
tier 4 upgrade-earth elemental

atk-12
def-8
dmg-10-14
hp-60
speed-6
init-10
shots-
mana-0
morale-0
luck-0
range-5
abilities-stone toss, harden, elemental, (surround spike 2),elemental pass, teleporter, big creature

surround spike 2- same as surround spike except,the dmg is 4x the amount of units in this stack
tier 5-air elemental

atk-16
def-1
dmg-14-20
hp-80
speed-6
init-13
shots-
mana-25
morale-0
luck-0
range-
abilities-(caster),immune to air, elemental, flyer, stun, incorporeal, teleport

caster- magic arrow-40 dmg
recover-costs 6 mana-heals self 100 pts, like res but doesnt weaken max hp, and obviously, can only be cast while this stack is still alive. it does revive if hp goes over, but doesnt restore full hp to the next stack, only the remainder of the hp.
now what kind of an elemental class would this be, without an elemental mage?

tier 6- elemental mage

atk-18
def-25
dmg-15-25
hp-150
speed-5
init-12
shots-
mana-40
morale-0
luck-0
range-
abilities-(caster)

caster-earth spike-20pts/square
magic arrow-60 pts dmg
magic shotgun (not an actual shotgun just a name for a powerful close range spell, thats ineffective at long range)-costs 4 mana-can only be cast on a creature in an adjacent space- 100 pts dmg and stuns the stack
elemental infuse-heal target elemental creature, (can be cast on an allies or enemies creature)and it doesnt lower the creatures max hp.costs 8 mana- for this creature, it heals 100 pts.
now come up with the castle building names and there special power
way to overpowered
for tier 7, the ultimate combination of elements( earth and fire)

tier 7- magma titan

atk-30
def-25
dmg-40-60
hp-180
speed-5
init-8
shots-
mana-0
morale-0
luck-0
range-
abilities-immune to fire, 150% from water, elemental, (elemental shot5), (explode3), set aflame 3, big creature

elemental shot 5-same as elemental shot, except the sacrifice is 50 hp and the dmg is 60x (the number of remaining units in this stack, in case of death of 1 unit during elemental shot.)

explode3- same as explode except the sacrifice is 50hp, and the damage to all surrounding units is 40x (the number of units in this stack before the subtraction, in case of death during explode)

set aflame 3-same as set aflame except the dmg is 20x the number ofm units in this stack/turn.
this concludes my creature ideas on the elemental faction idea.
this faction is not overpowered in my opinion, and i will be working on the castles shortly, as well as the talent circle.
i believe that the talent areas should be as follows for specific reasons

some talents and talent areas that i wanted to add, could not be added, because i wanted to keep my # talents and talent areas between the # of talents and talent areas in the other factions.

the # of talents in the other factions was between 30 and 53, so i decided to have 51 talents.

the # of talent areas in the other factions was between 4 and 7, so i decided to use 7 talent areas.

new talents are in ( ), an explanation of those talents will be enclosed at the end of this message

talent areas- darkness, chaos, nature, erudition, sorcery, leadership, defense

darkness- this character has darkness because, elementals are evil and chaotic, nothing else could come from creatures made of elements to kill

chaotic-this character has darkness because, elementals are evil and chaotic, nothing else could come from creatures made of elements to kill

nature-the elements are made from nature

erudition-an elemental master must be intellegent and open minded, willing to learn on a daily bases

sorcery-in order for an elemental master to raise elementals, he must have an understanding of sorcery

leadership-in order for an elemental master to keep control of his elementals, he must have an indomitable will and unbelievable leadership.

defense- as you are an elemental master, and are evil and chaotic, you would rather your units die than you. therefore you teach them defense, and have a brief understanding of it yourself.

and now for the talents

darkness- basic darkness magic, advanced darkness magic, expert darkness magic, dominion of mind, dominion of pain, dominion of curse, (impowering darkness)

chaos- basic chaos magic, advanced chaos magic, expert chaos magic, dominion of fire, dominion of frost, dominion of tempest, magical emaciation, mysteries of chaos.

nature- basic nature magic, advanced nature magic, expert nature magic, dominion of life, (advanced magic shotgun), (set aflame), (elemental understanding)

erudition- basic erudition, advanced erudition, expert erudition, intellect, graduate, dark revelation, arcane keeper,

sorcery- basic sorcery, advanced sorcery, expert sorcery, concealed knowledge, fickle mana, wisdom, spiritual intellect, arcane revelation, mana recover

leadership- basic leadership, advanced leadership, expert leadership, rally, (demand respect), (commanding voice)

defense- basic defense, advanced defense, expert defense, barrier, stand your ground, endurance, last breath

impowering darkness- increases spell power for all darkness spells by 3 pts.

advanced magic shotgun- a concentrated scatter of magical energy, useless on any units outside of your combat settlement area. if used on a unit in your combat settlement area, the dmg is high and the spell stuns.-costs 4 mana

set aflame- a spell much like the effects of a fire or blaze elemental, the dmg is 3x(spell power)/turn.(the dmg is dealt at the begging of the effected creatures turn)-costs 3 mana

elemental understanding- all your units gain +25% protection from any elemental damage.

demand respect- unit recruit is increased +5%(combat level) and your units can never get negative morale

commanding voice- unit recruit count is increased for +5%(combat level) to +10%(combat level)
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