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AuthorNew Faction
Hi all !!
There were some mistakes in previous thread so i thought to create a new one
Please post your comments on it

Name of the Faction- Dyzant
Parameter in the Beginning- Defense +1
Magic Schools- Chaos and Holy Magic
Unique Racial Ability- Sacrificing*
Unique Talent- Revenge fire*
Tier 1= Aqua Shooters
Attack- 3
Defense- 2
Damage- 1 to 2
Hit Points- 5
Speed- 4
Initiative- 8
Shots- 5
Range- 6
Abilities- Shooter

Tier 1 Upgrade- Aqua Magicians
Attack- 3
Defense- 3
Damage- 2 to 2
Hit Points- 6
Speed- 4
Initiative- 9
Shots- 5
Range- 6
Mana- 10
Abilities- Shooter, Caster
Magic: Magic Punch 20 damage (5 mana), Disruption Ray -5 defense (5 mana)

Tier 2= Eagle Fighters
Attack- 4
Defense- 2
Damage- 3 to 5
Hit Points- 14
Speed- 7
Initiative- 12
Abilities- Flyer, Rage, Unlimited Retaliation

Tier 2 Upgrade= Eagle Warriors
Attack- 5
Defense- 3
Damage- 4 to 6
Hit Points- 16
Speed- 8
Initiative- 15
Abilities- Flyer, Rage, Unlimited Retaliation, Strike and Return
Tier 3= Axe Commanders
Attack- 6
Defense- 3
Damage- 5 to 7
Hit Points- 21
Speed- 5
Initiative- 8
Abilities- No Retaliation, Bravery

Tier 3 Upgrade= Axe Superiors
Attack- 8
Defense- 5
Damage- 5 to 7
Hit Points- 25
Speed- 5
Initiative- 8
Abilites- No Retaliation, Bravery, Ignore Defense 25%

Tier 4= Sorcerers
Attack- 9
Defense- 8
Damage- 6 to 10
Hit Points- 25
Speed- 4
Initiative- 10
Shots- 5
Range- 6
Mana- 12
Abilities- Shooter, Caster, No Melee Penalty
Magic: Magic Arrow 24 damage (4 mana), Rapid +25% initiative (4 mana)

Tier 4 Upgrade= Elite Sorcerers
Attack- 11
Defense- 10
Damage- 8 to 12
Hit Points- 32
Speed- 4
Initiative- 10
Shots- 6
Range- 6
Mana- 16
Abilities- Shooter, Caster, No Melee Penalty, Intellectual Vigour
Magic: Magic Arrow 24 damage (4 mana), Rapid +30% initiative (4 mana), Stoneskin +9 defense (6 mana), Chastise +9 attack (6 mana)
Tier 5= Silver Pegasus
Attack- 12
Defense- 14
Damage- 9 to 15
Hit Points- 50
Speed- 7
Initiative- 14
Abilities- Flyer, Large Creature, Aura of Dispersion*

Tier 5 Upgrade= Golden Pegasus
Attack- 16
Defense- 19
Damage- 9 to 16
Hit Points- 62
Speed- 8
Initiative- 15
Abilities- Flyer, Large Creature, Aura of Dispersion*, Walking Assault*

Tier 6= Holy Spirit
Attack- 24
Defense- 22
Damage- 24 to 28
Hit Points- 75
Speed- 6
Initiative- 11
Abilities- Flyer, Large Creature, Random Caster: Holy

Tier 6 Upgrade= Light Spirit
Attack- 25
Defense- 24
Damage- 25 to 30
Hit Points- 90
Speed- 6
Initiative- 11
Abilities- Flyer, Large Creature, Random Caster: Holy, Immune to Darkness magic
Tier 7 Upgrade= Metal Warriors
Attack- 24
Defense- 30
Damage- 45 to 60
Hit Points- 180
Speed- 5
Initiative- 9
Abilities- Large Creature, Mechanical

Tier 7 Upgrade= Metal Champions
Attack- 25
Defense- 32
Damage- 50 to 65
Hit Points- 195
Speed- 5
Initiative- 9
Abilities- Large Creature, Mechanical, Immune to Ranged Attacks

Glossary-
Sacrificing- This ability allows dyzants to sacrifice a stack of creature and increase the stack of any other creature in hero's army. The number of creatures that can be sacrificed into other creatures is equal to =(hero's faction skill level*5)
Example- If someone has 10 Eagle Fighters and 5 Aqua Shooters and faction skill level 1 then the hero is able to sacrifice 5 Aqua Shooters to gain 2 more eagle fighters (2 aqua shooters= 1 eagle fighter)

Revenge Fire- This talent allows dyzants to cast revenge fire on any of hero's own stacks. Casting of Revenge Fire costs 10 mana and can be casted on only one stack and only once in a combat. Its use is explained below with an example
Example- Suppose X and Y are creatures of hero's army and Z is a creature of enemy's army and the hero casts revenge fire on creature X. When creature Y would be attacked by enemy creature Z, creature X would go to the tile adjacent to the enemy creature Z and deal 50% of its normal damage to it and then return to the tile on which it was before the attack.

Aura of Dispersion- This creature automatically removes positive effects from all enemy creatures and negative effects from all friendly creatures which stand adjacent to it.

Walking Assault- This creature deals 20% of its normal damage to all enemy creatures that stand adjacent to its way
You all can now post comments on it
If there is any mistake or anything you want to change please post here
nice its better than the last one with the new changes
A good idea, etc...
Only problem seems to be lv1 upg. lv5 with advanced disray, woot? 2 powerful caster-units on that level would be definitely OP.
i also find a problem with lvl 1 upg. if 1 aqua magician does 20 damage with magic punch, imagine how much damage 20 of them would do (which should easily be available on level 3)!! this is why casters that do damage are only found on higher tiers, because then they are in lower numbers.

the revenge fire ability seems too good to be true - it is like an escort ability applied to all creatures which does huge amounts of damage! (imagine a large stack of shrews/cerberi/hobgoblins with this effect)

also, i want to point out that these creatures seem to be amazing, possibly better than dark elf creatures!

lastly: are these creatures based on others? for example, eagle warriors look a lot like shrews, axe commanders like tamed minotaurs, silver pegasus like unicorns.
Tier 1 Upgrade- Aqua Magicians
Attack- 3
Defense- 3
Damage- 2 to 2
Hit Points- 6
Speed- 4
Initiative- 9
Shots- 5
Range- 6
Mana- 10
Abilities- Shooter, Caster
Magic: Magic Punch 20 damage (5 mana), Disruption Ray -5 defense (5 mana)


hmm.......... i think you are right, so i made some change-

Tier 1 Upgrade- Aqua Magicians
Attack- 3
Defense- 3
Damage- 2 to 2
Hit Points- 6
Speed- 4
Initiative- 9
Shots- 5
Range- 6
Mana- 10
Abilities- Shooter, Caster
Magic: Disruption Ray -4 defense (5 mana), Delay -20% initiative (4 mana)
for 9-
you might be thinking that because eagle warriors have S&T ability like shrews, Axe commanders have bravery like Mino and Pegasus have aura of ..... like unicorns but i have made this by myself.
;-)
You still need to say how long the delay will last - would it last as many turns as the number of creatures in the stack that casts it?

in that case, i could make one large stack, and several 1 aqua shooter stacks. the 1 stacks can be used for disruption ray and taking out retal, and the large stack can be used for shooting and delay. very good combo imo.
you guessed correct that it will last for as many turns as the number of creatures in the stack.
if anything else is left please post for correction
thx qulows
u hv given dem so many abilities.check all factions n see how many abilities each tier has got.dont consider undead n demonic as ability in team of necro n demon respectively


also 2 an extent where i know mods r not faction makers bt it is d admins who do so.

this is useless if it doesnt reach d ears of admins




cheers
for 14-
i have no problem for this whether my faction is created or not but at least i want to listen the suggestions about this :)
any more suggestions or comments?
Tier 7 Upgrade= Metal Champions
Attack- 25
Defense- 32
Damage- 50 to 65
Hit Points- 195
Speed- 5
Initiative- 9
Abilities- Large Creature, Mechanical, Immune to Ranged Attacks
--(sorry.. dunno how to make it, but this is copied..)

I was thinking if it is immune to range attack, and the defense and life points are so high, how do others hit it and kill it?
#16
Give us recruit amount of those creatures, it'd help the rating.
You can compare the recruit amount of different faction's creatures, for example.
the recruit counts-
building 1- Allows to recruit from 11 Aqua Shooters upward
building 2- Allows to recruit from 10 Eagle Fighters upward
building 3- Allows to recruit from 8 Axe Commanders upward
building 4- Allows to recruit from 5 Sorcerers upward
building 5- Allows to recruit from 3 Silver Pegasus upward
building 6- Allows to recruit from 2 Holy Spirits upward
building 7- Allows to recruit from 1 Metal Warriors upward

if any of you want some change in this please post
I read this to ''building 2'' part and got terrified o.o
WOOOT!?!?! You'd get more those Eagles that FKs and they have:
+1 Ini, +1 speed+ 1 min damage+ 2 HP+ Rage/Unl. reta/Flying abilities, when compared to FKs....
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