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   Forums-->Creative works-->

New Guilds, Classes, and Hunts.


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AuthorNew Guilds, Classes, and Hunts.
[Post deleted by moderator Barbarian-Fishy // OP request]
with the larger map you would have to give shooters a limt range or else shooting armies would dominate
#61. If any moderators go on this thread, will you delete post #61, please? This thread is SERIOUS, and I don't want any "dream monsters" on it, that have 9999999999 hp. Thank you for your time.

#62 Thats what I've been working on. I find it strange that every ranger has the same 6 range, unless it has no range penalty. I think every unit needs a max range, as well as its own range in which it does increased damage in. Here's the list I thought of. (higher tiers tend to have higher ranges, as they are more powerful :p) Also, their will be no limit on how far magic attacks go, simply because, they are magical :p (Note: mage damage may have to be slightly reduced to prevent mages from becoming overpowered.)


Within range (the double damage range. That range is six)/ Max range (anything further away cannot be shot.) With this I hope to bring in some diversity. Some rangers may have a HUGE range, but a small critical strike zone.

Necromancers
Skeletal Bowmen-5/15
Skeletal Crossbowmen-6/17 Weak shooters with semi-short range and strike zone.
Skeletal Arbalists-6/20
Liches-5/22
ArchLiches-6/25 Liches are long range units, with a small critical zone.
Morog-7/30

Knight
Bowmen-6/16
Crossbowmen-6/20 Balanced ranger with decent range and critical zone.
Arbalists-7/22
Monks-7/15
Clerics-8/16 The holy rangers can't shoot far, but if shot, it's lethal.
High Priest-10/20

Wizard
Gremlin-3/15
Gremlin Engineer-4/17
Gremlin Scientist-5/20 Small strike zone, but has a large range.
Gremlin Mathematician-5/25
Magi-10/10
Lorekeeper-12/12 Extremely short range, but every hit is a critical shot.
ArchMagi-15/15
Titan-18/40 An immensely powerful titan, with huge range and critical zone.

Elf
Elven Bowmen-7/14
Grandmaster Bowmen-7/16 Short range, but huge critical zone.
Rangers of the High Wood-9/18
Druid-8/8
Anchorist-10/10 Look at their attack. It's a little flying green thing from their staff, which would appear to be magic (which is why I gave them a range similar to magi.)
Oracle-12/12

Barbarian
Orcs- 8/12
Orc Chiefs-8/15 Throwing axes don't go very far....but they hurt...a lot.
Orc Shamans-10/15
Cyclops-18/18 Hey, a giant rock thrown at your opponent is gonna hurt no matter how far he runs.
Cyclops King (I think thats the name, don't remember from the tourney :p)-20/20

Dark elf
Bandit-4/10
Poisoner-5/12 Rather weak at range, but has good melee capabilities.
Ruffians-6/15
Outlaw-6/20
Dark witch- 12/30 Balanced ranger (for her level.)
Dark somethin somethin (:p)-15/35

Demon
Succubus-6/15
Mistress-7/17 Pretty balanced rangers.
Erinyes-8/20
(wow..that's all the demon archers? I always thought they were kinda range strong lol.)

I'll be doing the rangers for the classes I made soon =) Thanks for reading!
-Blade
Alright, lets start listing the rangers for my other classes.

Nomad
Dart Thrower-9/9
Knife Thrower-10/10 Small range, large strike zone.
Blade Thrower-13/13
Desert Devil-15/50 Just plain awesome =)
Ranger
Phormean-15/32 Pretty balanced.
Phormean Queen-18/35
Manticore-15/30 Balanced ranger.
Blackguard
Drider-8/12
Drider Alpha-8/15 Small range, but high critical zone.
Bebilith-10/20
Eyeball-10/10
Beholder-12/12 Another magical ranger.
Beholder Overseer-16/16
Marshmen
Hag-15/25
Crone-18/30 High critical zone and average range

whew...I think that covers it!
I've got a few new ideas for weapons.

TWO-HANDED WEAPONS

Two handed weapons are a lot more powerful than normal swords, but cannot be equipped with a shield.

Berserker Axe- A huge, fearsome ax with quite a few bloodstains on it...
Level req.: 12
durability: 100
Attack: +20
Defense: -5
Initiative: +4%
Increases melee damage by 20%, but increases melee damage delt to you by 15%. Increases berserker units berserk effect by 25%.
cost: 65,000 gold 30 mercury 30 crystals 30 gems

Steel Greatsword- A massive blade forged from pure steel.
Level req.-8
Durability: 80
Attack: +10
Defense: -1
Initiative: -2%
cost: 30,000 gold 40 ore

Rusty Two-hander-Ew. Try not to cut yourself on that.
Level req.-3
Durability: 25
Attack: +7
Defense: -2
adds 10% chance for your hero to poison enemy on attack (15 damage/5 turns.)

those are a few simple ones. Suggestions are welcome.
how much does rusty two hander cost
woops. sorry bout that :p

Rusty Two-hander-Ew. Try not to cut yourself on that.
Level req.: 3
Durability: 25
Attack: +7
Defense: -2
adds 10% chance for your hero to poison enemy on attack (15 damage/5 turns.)
cost: 4,500 gp 1 wood 1 ore
Just tossing ideas around here guys,suggestions ARE welcome, and appreciated.
It think the blade is far too powerful for level 3
might be strong, but looks costly for a lv3, I can't see many using that sword, they would be too busy trying to upgrade their castle.

anyway good work man, really hope these get implemented some day soon(rather then latter) it's sad to see the admins losing so much potential money on this game.

well keep up the good work and hope the admins come to their senses, coz it looks like you did a lot of their work for em.

PS: hope all that came out right, it's meant to complement your work
#69 Why is that? It adds 7 to attack and -2 to defense, which is a total of +5. A reprisal sword, whihjc is level three, is +2 attack, and +1 defense, for a total of +3. Then a Defender Shiled (granted, it is level 4, but it takes about 2-4 hours of gamplay to go from 3 to 4) gives +3 defense. Thats a total of +6, and is a lot less durable. And as stated by #70, it is costly. And as another note, no one besides level 3-4 would use it, since once you hit level 5, the sword of retribution and defender shields is the way to go (and even higher, sword of might and Dragon Shield are even better.)
#70. Thanks man. If the admins added some more classes (hopefully the ones I made :p) and make them premium, they would get a lot more money.
Skeletal Bowmen-Skeletal Crossbowmen


I diagree with it because it may make knight loose specialability
#72-Your statement is erroneous,it would NOT cause knight's crossbowmen to lose their special ability. I'm not completely sure why you are even saying this, but I'm guessing its because you're assuming the skeletal crossbowmen would have the normal crossbowmen's special ability, thus making them overpowered and removing the special ability from both of them. However, this is not the scenario, considering the skeletal crossbowmen DO NOT have the Aimed Shot ability.

sa321, if this statement doesn't answer your question, please PM (private message, or private mail) me with a more detailed question/statement, and I will answer it to the best of my abilities.

Thanks for commenting on my post.
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