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AuthorNew Faction Idea: Theorian
Theorian

Theorians are a strange race who studies the mind, usually manipulating it to the benefit. They resemble a mix of human and elf in looks, with a dark purple skin color.

Theorians are seen as evil by most other races. They do not necessarily hate the other races, they just see them as inferior to themselves. They dwell in the secluded parts of the world. They have a natural enjoyment of defeating other races in combats, using their powers of the mind and the strange creatures that they train and breed for battle, as well as their arsenal of deadly spells and curses.

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Hero: Human-like, with deep, purple skin. Wears robes and wields no equipment. Basic attacks shoot a bolt of energy similar to the Dark Elf. Casting spells shows them raising their hands, a bit like a Wizard.

Starting Parameter: Knowledge

Starting Spell: Magic Punch

Racial Ability: Mind Rend. This abilty allows the hero to expend a turn and some Mana to rend the mind of an enemy stack. The ability has the following characteristics:

Mana Cost: 5 + 2*(Faction Level) [rounded down]

Effects:
Curse, decrease attack: 7% + 3%*(faction level) 34%
Decay, lowers defense: 10% + 4%*(faction level) 46%
Agony, damage over time: Knowledge + 6*(faction level) 74
Mind Rend ability lasts for 5 turns + combat level

Example: A level 7 Theorian with 8 knowledge and a faction level of 5 uses his Mind Rend ability on an enemy. It costs him 15 knowledge, and gives -22% attack, -31% defense, and 30 damage every turn for 12 rounds.

*Please let me know if this seems underpowered/overpowered, the numbers are still a work in progress* ;D

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Spells include:

Magic School 1: Delay, Curse, Magic Arrow
Magic School 2: Disruption Ray, Poison, Ice Clod
Magic School 3: Weakness, Confusion, Fireball
Magic School 4: Berserker, Blind, Chain Lightning

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Go ahead and leave your comments, I'm completely open to suggestions.

Creatures to be Coming Later :)
Already want to be one :D

Bwurhurhur, the power of taking another's t7 makes me pleased.

I do hope your creation is a good one.
Update: Have all the creatures worked out, just checking stats/abilities balance, willadd it on tomorrow most likely.
Grey Ooze
The basic blob of goo that you would find in sewers or other dark, dank places. They are easily controlled as they have very simple minds. They feed off of rotting flesh and any other living things.

Hit Points: 4
Attack: 1
Defense: 1
Damage: 1-1
Speed: 4
Initiative: 8
Shots: N/A
Mana: N/A

Abilities: Aberration. Consuming Attack.

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Brain
A floating brain of some random mortal, which is freely controlled by the Theorians. Attacks with long nerves hanging from it.

Hit Points: 10
Attack: 4
Defense: 1
Damage: 3-5
Speed: 5
Initiative: 11
Shots: N/A
Mana: N/A

Abilities: Aberration. Flyer.

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Gibbering Crawler
A large mass of skin and ooze covered all over in eyes and mouths, and using its countless teeth to gnaw at foes.

Hit Points: 24
Attack: 6
Defense: 2
Damage: 2-3
Speed: 4
Initiative: 8
Shots: N/A
Mana: N/A

Abilities: Aberration. Random Attack.

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Psionic Soldier
The Theorians who wish to choose a less magic-oriented lifestyle tart out as psionic soldiers. They grow in size and strength due to all their rigorous training. Also wearing great armor and wielding a sword and shield, they are a might presence on the battlefield.

Hit Points: 40
Attack: 8
Defense: 8
Damage: 8-11
Speed: 5
Initiative: 10
Shots: N/A
Mana: N/A

Abilities: Free Mind. Large Creature. Rage.

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Initiate
The beginner student Theorian, who has not become a complete master of the mind and has to work for the high-ranking Theorians. They use various spells and blasts of psionic energy to combat foes in battles.

Hit Points: 45
Attack: 14
Defense: 8
Damage: 13-16
Speed: 4
Initiative: 11
Shots: 6
Mana: 25

Abilities: Free Mind. Caster. Shooter. No Ranged Penalty.

Spell Book: Delay, Curse, Disruption Ray, Magic Arrow all on Advanced Level.

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New abilities on this section:
Aberration: This creature is unaffected by morale and mind-affecting spells and abilities.
Consuming Attack: this creature does double damage to non-mechanical creatures.
Random Attack: this creature, when it attacks an opponent, does 1-3 extra free attacks, as well as a chance of 1 free attack against any adjacent enemy creatures.
Free Mind: This creature is unaffected by mind-affecting spells and abilities.

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Tiers 6 and 7 to be here soon, couldn't fit them all on here.
Render
A large beast with huge talons extending from its wrist to hack and slash and stab opponents. They are very lean, but not weak in any way, and are very agile, making them excellent killers when controlled by an experienced Theorian.

Hit Points: 100
Attack: 21
Defense: 29
Damage: 17-22
Speed: 7
Initiative: 13
Shots: N/A
Mana: N/A

Abilities: Aberration. Large Creature. Strike and Return. No Retaliation.

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Mind Eater
A large creature resembling a Theorian, but has tentacles all over the lower face where a mouth should be. Mind Eaters are Theorians who chose a path of great power at the cost of losing their free will, and give their ownership to another high-ranking Theorian. They attack using bolts of energy similar to that of the Theorian hero. They also use their psionic abilities to attack enemies from afar, as well as they long tentacles to devour the brains of adjacent enemies.

Hit Points: 160
Attack: 28
Defense: 25
Damage: 40-60
Speed: 5
Initiative: 12
Shots: 10
Mana: N/A

Abilities: Free Mind. Large Creature. Shooter. Devour Brain. Mind Thrust.

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New abilities here:
Devour Brain: The creature can devour the brains of any adjacent living creature, automatically killing 1 creature for each number of the attacking creatures, and also fully restores the health of the attack stack of creatures.
Mind Thrust: Deals 250 damage per attacking creature to any enemy stack of living creatures. May only be used twice per battle.
You've done a great job with this, I can see you've spent time and effort in making up all this in the slightest details. But there are some things that I would want to remind of, 1st. The race lacks ranged units which would possibly make the race boring to start with to new players. 2nd. The 5th tier "Initiate" seems a bit overpowered towards the other Tier5 creatures. Its ranged attack with no penalty could be very devastating in the start of a battle, also its initiative seems very high for a creature that could easily kill off the normal shooters in armies with either spells, or its ranged attack. 3rd, This is the Mind Eater. I think it's VERY overpowered. It wouldn't be fair to have a creature with : Great Initiative, A way to restore its health and devour enemies at the same time (fully). and being able to deal huge damage to almost ANY creature in the fight. First off, if "Devour Brain" deals damage that automatically kills an enemy creature based on how many Mind Eaters are stacked and able to fully restore the health. (but not reincarnate) You could just spam this attack on, I don't know peasants or something and being able to keep the stack with full health. Also you would be able to destroy even the strongest Tier7 troops of other armies. This would be just unfair. Also imagine this used in mercenary "Monster" quests. Of course you could limit it from mercenary quests but I'm sure you see my point. Then we go to the "Mind Thrust" which is also very overpowered. Imagine 2 armies of Theorians, which ever army just goes first could use their "Mind Eaters" to cast "Mind Thrust" at the other armys "Mind Eaters". They wouldn't stand a chance but to die. So automatically the other army would pretty much win. Also it could easily destroy main ranged units such as "grandmaster bowmen" which are a vital part in a elf army, with a single blow. Then my 4th point. The racial skill also seems unfair compared to others, as a racial skill level 5 could do a nearly permanent curse on any enemy creature. Making them die slowly, making their attacks much less efficient, and also making them easier to die. Aside from these points I think you've done a brilliant job with this. You had good vision in making this on concentrating on every detail from the spells they get to the looks of all their creatures. I can't actually find any vital point that you've missed. Thanks.
what about upgrades? :)
This character seems to be taken from a Lovercraft tale. :)
@ 7
I wanted some feedback first, but I am working on them. The upgrades do include a little more ranged firepower than the non-upgrades.

@8
I don't know what Lovercraft is, to be honest. :p

@9
Thanks for your excellent feedback, it is much appreciated. Here are my replies:
1. I realized this, and a few of the low-tier upgrades I planned on giving ranged abilities, to give them a little more firepower.
2. I do suppose I put the initiative a bit too high, now that I look back at it. Thanks for pointing that out to me.
3. Note that the Devour Brain ability can only be used on creatures right next to the Mind Eaters, and it can't raise dead Mind Eaters, so at best you would kill 3 units. And that would just mean that the other player shouldnt attack them with their high-tier units, or just shoot them down fairly easily with some orcs or elven bowmen. I think the basic ranged attack is fine, maybe the Mind Rend is a little too much. But due to their "Free Mind" ability, a Mind Rend wouldn't work on another Mind Eater.
maybe i will change Mind Eater to this:

Mind Eater

Hit Points: 160
Attack: 28
Defense: 25
Damage: 35-55
Speed: 5
Initiative: 11
Shots: 10
Mana: N/A

Abilities: Free Mind. Large Creature. Shooter. Devour Brain. Mind Thrust.

Devour Brain: The creature can devour the brains of any adjacent living creature, automatically killing 1 creature for each number of the attacking creatures, and also fully restores the health of the attack stack of creatures. May only be used 3 times per battle.

Mind Thrust: Deals 200 damage per attacking creature to any enemy stack of living creatures. May only be used twice per battle.

So Mind Thrust, at level 15, would be doing 600 damage to living creatures twice a battle. that's fairly average for a Tier 7 in my opinion. Also, the Devour Brain ability wouldn't always do them much good because they could easily get shot before anyone gets near them.

4. Ya, I probably spent at least 2 hours working on that, trying to make it so it would be balanced at each level. I would be happy if maybe you posted what you think the formulas should be for each part of it, I would appreciate it.

Thanks again for all the feedback guys :D
edit: that should say "@6" instead of "@9"
The creatures could also be balanced by a low recruiting number.
Great idea
@12 Thanks :)

@11 Ya I figured they would have a low recruiting count for some of the tiers, but not as low as Dark Elves.

For anyone else reading: Upgrades are in developement, along with Altgrades which will come later. Thanks for reading/commenting! :D
Despite this game being directly based off of HMM, I would like to see an original faction like this appear. Of course, the administration already has an agenda. I would only hope they consider an idea like this when they run out of stuff to do. Bad news is it would likely appear on .ru first ;)
Despite this game being directly based off of HMM, I would like to see an original faction like this appear.

I agree

Of course, the administration already has an agenda.

Ya, I don't expect the Admins to take any serious consideration into implementing any player-created factions, most likely. :(

I would only hope they consider an idea like this when they run out of stuff to do.

If the pace of this game continues at it's given rate (though I think it will increase rapidly now), I would say they will run out of stuff in.... about 15 years ;)
Heh, I've still got a few decades left in me ;p I can wait. :D
Maybe you should write this idea in ideas and suggestion, and maybe the admins would take your idea in consideration.


P-S : If ever it became a real faction, i'd love too try it
Also, would it be possible too free a unit that suffers from agony/decay/curse with antimagic or dispersion?
Yes, I would say that's a very good idea. I would say that they could disperse the Curse and Decay, but not the Agony. maybe something like....

% of chance to disperse = 15% + 25% * level of mastery (basic = 25%, advanced = 50%, expert = 75%) / Faction level of Theorian here * 5

So, if a Knight hero with Advanced Holy Magic wants to dispers the Mind Rend ability from one of his units that a Faction level 7 Theorian hero put on it, he would have a 30% chance to disperse it.

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Thanks for the comments, guys. It is great having people like you who will look through this and point out ideas to me, it helps alot :D
sorry the formula should say:

% of chance to disperse = 15% + 25% * level of mastery (basic = 25%, advanced = 50%, expert = 75%) - (Faction level of Theorian hero * 5)
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