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Walrus
10-18-2005, 12:15 PM
"Strangely, in ancient crusades against the occult, massive stone Idols were found. Mages could sense some great power being emitted from these Idols, and so they were destroyed. It was soon discovered that the source of this power came from the blood of the cultists themselves. Before long, humans had used this knowledge to create large contraptions with a much more focused version of this power. These newly created Vampiric Wards were able to bestow their blessing onto friendly troops, or their curse onto foes."

Vampiric Ward
Contraption

Life: 45
Armor: 10
Power: --
Attack Pattern/Range: Anywhere on the battlefield, a Pyromancer shaped attack, requires focus to maintain.
Blocking: 100 all sides.
Movement: --
Recovery: 6

Special:
Vampiric Embrace - The VWs attack causes a great surge of Vampiric Energies into the targeted squares. Both friends and foes will be affected, but in different ways. This ability requires focus to maintain.

If an enemy unit is afflicted by the Vampiric Embrace, any attacks upon that unit will cause the attacker to be healed by 50% of the damage dealt. eg if your knight attacks an enemy knight which is affected by Vampiric Embrace for 17 damage, 8.5 (rounded to 9) will be drained, and will heal your knight.
A friendly unit affected has a slightly different effect. Any attacks made by the unit will cause 50% of its attack damage to drain the enemy life in a similar manner to above.

If I have cast VE on a friendly knight and enemy knight, and my knight then attacks the enemy knight, then it will recover 75% of the damage dealt (against an unstoned knight this would be 13 life).

Units which use an area of effect attack will recieve life equal to the sum of all the damage they do, up to a maximum of their power. Eg if a VE'd Pyromancer attacks 2 knights, he will have done 22 damage (assuming both knights unstoned), but only 15 (the Pyromancers power) will heal said Pyromancer.

Units which use focus attacks have a power of 0 for these calculations.

Dynamix
10-18-2005, 12:23 PM
this isnt a bad idea ill get more into it after school but i like ur idea

Walrus
10-31-2005, 04:31 PM
behold, a bump.

Executioner
10-31-2005, 06:22 PM
I think that im not sure on this unit. How would it work with the wisp btw? Also how would it work with a mudquake? Your answers on these will affect whether its overpowered.

Exe

Walrus
10-31-2005, 06:29 PM
both would work the same way as AoE attacks do.
ie the unit will recieve the normal health gains it would from the vampiric embrace, but up to a maximum of its power. this means the wisp could only ever get up to 4 life per turn, and the muddy a maximum of 20 (though this would very rarely be achieved)

Executioner
10-31-2005, 06:33 PM
This and a muddy would annhilate stuff. Armour the muddy and send it in, using a cleric and this you could keep a muddy alive for quite sometime whilst he murders things.... The actual ward itself i quite like but i thinks its abuse potential with certain units is pretty sick. If you could balance out the muddy attack i could safely say i like it.

Exe

Walrus
10-31-2005, 06:40 PM
im open to suggestions :p

Executioner
10-31-2005, 06:42 PM
Lol, arent you the one who is supposed to think of the improvements otherwise it isnt your unit..... :p

Exe

Cross Punisher
10-31-2005, 07:11 PM
Lol, arent you the one who is supposed to think of the improvements otherwise it isnt your unit..... :p

Exe
I thought that was my shtick :dry:

I don't like that it has a different effect on your opponent's unit than it does on your own.

3pidemiC
10-31-2005, 11:11 PM
make special attacks only recieve 25%
also would this work with the assasin bomb or would she still die?