Sodamoeba
09-01-2005, 03:13 PM
Fulmenor
HP-30
Attack-25
Armor-0
Blocking-25% (Front) 13% (Side)
Recovery Time-3
Movement Range-4
Attack Range-4
A beast conjured by a group of the most powerful wizards of all time, Fulmenor has at his disposal the power of the elements of the sky. Unlike one might believe, however, Fulmenor is not a creature of evil. Rather, he is often able to persuade the gods to grant his requests for assistance.
Explanation-
Fulmenor has two attacks. Both of them are conjur spells derived from the sky.
Lightning Blast-His main attack is a lightning blast which will randomly strike the closest mobile unit within 5 spaces of him, dealing 25 damage which can be reduced with armor. If there are multiple units the same distance away, Fulmenor chooses which will be hit. A unit hit by Fulmenor’s attack will gain the negative effect, Aftershock, which deals 1 damage to
the affected unit every time it is that players turn, until the unit is healed.
Downpour-Fulmenor’s second attack is the ability to conjure a rain storm, which will effect the half of the field that Fulmenor is on for 1 full turn (both players) and will reduce every unit’s armor on that side of the field by 3 each half turn. Unarmored units are not effected. The only way to heal the effects of Fulmenor’s rain is with a Stone Golem, which will fix the armor completly, in addition to adding +30 armor.
Special effect:
Healing rain, a gift from the gods-If Fulmenor casts his rain on his original side of the field, it will only do 1 damage to armor each half turn, and it will heal each unit on Fulmenor's team by 4 hp every half turn for 1 turn.
My message:
I dont really know if field effects such as Fulmenor's will be frowned upon by the community, but I wouldn't think so...as long as they are well balanced and add depth to the game.
If someone says a 25 attack is over-powered, I will beat them with a stick. The witch does 24 damage to 4 units simultaneously, and she is barely easier to kill.
Strategy:
-I think it would be very helpful to have Fulmenor's healing effect in the endgame, when, if the enemy has penetrated to your side of the field anyway, the armor effects wont backfire on you.
Penetrating to the enemies side of the field, perhaps by flanking against a side turtle or going the opposite way of the enemies rush, and then dishing out the hurt and the rain will be very adventageous. Even if you only ever took out 6 armor from the enemy, that would give you an edge in hand-to-hand. Therefore, I like to think that this would be the first spell caster to help out in the melee section of fighting :D
Please please PLEASE tell me what you think, whether or not your comments are positive. All feedback is appreciated. :)
HP-30
Attack-25
Armor-0
Blocking-25% (Front) 13% (Side)
Recovery Time-3
Movement Range-4
Attack Range-4
A beast conjured by a group of the most powerful wizards of all time, Fulmenor has at his disposal the power of the elements of the sky. Unlike one might believe, however, Fulmenor is not a creature of evil. Rather, he is often able to persuade the gods to grant his requests for assistance.
Explanation-
Fulmenor has two attacks. Both of them are conjur spells derived from the sky.
Lightning Blast-His main attack is a lightning blast which will randomly strike the closest mobile unit within 5 spaces of him, dealing 25 damage which can be reduced with armor. If there are multiple units the same distance away, Fulmenor chooses which will be hit. A unit hit by Fulmenor’s attack will gain the negative effect, Aftershock, which deals 1 damage to
the affected unit every time it is that players turn, until the unit is healed.
Downpour-Fulmenor’s second attack is the ability to conjure a rain storm, which will effect the half of the field that Fulmenor is on for 1 full turn (both players) and will reduce every unit’s armor on that side of the field by 3 each half turn. Unarmored units are not effected. The only way to heal the effects of Fulmenor’s rain is with a Stone Golem, which will fix the armor completly, in addition to adding +30 armor.
Special effect:
Healing rain, a gift from the gods-If Fulmenor casts his rain on his original side of the field, it will only do 1 damage to armor each half turn, and it will heal each unit on Fulmenor's team by 4 hp every half turn for 1 turn.
My message:
I dont really know if field effects such as Fulmenor's will be frowned upon by the community, but I wouldn't think so...as long as they are well balanced and add depth to the game.
If someone says a 25 attack is over-powered, I will beat them with a stick. The witch does 24 damage to 4 units simultaneously, and she is barely easier to kill.
Strategy:
-I think it would be very helpful to have Fulmenor's healing effect in the endgame, when, if the enemy has penetrated to your side of the field anyway, the armor effects wont backfire on you.
Penetrating to the enemies side of the field, perhaps by flanking against a side turtle or going the opposite way of the enemies rush, and then dishing out the hurt and the rain will be very adventageous. Even if you only ever took out 6 armor from the enemy, that would give you an edge in hand-to-hand. Therefore, I like to think that this would be the first spell caster to help out in the melee section of fighting :D
Please please PLEASE tell me what you think, whether or not your comments are positive. All feedback is appreciated. :)