Ideas (back by unpopular demands :))
Not bad at all DL. Good creatures, good names and excellent tieing them all together. And look NO DRAGONS! Even better. Need more non-dragon towns. So far in my Magic town I only have the tier 7. Just not sure what the Upgrade will be Called. Unisys for the unupgraded..maybe Unisys Herdmaster? Not sure about that. Was going to do the djinn types (djinn, ifrit, Myrid) for the magic town but want a wide common sense variety. Look for a lot of shooter, flyers, and magic users, but few ground pounders or 'tanks'. Oh and if you havn't guessed they are quite..malicious and evil . Anyhow DL, I know you got it in you to come up with some great Evil Towns...so let your twisted (and this is ment in a good way) mind go to work .
Last edited by Mytical on 01 Oct 2006, 11:23, edited 1 time in total.
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Chutlhu wannabees is what they are.DaemianLucifer wrote: Race:Ilithid aka mind flayers.For those that arent D&D freaks,illithid are a race of alien monsters with tremendous mind powers,but somewhat weak in body.Illithid feed on their victims brains by sucking them out using the four tentacles surounding their mouths.
Illithid:
Chutlhu:
And here's more related creatures/variants for you DL: http://en.wikipedia.org/wiki/Illithid#Illithid_variants
And maybe you could make the thralls Troglodites insted (T. Thrall/T. Serf or Bondsman)
Last edited by ThunderTitan on 01 Oct 2006, 11:59, edited 2 times in total.
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Thats where I took brain golem,mind worm and mindwitness from.ThunderTitan wrote: And here's more related creatures/variants for you DL: http://en.wikipedia.org/wiki/Illithid#Illithid_variants
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IMO these two might be better suited :
You can just change the names if you think they're too weird.Nyraala Golem: A flailing, slimy, tentacled construct capable of launching surprise attacks. They often serve as guards, and are prized because their creation does not involve petitioning the elder brain to surrender part of its mass.
Octopin: A six-tentacled, purple-skinned monstrosity with a single eye created by mind flayers.
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To continue the illithid town:
Racial feats:
As mentioned above,psionic attack enables you to stun and confuse enemies.
Psychic link enables you to connect with your creatures,thus improving their combat effectiveness(for each creature on the BF,all creatures gain +0.01% initiative boost).
Mind blank offers your creatures protection against all mind effecting spells.
Ultimate ability:Ill have to think of this later.Have no idea now.
War machines feats:
Quick war machines.By linking to the war machine operators,illithid hero ofers them the benefits of psychic link(and includes them in the link itself).
Malicious tent enables your first aid tent to use its healing powers in attempting to dominate the enemy creatures(50%/creature level chance to puppet master a creature for one round).
Enlightment feats:
Distance scholar enables illithid hero to telephatically link to all other illithid heroes and teach them all the spells he knows.However,the hero cannot gain the spells they know this way.
Arcane exaltation gives you permanent +2 on spell power.
Logistics feats:
Mind tracker enables you to scout beyond your body by using the vision of nearby animals giving you +10 scouting radious.
Advance link enables your psychic link to be level based,thus each creature will give you 0.01%*creature level in initiative.
Leadership feats:
Fearles makes your creatures unable to have negative morale.
Thrall collector boosts your thrall making abilities by 5%(10% if they run).
Luck feats:
Malestor reduces the bonus your enemies do with lucky attacks to be just 75% and not 100%.
Defense feats:
Mind shield makes your creatures strenghten their bodies using their minds.This gives +5% defense bonus to all creatures,but spellcasters and psionics(meaning all illithid creatures save for thralls) gain +15%.
Pain feedback makes the enemy receive 0.1%*hero level of the damage he did to your creatures in melee(mind immune creatures arent effected).
Attack feats:
Overwhelming gives all your creatures +0.3%*hero level chance not to receive retaliation when they engage in melee attack.
Sorcery feats:
Wither body enables you to decrease your attack for the duration of the combat and increase your spell power by 150% of the ammount.
Summoning magic feats:
Banish unsummons part of the summoned or gated stack.
Mind control gives you a chance(10%*your level/opponent level)to gain control of the summoned or gated stack.
Destruction magic feats:
Mana feedback.Whenever an enemy creature uses a spell it will receive damage equal to 10*hero level*mana used*creatures spellpower.
Dark magic feats:
Puppet master increases the duration of spell to 3 rounds,and halves its mana cost.
Thrall master enables you to enslave 2nd level creatures as well.
Light magic feats:
Mind purity gives all your creatures +5% resistance to elemental damage,but casters and psionic creatures gain +15% resistance.
Oh,and I gave thralls and illithids some additional abilities in the original lineup post.
Racial feats:
As mentioned above,psionic attack enables you to stun and confuse enemies.
Psychic link enables you to connect with your creatures,thus improving their combat effectiveness(for each creature on the BF,all creatures gain +0.01% initiative boost).
Mind blank offers your creatures protection against all mind effecting spells.
Ultimate ability:Ill have to think of this later.Have no idea now.
War machines feats:
Quick war machines.By linking to the war machine operators,illithid hero ofers them the benefits of psychic link(and includes them in the link itself).
Malicious tent enables your first aid tent to use its healing powers in attempting to dominate the enemy creatures(50%/creature level chance to puppet master a creature for one round).
Enlightment feats:
Distance scholar enables illithid hero to telephatically link to all other illithid heroes and teach them all the spells he knows.However,the hero cannot gain the spells they know this way.
Arcane exaltation gives you permanent +2 on spell power.
Logistics feats:
Mind tracker enables you to scout beyond your body by using the vision of nearby animals giving you +10 scouting radious.
Advance link enables your psychic link to be level based,thus each creature will give you 0.01%*creature level in initiative.
Leadership feats:
Fearles makes your creatures unable to have negative morale.
Thrall collector boosts your thrall making abilities by 5%(10% if they run).
Luck feats:
Malestor reduces the bonus your enemies do with lucky attacks to be just 75% and not 100%.
Defense feats:
Mind shield makes your creatures strenghten their bodies using their minds.This gives +5% defense bonus to all creatures,but spellcasters and psionics(meaning all illithid creatures save for thralls) gain +15%.
Pain feedback makes the enemy receive 0.1%*hero level of the damage he did to your creatures in melee(mind immune creatures arent effected).
Attack feats:
Overwhelming gives all your creatures +0.3%*hero level chance not to receive retaliation when they engage in melee attack.
Sorcery feats:
Wither body enables you to decrease your attack for the duration of the combat and increase your spell power by 150% of the ammount.
Summoning magic feats:
Banish unsummons part of the summoned or gated stack.
Mind control gives you a chance(10%*your level/opponent level)to gain control of the summoned or gated stack.
Destruction magic feats:
Mana feedback.Whenever an enemy creature uses a spell it will receive damage equal to 10*hero level*mana used*creatures spellpower.
Dark magic feats:
Puppet master increases the duration of spell to 3 rounds,and halves its mana cost.
Thrall master enables you to enslave 2nd level creatures as well.
Light magic feats:
Mind purity gives all your creatures +5% resistance to elemental damage,but casters and psionic creatures gain +15% resistance.
Oh,and I gave thralls and illithids some additional abilities in the original lineup post.
Magic Town creatures (no help with naming these towns/heroes yet?!).
Jellies/Slimes - These semi-solid creatures take 1/2 ranged damage, but do to there very nature take more damage in melee combat. Every successful melee strike against them has a price; however, the enemy that hit them suffers -1 attack (-2 for slimes) penalty for the rest of the combat do to there corrosive nature. Slimes also take 25% less damage from magic and are immune to fire (takes double from ice however).
Mimic/Doppleganger - These creatures can assume the form/att/defense of any unit. Mimics can only do unupgraded, and Doppleganger can do upgraded. They keep original hp, do not get any ranged attacks, but can cast magic if the unit they copy has such. On there first turn they must select the unit to copy, and they can not change it mid combat. When they assume a magic casting form the Mimics get only 5 mana, and the Dopplegangers only enough to cast the most mana expensive spell the creature has 1 time.
Ifrit/Ifrit Sultan - Pretty much just like they were ..
Manticor/Scorpicor - this town loves to create mixed creatures..just like what they were before May replace these soon with something better though.
Chimera (no clue what upgrade would be called)....lets see flight, breath weapon, no retal for upgrade. That should about cover it.
Mind Tyrant/Beholder - Immune to magic, anti-magic aura, flying. Upgrade adds ability to strike all units surrounding it, and only one in front of it gets to retaliate. Beholder also gets a 25% chance to effect all creatures it hits with a random dark magic effect.
Unisys (still working on name for upgrade) Dragonslaying naturally, weaker vs non-7th tier creatures however. Immune to all Dark or Destructive Magic. Flying.
Jellies/Slimes - These semi-solid creatures take 1/2 ranged damage, but do to there very nature take more damage in melee combat. Every successful melee strike against them has a price; however, the enemy that hit them suffers -1 attack (-2 for slimes) penalty for the rest of the combat do to there corrosive nature. Slimes also take 25% less damage from magic and are immune to fire (takes double from ice however).
Mimic/Doppleganger - These creatures can assume the form/att/defense of any unit. Mimics can only do unupgraded, and Doppleganger can do upgraded. They keep original hp, do not get any ranged attacks, but can cast magic if the unit they copy has such. On there first turn they must select the unit to copy, and they can not change it mid combat. When they assume a magic casting form the Mimics get only 5 mana, and the Dopplegangers only enough to cast the most mana expensive spell the creature has 1 time.
Ifrit/Ifrit Sultan - Pretty much just like they were ..
Manticor/Scorpicor - this town loves to create mixed creatures..just like what they were before May replace these soon with something better though.
Chimera (no clue what upgrade would be called)....lets see flight, breath weapon, no retal for upgrade. That should about cover it.
Mind Tyrant/Beholder - Immune to magic, anti-magic aura, flying. Upgrade adds ability to strike all units surrounding it, and only one in front of it gets to retaliate. Beholder also gets a 25% chance to effect all creatures it hits with a random dark magic effect.
Unisys (still working on name for upgrade) Dragonslaying naturally, weaker vs non-7th tier creatures however. Immune to all Dark or Destructive Magic. Flying.
Last edited by Mytical on 02 Oct 2006, 00:42, edited 1 time in total.
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Mind Flayers names are kinda odd, aren't they? But that's not an obstacle. No one is going to yell out loud those names in the middle of the street all the time. Besides, heroes are going to odd names path (taking the example of Rashsidarta Nani(?)).
To Mytical:
Your town idea with Slimes, Chimera, etc is very similar to the one I was designing, with Laboratory affairs, named Ruined Labs, and some of the units are just to remember MM7, since I miss some of those.^^
Spider -> Widowmaker.
Ooze -> Bloodstone ooze.
Lizardman -> Lizardwarrior (these are kinda mutated, melee fighting units).
Beholder -> Evil gaze.
Mimic (wich has no upgrade for ability matters ).
Manticore -> Scorpicore.
Chimera -> Athipagus.
Very similar, eh?
Their main ability is based on alchemy, mixing resources to get effects (just a bit differente from Rune magic) for the next battle, and that's possible to cummulate effects. But the alchemy can go wrong, and a bad ailment can persist. Higher skill level, more chances to get greater combinations and less chances to miss them. Differently from the other magic schools, all the spells and effects are available at once, but they have a very small probability to be cast by low level heroes. The guild levels or annexes will diminish costs, simplify this and that combination. Something like that.
To Mytical:
Your town idea with Slimes, Chimera, etc is very similar to the one I was designing, with Laboratory affairs, named Ruined Labs, and some of the units are just to remember MM7, since I miss some of those.^^
Spider -> Widowmaker.
Ooze -> Bloodstone ooze.
Lizardman -> Lizardwarrior (these are kinda mutated, melee fighting units).
Beholder -> Evil gaze.
Mimic (wich has no upgrade for ability matters ).
Manticore -> Scorpicore.
Chimera -> Athipagus.
Very similar, eh?
Their main ability is based on alchemy, mixing resources to get effects (just a bit differente from Rune magic) for the next battle, and that's possible to cummulate effects. But the alchemy can go wrong, and a bad ailment can persist. Higher skill level, more chances to get greater combinations and less chances to miss them. Differently from the other magic schools, all the spells and effects are available at once, but they have a very small probability to be cast by low level heroes. The guild levels or annexes will diminish costs, simplify this and that combination. Something like that.
"There’s nothing to fear but fear itself and maybe some mild to moderate jellification of bones." Cave Johnson, Portal 2.
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I completely agree. That was a filler, since that was the only one which was missing and it would look odd without anything. Maybe "The Eye"....DaemianLucifer wrote: Honestly now!This is just as bad as an evil eye!Eve beholder king would be better than an evil gaze
"There’s nothing to fear but fear itself and maybe some mild to moderate jellification of bones." Cave Johnson, Portal 2.
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How about Observer > Beholder; or Watcher>Beholder; or even better Eyewitness > Bh;
http://thesaurus.reference.com/browse/Beholder
http://thesaurus.reference.com/browse/Beholder
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Ok I think I made a proposal of an air town before, but this has been altered. Going with more majestic, but aloof, town style. More mist/fog/ect things too. All would have flying (it is an air town) some would have magic, and fewer would be ranged. Since they are air, they would be sort of frail if there specials were not taken into consideration. Warning, 7th tier is a dragon (ugh) tho this may change before it is over.
1st some unique spells offered only in there magic schools under Summons and Destructive magic (at which they excel). These are in no paticular order and have level of spell beside it not sure what mana to charge for it however.
5th level Wind Sheer - target flying creature looses flying as huge winds hit them hard. Does damage determined by Spell Power and prevents them from flying for 3 turns. Does not hamper or hinder them in any other manner.
4th Level - forked lightning. Can hit two targets with the lightning bolt but they must be beside each other. If a friendly unit is beside the initial target it has a chance of being hit also.
Summon Air Lords - Unique summons spell that calls forth creatures called air lords. Air Lords are able to take control of any air elemental on the field and are able to attack at range with lightning for full damage. (think storm elementals). 1x per combat a stack can cast Immunity to Lightning on another stack. Renders any unit immune to lightning bolt, chain lightning, ect.
Will get to skills later.
Falcon - War Falcon - These large versions of the normal falcons are specifically raised to scout and fight. Adds +2 to the distance a hero can see. War Falcons get an ability - percieve weakness 1x combat. They target a enemy stack and all following attacks get +1 damage/unit against that enemy for the remainder of the combat or until the War Falcons are destroyed.
Mist Faerie-Fog Faerie - These magical creatures maybe frail, but they pack some impressive magic. Mist Faerie can invoke Mist 1x per combat (lasts 3 turns) that causes all ranged units to suffer a 50% reduction in ranged damage. Fog Faerie can invoke Fog which does the same but also causes a base 25% chance to miss entirely. Both of these only effect non-air creatures. Both can cast the following spells Eldritch Arrow, Deflect Missile, and Confusion. The Fog Faerie can also cast Lightning. Mist Fae have 15 mana, Fog Fae has 25. Neither have very many hp or deffense however.
Windrider/Stormrider - the closest thing (besides the dragons) that the town has to a 'tank'. Both ride what appears to be a surfboard with sails on them only these ride air currents/storm currents instead of water. Both get no retal do to there manuverability and quick striking flowing with the wind. The stormrider however can call up a 'storm' and teleport anywhere on the battlefield 1x per combat. This does 10pts of damage to all stacks on the field however, even air ones (they loose any mr and or immunities for purpose of this effect alone but all other effects they still have mr and immunities to).
TBC .
1st some unique spells offered only in there magic schools under Summons and Destructive magic (at which they excel). These are in no paticular order and have level of spell beside it not sure what mana to charge for it however.
5th level Wind Sheer - target flying creature looses flying as huge winds hit them hard. Does damage determined by Spell Power and prevents them from flying for 3 turns. Does not hamper or hinder them in any other manner.
4th Level - forked lightning. Can hit two targets with the lightning bolt but they must be beside each other. If a friendly unit is beside the initial target it has a chance of being hit also.
Summon Air Lords - Unique summons spell that calls forth creatures called air lords. Air Lords are able to take control of any air elemental on the field and are able to attack at range with lightning for full damage. (think storm elementals). 1x per combat a stack can cast Immunity to Lightning on another stack. Renders any unit immune to lightning bolt, chain lightning, ect.
Will get to skills later.
Falcon - War Falcon - These large versions of the normal falcons are specifically raised to scout and fight. Adds +2 to the distance a hero can see. War Falcons get an ability - percieve weakness 1x combat. They target a enemy stack and all following attacks get +1 damage/unit against that enemy for the remainder of the combat or until the War Falcons are destroyed.
Mist Faerie-Fog Faerie - These magical creatures maybe frail, but they pack some impressive magic. Mist Faerie can invoke Mist 1x per combat (lasts 3 turns) that causes all ranged units to suffer a 50% reduction in ranged damage. Fog Faerie can invoke Fog which does the same but also causes a base 25% chance to miss entirely. Both of these only effect non-air creatures. Both can cast the following spells Eldritch Arrow, Deflect Missile, and Confusion. The Fog Faerie can also cast Lightning. Mist Fae have 15 mana, Fog Fae has 25. Neither have very many hp or deffense however.
Windrider/Stormrider - the closest thing (besides the dragons) that the town has to a 'tank'. Both ride what appears to be a surfboard with sails on them only these ride air currents/storm currents instead of water. Both get no retal do to there manuverability and quick striking flowing with the wind. The stormrider however can call up a 'storm' and teleport anywhere on the battlefield 1x per combat. This does 10pts of damage to all stacks on the field however, even air ones (they loose any mr and or immunities for purpose of this effect alone but all other effects they still have mr and immunities to).
TBC .
Warning, may cause confusion, blindness, raising of eybrows, and insanity.
Continuing air town.
4th tier Hedge Witch - Specializing in magic of a healing nature with some skill in the art of air magic the Hedge Witch carries a small suply of herbal medicines with her. They do carry some negative to go with the positive, but the positive outweigh the negatives. 3x per combat she can use the 'potion' skill. However, as her skill is not perfected she often can not guarantee what the potion will do. It has an equal chance of healing, of ressurecting, or of blessing. However regardless of effect it lowers the defense of the creature it is used on for 1 turn. Shooter with no melee penalty.
4th tier upgrade Sorceress - No longer needing potions to do what they do, the Sorceress is a mage of a different sort. All spells of 1-3 level are available to them, but they have a very small mana pool 12 mana. They cast all spells they have access to at 'advanced' level. Also a shooter, with no melee penalty.
5th tier - Falconmen/Falconmen Warriors - Half man half bird they are often mistaken for angels from far off. The beaks and bird heads often give it away close up. Specialist in 'ariel/ground combat' they get bonuses when fighting any non-flying unit. They do an extra 25% percent damage to non-flying units, and take 10% less damage as well. The Warriors get no retal as well. Also if surrounded the warriors have a special 'whirling' attack that spins them arround and launches them into the air. This hits all nearby units (friend or foe) and also lets them move to a safe spot after landing the attack (triggerable 2x per combat). You can attack and move with this, but not move attack move (it is disabled if you move first). (keep in mind they are sort of frail defense wise and hp wise compaired to other tier 5 units) Both are ranged but suffer a ranged penalty but no melee penalty.
6th Tier - Pegasus/Pegasus Knights - One of the most magestic creatures to grace the sky is the Pegasus. These particular ones have been enhanced with the air magic that the lords of this town possess. 1x per combat the Pegasus can invoke an effect called Wing Sweep. It lowers the inititive of all enemy creatures. After further training they can carry warriors on there back into battle. The Knights can invoke Wing Charge. Either the same as wing sweep but also lowering morale of enemy by 1, or raising morale of allies by 1 and increasing ally initiative (including there own). The inititive increase or decrease is -1(-2/+2).
7th Tier (shiver) the dreaded dragons (*sighs*) Mist/fog dragon, take 25% (50%) less damage. Dragon breath, flying, immune to air magic, magic resistance aura. Physically weaker then most 7th tier the only thing that keeps them on par is there ability to take less damage.
4th tier Hedge Witch - Specializing in magic of a healing nature with some skill in the art of air magic the Hedge Witch carries a small suply of herbal medicines with her. They do carry some negative to go with the positive, but the positive outweigh the negatives. 3x per combat she can use the 'potion' skill. However, as her skill is not perfected she often can not guarantee what the potion will do. It has an equal chance of healing, of ressurecting, or of blessing. However regardless of effect it lowers the defense of the creature it is used on for 1 turn. Shooter with no melee penalty.
4th tier upgrade Sorceress - No longer needing potions to do what they do, the Sorceress is a mage of a different sort. All spells of 1-3 level are available to them, but they have a very small mana pool 12 mana. They cast all spells they have access to at 'advanced' level. Also a shooter, with no melee penalty.
5th tier - Falconmen/Falconmen Warriors - Half man half bird they are often mistaken for angels from far off. The beaks and bird heads often give it away close up. Specialist in 'ariel/ground combat' they get bonuses when fighting any non-flying unit. They do an extra 25% percent damage to non-flying units, and take 10% less damage as well. The Warriors get no retal as well. Also if surrounded the warriors have a special 'whirling' attack that spins them arround and launches them into the air. This hits all nearby units (friend or foe) and also lets them move to a safe spot after landing the attack (triggerable 2x per combat). You can attack and move with this, but not move attack move (it is disabled if you move first). (keep in mind they are sort of frail defense wise and hp wise compaired to other tier 5 units) Both are ranged but suffer a ranged penalty but no melee penalty.
6th Tier - Pegasus/Pegasus Knights - One of the most magestic creatures to grace the sky is the Pegasus. These particular ones have been enhanced with the air magic that the lords of this town possess. 1x per combat the Pegasus can invoke an effect called Wing Sweep. It lowers the inititive of all enemy creatures. After further training they can carry warriors on there back into battle. The Knights can invoke Wing Charge. Either the same as wing sweep but also lowering morale of enemy by 1, or raising morale of allies by 1 and increasing ally initiative (including there own). The inititive increase or decrease is -1(-2/+2).
7th Tier (shiver) the dreaded dragons (*sighs*) Mist/fog dragon, take 25% (50%) less damage. Dragon breath, flying, immune to air magic, magic resistance aura. Physically weaker then most 7th tier the only thing that keeps them on par is there ability to take less damage.
Last edited by Mytical on 03 Oct 2006, 19:46, edited 1 time in total.
Warning, may cause confusion, blindness, raising of eybrows, and insanity.
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It does,but ogler is so much funnier.
Oh,heres my idea how to replace the necro weak dragon:
Wraith should be tier 7,and dread night put in the gap.Wraith should have a special attack known as hand of death(both the unupgraded and upgraded version of it).Basically,this attack would kill any creature it deals at least 1 point of damage to.Meaning,if it attacked a stack oh 10 creatures with 40 HP,and dealt 81 damage,exactly three creatures would die.Also,it would fly,and the upgraded version would debuff a creature it hits.
Oh,heres my idea how to replace the necro weak dragon:
Wraith should be tier 7,and dread night put in the gap.Wraith should have a special attack known as hand of death(both the unupgraded and upgraded version of it).Basically,this attack would kill any creature it deals at least 1 point of damage to.Meaning,if it attacked a stack oh 10 creatures with 40 HP,and dealt 81 damage,exactly three creatures would die.Also,it would fly,and the upgraded version would debuff a creature it hits.
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