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Author | New Guilds, Classes, and Hunts. |
NEW GUILD
OVERVIEW
I have an idea for a guild, called the Evenhanded Order. In the guild you would hun down bandit leaders and bring them to justice. By successfully completing a mission, you will be awarded 1-9 guild points (based on guild level) that can be used to purchase, gold, resources, and even a few new Paladin armor/ weapons (The post earlier by Brasingr had a sword called Holy Avenger, you could get that from the guild, I'll go into more details later.) You will also get a gold reward, about 100-200 each time for a successful mission, as well s 1 point towards leveling up (skill point?) Level 10 is recommended.
THE HUNT
You would have to hunt down a bandit leader, but to get to him you will need to fight 2-4 waves of bandits, rogues, and a few other random "evil" monsters. The final boss wave ( it would be the 3-5 wave) would contain a leader, with a randomly generated name, as well as 2 honor guards. Once defeated, you may return back to the guild, located in Blooming Glade.
THE REWARDS
After completing the mission, you get 1-9 spendable points which can purchase Items. Heres the List. (note, when purchasing resources or gold, every 100 points gets you a bonus 10% goods. For example, if you spent 100 points on gold, instead of getting 15,000, you would get 16,500.)
150 gold-1 point
1 wood or ore-1 point
1 mercury, sulfur, crystal, or gem-2 points
Holy Avenger-+5 Attack +1 Defense +15% damage to undead 60 dur.-50 points
Paladin Shield-+5 Defense +1 Morale 75 dur.-50 points
Ring of Redemption-+2 attack +1 luck +1 morale 50 dur.-50 points
Ring of Wrath-+5 attack +5% initiative 50 dur.-50 points
Cloak of Courage- 15% range and magic resistance 60 dur.-50 points
Justice Amulet-+2 Luck +2% initiative +15% damage to monsters on guild hunts 50 dur.-50 points
Helmet of Honor-+2 attack +2 defense +1 morale 60 dur-50 points
Boots of Righteousness-+4 defense +1 Morale 55 dur-50 points
Cuirass of Courage-+6 defense +1 Morale 65 dur.-50 points
All require level 10 to wear, and cannot be sold in the market. The full set grants you a 50% damage bonus vs. demonic, undead, and DE units.
Thief's Guild Invitation-150 points (you can purchase this here because since you have 150 points, the Evenhanded Order trusts you enough with a TGI.)
Elements used in enchanting can be purchased with 15-35 points, depending on value.
Each level in the order grants +1 defense, and at level 5 +1 morale (as well as +1 defense.) | NEW CLASS-MARSHMEN
Background:
From the boggy lands of the west, lurks a civilization lost to time. They were once a mighty nation, but their power diminished by an unknown cause. Soon, their very existence became legend. Then it became myth. Of late though, commoners who venture into the marsh seldom come out. Those who do, speak of strange noises, and horrible creatures just beyond their view, or obscured by the putrid mist released by the bogs. The exact detail of what lurks within the marsh is unknown, but their are few who deny the fact; the Marshmen are on the move.
Racial Ability-Bogged Down-All units secrete a thick boggy substance, and when it adds up can be very difficult to pass. at each class level, the amount secreted is increased by 1, up to a maximum of 9 (inches) of bog secreted over all the tiles that unit passess over. For a bog to have any effect it must have 5 inches in it, if you are below level 5 class level move repeatedly over the same area to "bog it down" Here are stats for how much it slows enemy units.
5=10% of speed
6=12% of speed
7=14% of speed
8=18% of speed
9=20% of speed
Also, Marsh men absorb 25+8% of water spell damage per class level.
Starts off with +1 Attack, and can cast nature and darkness spells.
Flyers and Amphibious units are not affected (amphibious creatures are a possible inclusion in the future.)
Tier 1-Hinkypunk
Attack-1
Defense-1
Damage-1-1
HP-5
Speed-5
Initiative-11
Abilities-Magical Light (not affected by darkness spells.)
Hinkypunk-Will O' Wisp
Attack-3
Defense-1
Damage-1-3
HP-8
Speed-6
Initiative-11
Abilities-Magical Light. Flyer.
Will O' Wisp-Corpse Fire
Attack-4
Defense-2
Damage-3-3
HP-10
Speed-7
Initiative-11
Abilities-Magical Light. Flyer. Immune to Fire. Corpse Burn (burns the corpses on the tile it stands on, preventing their resurrection as well as adding 3 to the big size on that tile. The decaying, as well as burnt bodies, become part of the bog.)
Tier 2-Padfoot
Attack-2
Defense-3
Damage-2-4
HP-10
Speed-6
Initiative-12
Abilities-Large Creature. Chosen Victim (at the beginning of combat, the creature chooses a chosen victim, and does 150% damage to that stack, but only 75% to others.)
Padfoot-Barghest
Attack-4
Defense-4
Damage-3-4
HP-12
Speed-7
Initiative-14
Abilities-Large Creature. Chosen Victim. Draw blood ( 1% of stacks health each turn until end of combat. ALWAYS does at least 1 damage.)
Barghest-Gytrash
Attack-6
Defense-5
Damage-4-5
HP-14
Speed-7
Initiative-16
Abilities-Large Creature. Chosen Victim. Draw Blood. Despair (any enemy in a 3x3 area around Gytrash lose their morale.)
Tier 3-Leech
Attack-5
Defense-4
Damage-3-5
HP-18
Speed-5
Initiative-8
Abilities-Drain Life.
Leech-Annelid
Attack-7
Defense-5
Damage-4-7
HP-20
Speed-5
Initiative-9
Abilities-Drain Life. Store Blood (can go above maximum health, which must be depleted first before a stack can be killed)
Annelid-Bloodveld
Attack-10
Defense-6
Damage-5-7
HP-25
Speed-5
Initiative-10
Abilities-Drain Life. Blood Craft (can form new bloodvelds when health goes above max.)
Tier 4-Dracaenae
Attack-8
Defense-7
Damage-6-12
HP-35
Speed-6
Initiative-12
Abilities-Amphibious. Large Creature. Rage. Stun
Dracaenae-Naga
Attack-10
Defense-8
Damage-7-14
HP-45
Speed-7
Initiative-13
Abilities-Amphibious. Large Creature. Rage. Stun. Poisonous.
Naga-Lamia
Attack-13
Defense-10
Damage-10-15
HP-60
Speed-8
Initiative-15
Abilities-Amphibious. Large Creature. Rage. Stun. Poisonous. Double Strike.
Tier 5-Wolf-man
Attack-15
Defense-10
Damage-10-20
HP-60
Speed-6
Initiative-12
Abilities-Rage. Bloody Claws.
Wolf-man-Werewolf
Attack-20
Defense-15
Damage-10-25
HP-75
Speed-7
Initiative-14
Abilities-Rage. Bloody Claws. Curse of Half-Life. (for every 5 werewolves, 1 werewolf from an attacked stack is turned into one.) | NEW CLASS-MARSHMEN (continued)
Tier 6-Hag
Attack-20
Defense-15
Damage-20-30
HP-80
Shots-12
Mana-20
Speed-3
Initiative-11
Abilities-Shooter. Caster. (all spells are cast on expert unless stated otherwise.)
Fireball
Curse
Bless
Delay (advanced)
Tier 7-Abomination
Attack-50
Defense-5
Damage-50-100
H{-175
Speed-5
Initiative-10
Abilities-Large Creature. Immunity to poison. Immunity to delay. Regenerate. | Feel free to post now! Any comments/criticism is appreciated. Feel free to post any of your ideas here as well.
-Blade | Sorry guys, i forgot damage for the Phormean. Here are its stats.
Tier 6-Phormean
Attack-30
Defense-15
Damage-15-18
HP-120
Shots-20
Speed-4
Initiative-10
Abilities-Large Creature. Shooter. Exploding shot (like volley, except 2x2, and does 100% damage. Always used a.k.a. not an activated ability) | Sorry guys, i forgot damage for the Phormean. Here are its stats.
Tier 6-Phormean
Attack-30
Defense-15
Damage-15-18
HP-120
Shots-20
Speed-4
Initiative-10
Abilities-Large Creature. Shooter. Exploding shot (like volley, except 2x2, and does 100% damage. Always used a.k.a. not an activated ability)
UPGRADE FOR TIER 6 FOR NEW CLASSES (level 15)
Phormean-Phormean Queen
Attack-35
Defense-18
Damage-20-25
HP-150
Shots-20
Speed-4
Initiative-12
Abilities-Large Creature. Shooter. Exploding shot.Burning Shot. (5 damage per queen, for 5 turns.)
Hag-Crone
Attack-30
Defense-15
Damage-30-30
HP-100
Shots-15
Mana-30
Speed-3
Initiative-12
Abilities-Shooter. Caster. (all spells are cast on expert. Each crone adds 2sp.)
Fireball
Curse
Bless
Delay
Shadow Cage
Earthquake
Sphinx-Androsphinx
Attack-25
Defense-25
HP-115
Damage-18-27
Shots-12
Mana-40
Speed-2
Initiative-13
Abilities-Large Creature. Shooter. Caster. Through Shot.
Spells (all on expert)
Fireball
Lightning
Mind Control (can now possess 50% more units.)
Vine Whip
Vrock-Tanar'ri
Attack-30
Defense-20
Damage-25-25
HP-135
Speed-7
Initiative-11
Abilities-Displacement. Double Strike. | TIER 7 UPGRADES
Tier 7 upgrades would require level 16, which would require 32,000,000 experience. To determine the cost, multiply the money and resource cost by six (If to get an angel you needed 100,000 and 100 sulfur, it would become 600,000 and 600 sulfur for upgrade.)
Angel-Seraph
Attack-35
Defense-35
Damage-60-60
HP-240
Mana-20
Speed-7
Initiative-12
Abilities-Flyer. Large Creature. Caster. (all on expert.) Battledive (2x2 area)
Haste
Chastise
Bless
Behemoth-Colossus
Attack-40
Defense-25
Damage-50-70
HP-250
Speed-6
Initiative-10
Abilities-Large Creature. Rage. Puncture Defense. (ignores defense undefined%, and then lowers the target's defense that much.) Broad Smash (when he attacks, hits his target and the tile behind it.)
Devil-Azazel
Attack-40
Defense-30
Damage-49-79
HP-231
Speed-7
Initiative-13
Abilities-Large Creature. Teleporter. Demonic. Spray. Dark Fire. (any units killed by Azazel come back as imps, or spawns etc. depending on what upgrades you have.)
Skeletal Dragon-Dracolich
Attack-35
Defense-35
Damage-50-70
HP-200
Speed-8
Initiative-12
Abilities-Undead. Flyer. Shadow Breath. (deals damage to a 2x2 area in front of him, does 125% damage to living creatures, as well as casts weakness on them on basic.)
Twilight Dragon-Black Dragon
Attack-30
Defense-30
Damage-45-70
HP-240
Speed-9
Initiative-10
Abilities-Large Creature. Draconic Breath. Immune to Magic.
Green Dragon-Jade Dragon
Attack-31
Defense-27
Damage-33-57
HP-200
Speed-9
Initiative-14
Abilities-Large Creature. Draconic Breath. Immune to Earth.
Giant-Titan
Attack-30
Defense-30
Damage-40-70
HP-190
Shots-5
Speed-6
Initiative-10
Abilities-Large Creature. Shooter. No Melee Penalty.
Shadow Fiend-Balrog
Attack-40
Defense-30
Damage-50-60
HP-225
Speed-7
Initiative-12
Abilities-Wreath of Flame (reflects 25% damage.) Immune to Fire. Immune to Darkness. No retaliation. Demonic.
Forest Spirit-Nature Spirit
Attack-35
Defense-35
HP-175
Damage-30-80
Speed-6
Initiative-11
Abilities-Flyer. Incorporeal. Immune to Earth. Immune to Air. Forest Foundation. (any rile the nature spirit passes over, trees are planted. Ranger Class creatures can move normally through trees, considering its there home.)
Dust Devil-Desert Devil
Attack-30
Defense-25
HP-150
Damage-50-50
Shots-8
Speed-6
Initiative-11
Abilities-Large Creature. Flyer. Obscuring Storm (3x3 now) Shooter. No Melee Penalty. | Very well done though i found it tiring to read the entire thinganyway
+100000 for your efforts and i hope they are used(ideas) | TIER 5 2ND UPGRADES
I know it may seem hard to cram it in there, so I sorta reworked the level requirements for the second tier upgrades.
2nd tier 1 upgrade: requires level 7
2nd tier 2 upgrade: requires level 10
2nd tier 3 upgrade: requires level 12
2nd tier 4 upgrade: requires level 14
2nd tier 5 upgrade: requires level 16
Roc-Thunderbird-Phoenix
Attack-25
Defense-12
Damage-13-16
HP-75
Speed-10
Initiative-13
Abilities-Large Creature. Flyer. Transporter. Immune to Fire. Fire Shield (25% damage) Tears of the Phoenix (heals one stack up to 500 hp, and prevents all the units in the stack from dying until its next turn. Somewhat like final breath, except it works when there is only one and works for multitudes of attacks.)
Unicorn-Brilliant Unicorn-Pegasus
Attack-22
Defense-22
Damage-12-22
HP-85
Speed-8
Initiative-14
Abilities-Large Creature. Flyer. Aura of Magic Proof. Aura of Avoidance (reduces ranged damage to nearby allies. Area and affect is the same as Aura of Magic Proof.) Blinding Brilliance.
Lich-ArchLich-Morog
Attack-21
Defense-21
Damage-22-23
HP-60
Shots-8
Mana-25
Speed-4
Initiative-11
Abilities-Undead. Large Creature. Shooter. caster. Pestilence Shot (like plague shot, but not only affects those adjacent to the target, but those who are adjacent to the adjacents.)
Genies-Senior Genies-Efreeti
Attack-17
Defense-17
Damage-19-24
HP-55
Speed-8
Initiative-13
Abilities-Flyer. Large Creature. Magic Shield 75%. Random Caster (all spells.)
Monk-Cleric-High Priest
Attack-20
Defense-20
Damage-12-15
HP-106
Shots-8
Mana-25
Speed-5
Initiative-12
Abilities-Shooter. Caster. No Melee Penalty. Holy Barrier. (creates a barrier on single spot on the battle field magical attacks cannot enter it, any allies on the spot gain +5 defense and +1hp to each creature, as well as all undead receiving 50 damage if they pass through it, attack someone in it, as well as they receive 50 damage each turn if they simply stand on it every turn. Can only be used once.)
Hellhorse-Nightmare-Cauchemar
Attack-22
Defense-22
Damage-10-19
HP-81
Speed-9
Initiative-18
Abilities-Large Creature. Demonic. Terror Attack. (like fear attack, but lasts for 2 turns.) Intimidating Aura. Burning Earth. (any tile where the Cauchemar stands upon bursts into flame until Cauchemar's next turn. Any unit crossing it will receive 1 damage per creature in the stack.)
Hydra-Ladon-Balaur
Attack-18
Defense-16
Damage-12-15
HP-160
Speed-5
Initiative-9
Abilities-Large Creature. Rage. No Retaliation. Greater regeneration (regenerates twice as much.) Twelve headed attack (attacks all surrounding units twice.)
Wolfman-Werewolf-Werepyre
Attack-22
Defense-17
Damage-15-25
HP-90
Speed-7
Initiative-15
Abilities-Rage. Bloody Claws. Curse of Half-Life. Drain Life.
Mummy-Pharaoh-Devourer
Attack-25+1 per dead stack
Defense-25+1 per dead stack
Damage-12-20+1 min/max per dead stack
HP-140+10 per dead stack.
Speed-6+1 per 5 dead stacks
Initiative-9+1 per 3 dead stacks.
Abilities-Undead. Infestation of Maggots. Soul Leech (even if Devourer doesn't kill the stack, it still gains the advantages, even if its own teammate.)
Eyeball-Beholder-Beholder Overseer
Attack-18
Defense-17
Damage-12-25
HP-70
Shots-10
Mana-30
Speed-6
Initiative-13
Abilities-Shooter. Caster. Flyer. Petrifying Gaze. Arcane Puncture (target takes 25% more damage from magic for rest of combat.)
Giant Spider-Queen Spider-Manticore
Attack-20
Defense-25
Damage-20-21
HP-80
Shots-8
Speed-4
Initiative-14
Abilities-Large Creature. Poison. Exoskeleton. Shooter. No Melee Penalty. | actually lvl 16 is for tier 6 upgrade i think in russian server | so why not make it level 20 . ( I know this has not much to do with the topic but im just saying) | #30. In russiann server the max level is 15. The tier 6 upgrade is level 15. And whats with the actually? Sounds like you're correcting me, although I never said anything about Russian Server. :p
#31. Thats too large of a leap. Any level 20, you'd need like 100,000,000 xp! That would take like 5 years for Antos to get! (number one player) | 1ST TIER 3RD UPGRADE (level 15)
Militia-Pikemen
Attack-5
Defense-5
HP-10
Damage-2-5
Speed-6
Initiative-10
Abilities-Stun. Hold Position. Spear Wall (if the enemy moves 6 or more tiles to reach pikemen, the pikemen retaliate first, even if they already retaliated.)
Skeletal Crossbowmen-Skeletal Arbalisits
Attack-5
Defense-5
HP-7
Damage-2-6
Shots-15
Speed-2
Initiative-9
Abilities-Shooter.
Gremlin Scientist-Gremlin Mathematician
Attack-4
Defense-4
Damage-2-5
HP-7
Shots-10
Speed-5
Initiative-13
Abilities-Shooter. Formulate. (creates mithril golems, 100% more than what Gremlin Scientists would create.)
Pixies-Grig
Attack-6
Defense-4
Damage-3-4
HP-8
Mana-25
Speed-8
Initiative-17
Abilities-Flyer. Caster. No retaliation. Broad Attack. Summon Forest Spirits.
Spells (on advanced.)
Wasp Swarm
Stoneskin
Chastise
Kobold-Gnoll
Attack-8
Defense-6
Damage-3-4
HP-8
Speed-6
Initiative-12
Abilities-Rage. Acidic Blood. Berserk. (same as Troll.)
Ruffians-Outlaw
Attack-7
Defense-7
Damage-4-5
HP-20
Shots-10
Speed-5
Initiative-14
Abilities-No Melee Penalty. Return Fire.
Quasi-Mephit
Attack-6+1 per mana
Defense-5+1 per mana
Damage-4-4+ 1 min/max per 5 mana.
HP-10 +1 per mana.
Speed-6+ 1 per 10 mana
Initiative-14+.1 per mana.
Abilities-Demonic. Mana Devourer (for every mana Mephits steal, they become more powerful.). Flyer. Fire Cone.
Hyena-Leucrota
Attack-7
Defense-7
Damage-3-4
HP-14
Speed-7
Initiative-13
Abilities-Rage. Scavenger. Bloodlust
Cockatrice-Pyrolisk
Attack-4
Defense-3
Damage-3-3
HP-7
Speed-6
Initiative-11
Abilities-Flyer. Food (5hp each) Immune to Fire. Enflame (triggering ability. Has a chance to enflame the target, damaging them 110% of normal damage, and lowering their defense by .25 per pyrolisk for the rest of combat.)
Fenrir-Gwyllgi
Attack-8
Defense-5
Damage-3-5
HP-15
Speed-7
Initiative-12
Abilities-Rage. Bloodlust. Incorporeal. Despair.
Corpse Fire-Golguthydra
Attack-5
Defense-2
Damage-2-5
HP-12
Speed-7
Initiative-12
Abilities-Magical Light. Flyer. Immune to Magic. Corpse Burn. | Its been 8 days since anyone has commented...that makes me sad =( | Wow dude, this sounds good and all, the upgrades and armor and stuff.... I love the idea of the new guild, it sounds good, especially the possibility to get a TGI (which otherwise would be impossible for us, no diamond buying peeps) Good job mate! you should word for this game ^^ | that is so creative and very nice thinking . they really must pay u in real money for these kind of ideas..very brilliant and fantastic,i hope they take it into consideration and do it soon..good work good job man. | WOW! Great job! All the updates we could want and more - pity you're not admin :)
I have a couple of questions for you:
1. For the Nomad Tier 4 upgrade - knife thrower - why did you decide on them having no range penalty? Some ranged troops have no melee penalty, like monks, but i havent seen any with no range penalty - why do they need that advantage?
I have seen in other games arts that eliminate the range penalty - I didnt read through absolutely all of your epic work, so not sure if you already included that somewhere.
2. For the Blackguard Faction - they start with +1 attack and +1 knowledge - why are they the only faction to start with 2 points?
Again, fantastic work! I really hope admins consider even a small portion of it, if they ever get around to making any updates. | Great work, my friend. | 35 and 36-Thanks for all the support =)
37-Thanks for supporting also, and I'll answer your questions.
The knife throwers get the no range penalty because the nature of their weapons. The blades (or knifes, depending on upgrades) are crafted very aerodynamic, so they don't lose any zest the farther they fly. Don't worry though, their recruit count would be low.
I didn't create any arts that negated the range penalty, I think that would be a little too powerful (Imagine 120 crossbowmen with no range penalty? That would be completely unfair, especially to Dark Elf, who has only one ranger.)
The blackguard starts with +1 attack and +1 defense to do the dark powers that possess them. Although, if you noticed they have minus 2% to initiative.
38-Thanks Slayer. When are we gonna combine our posts? | Thanks for answering my questions :) - you are right about the arts that negate the range penalty - i was thinking about it as part of a specialist set, but anyone who got it would just keep repairing it and have a huge advantage forever! :D |
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