Squidster_31
02-12-2005, 04:48 AM
Phoenix
Hp: 50
Power: 20
Movement: 5 squares
Armor: 18
Blocking: 30% (15%)
Recovery: 3
Attack pattern: Its like a flame that comes out of the mouth and burns any unit that may be hit. LOS is not required.
Special ability: The pheonix is able to move through enemy units by flying over them.
Looks like: a big redish bird
Dark magic warlock
Hp: 50
Power: 15
Armor: --
Blocking: 36% (18%)
Range: 3
Recovery: 3
Attack Pattern: Its a Radius spell which is casted on self. the attack will damage all units within range.
Movement: 3 (teleport)
Appearence: a human man with a black robe like a cleric but has a stripe or two down the robe from the teams color
Rock golem
Hp:60
Power: 25
Armor: 8
Blocking: o
Range: 3
Recovery: 2 turns
Movement: 3
Attack pattern: Hucks a giant rock in any direction within range no LOS required
Appearence exist as golem only with a rockish shape to them holding 2 stones
zombie
Hp: 40
Power: 5
Armor: 0
Blocking: 0
Recovery: 2
Movement: 5
Attack pattern: The zombie is almost like a suicide unit. This is how it works: The zombie gets behind any unit besides wards and jumps on there back. The zombie will remain on there back for 4 turns. Each turn the zombie is on the unit's back it will damage them for 5.
Special ability: When the zombie has hopped on a units back. That unit may not attack but is able to move. In order to get the zombie off immiedatly you have to attack it. But attacking the zombie could hurt your own unit you say? Well correct any magic damage will automaticaly damage the unit that has the zombie on it, But the damage will not effect the zombie. Melee Damage (or scout) is the same concept except if the melee gets a strike at the back of the zombie the zombie will be damage and it will jump off. The unit for which the zombie has jumped on will not be damage .Once the Zombie has been attacked at well on a unit's back it will jump off and begin recovering.
Appearence: you could prob figure that out.
giant Wolf gaurd
Hp: 35
Armor: 18
Blocking: 30% (15%)
Power: 20
Recovery: 2
Movement: 5
Attack pattern: Attacks adjacent units
Appearence: a Big wolf wearing a helmet like in old war movies you see the mens horses sometimes wearing a helmet exactly the same.
Counts as 2 units and takes up 2 tiles
behemoths (beast)
Hp: 85
Power: 30
Armor: 20
Blocking 0
Recovery: 4
Movement: 3
Attack pattern: hits any units adjacent to him
Side effect: Behemoths are double damaged if hit by magic (not including wards)
Counts as 2 units
Poison mage/fire mage/ice mage/thunder mage
Hp:35
Armor: 15
Blocking: 0
Movement: 4 tiles
Power: hits in any direction within 3 tiles
Poison mage/poisons foe for 5 dmg increasing by 4 damage every turn lasting 5 turns
Fire mage/Burns foe for 5 damage lasting 5 turns
ice mage/ freezes (focus) (((Fire will melt ice)))
thunder mage/ Paralyzes (Focus)
Movement: 4
Recovery:
Poison mage/ 3
fire mage/ 3
ice mage/ 3
thunder mage/ 3
Appearence: wearing robes depending on the color of team. To show what kind of mage there is a stripe that goes from top to bottom to determine the mage.
green= poison
red= fire
blue= ice
yellow= thunder
these are sepperate units not 1 unit.
Hp: 50
Power: 20
Movement: 5 squares
Armor: 18
Blocking: 30% (15%)
Recovery: 3
Attack pattern: Its like a flame that comes out of the mouth and burns any unit that may be hit. LOS is not required.
Special ability: The pheonix is able to move through enemy units by flying over them.
Looks like: a big redish bird
Dark magic warlock
Hp: 50
Power: 15
Armor: --
Blocking: 36% (18%)
Range: 3
Recovery: 3
Attack Pattern: Its a Radius spell which is casted on self. the attack will damage all units within range.
Movement: 3 (teleport)
Appearence: a human man with a black robe like a cleric but has a stripe or two down the robe from the teams color
Rock golem
Hp:60
Power: 25
Armor: 8
Blocking: o
Range: 3
Recovery: 2 turns
Movement: 3
Attack pattern: Hucks a giant rock in any direction within range no LOS required
Appearence exist as golem only with a rockish shape to them holding 2 stones
zombie
Hp: 40
Power: 5
Armor: 0
Blocking: 0
Recovery: 2
Movement: 5
Attack pattern: The zombie is almost like a suicide unit. This is how it works: The zombie gets behind any unit besides wards and jumps on there back. The zombie will remain on there back for 4 turns. Each turn the zombie is on the unit's back it will damage them for 5.
Special ability: When the zombie has hopped on a units back. That unit may not attack but is able to move. In order to get the zombie off immiedatly you have to attack it. But attacking the zombie could hurt your own unit you say? Well correct any magic damage will automaticaly damage the unit that has the zombie on it, But the damage will not effect the zombie. Melee Damage (or scout) is the same concept except if the melee gets a strike at the back of the zombie the zombie will be damage and it will jump off. The unit for which the zombie has jumped on will not be damage .Once the Zombie has been attacked at well on a unit's back it will jump off and begin recovering.
Appearence: you could prob figure that out.
giant Wolf gaurd
Hp: 35
Armor: 18
Blocking: 30% (15%)
Power: 20
Recovery: 2
Movement: 5
Attack pattern: Attacks adjacent units
Appearence: a Big wolf wearing a helmet like in old war movies you see the mens horses sometimes wearing a helmet exactly the same.
Counts as 2 units and takes up 2 tiles
behemoths (beast)
Hp: 85
Power: 30
Armor: 20
Blocking 0
Recovery: 4
Movement: 3
Attack pattern: hits any units adjacent to him
Side effect: Behemoths are double damaged if hit by magic (not including wards)
Counts as 2 units
Poison mage/fire mage/ice mage/thunder mage
Hp:35
Armor: 15
Blocking: 0
Movement: 4 tiles
Power: hits in any direction within 3 tiles
Poison mage/poisons foe for 5 dmg increasing by 4 damage every turn lasting 5 turns
Fire mage/Burns foe for 5 damage lasting 5 turns
ice mage/ freezes (focus) (((Fire will melt ice)))
thunder mage/ Paralyzes (Focus)
Movement: 4
Recovery:
Poison mage/ 3
fire mage/ 3
ice mage/ 3
thunder mage/ 3
Appearence: wearing robes depending on the color of team. To show what kind of mage there is a stripe that goes from top to bottom to determine the mage.
green= poison
red= fire
blue= ice
yellow= thunder
these are sepperate units not 1 unit.