yall are ded
01-02-2006, 11:00 AM
Name: Alchemest of power
With a keen mastery of the elements these alchemsests bring powerful magic from the life force of their allies.
catagory: fire
Hp:30
Armor16
Blocking:40
Movement:4
Recovery:3
Range:3 no LOS used,unblockable
Attack(see special)
Special Abilitys: (special abilitys for both units refer to this thread however I will post the basic chart
http://tacticsarena.com/forum/showthread.php?t=22987
catagorys
Fire Wind Water Earth
Pyro scout Frosty Knight
DSM poisonwisp Chanty Muddie
DMW berserker Furgon Stony
DT Assassin Cleric Beast rider
1)This unit can only be in the arena if there is at least 2 elements in the arena.
2)To attack you must select 2 "friendly" units in a range of 3 spaces. These units decrease thier hp by 1/4 then the alchemest attacks with this equasion:
A-drained units catagory + B-drained unit catagory
Fire=+15 attack
Wind=+13 attack
Earth=+10 attack
Water=+10 attack
i.e. the alchemest choses to drain a DT and a frost golem. THe equasion for its attack would come out like this(fire+water=25 attack because the DT is in the fire catagory and frost golem is in water catagory)
The alechemest attacks with a fire tornado if fire was chosen first.
whirlpool if water
tornado if wind
stone spikes if earth
Name: Alchemest of Wisdom
An alchemest whom on the battle field takes the life force from allies and in return gives a special power.
catagory:water
Hp:30
Armor16
Blocking:60
Movement:4
Recovery:3
Range:3
Attack(see special)
Special abilitys:
1)This unit can only be in the arena if there is at least 2 elements in the arena.
2)To attack you must select 2 "friendly" units in a range of 3 spaces. These units decrease their hp by a given amount depending on their catagory then they gain the following boosts depending on catagory.
fire= -10hp and +5 attack-focus and unit can move
Water= -10hp and -2wait-non focus
Wind= -15hp and +20 blocking-focuzsand unit can move
Earth= -10hp and +15 armor-focus and unit can move
Name:Alchemest of Cursing
An alchemest that brings pain and suffering to any living thing depending on its life blood.
catagory:wind
Hp:30
Armor:25
Blocking:60
Movement:4
Recovery:3
Range:2not affected by LOS,unblockable
Attack(see special)
Special ability: When this unit attacks it does the following to a unit depending on its catagory.
Fire=poisoned-focus
Wind=20 attack power
Water=15 attack power + 1 turn wait
Earth=Paralysed
I created these to go along with the elements. I have been thinking that for some time there should be a catagory system of some sort noy only classifying as beast/golem/human but as different "special catagorys" This system may be easier to use in CAU development.
These alchemests are only a few of the possibilitys! I mean think of all the strategic increases to the game. the new forms. New specialtys and it takes away from luck a little.
With a keen mastery of the elements these alchemsests bring powerful magic from the life force of their allies.
catagory: fire
Hp:30
Armor16
Blocking:40
Movement:4
Recovery:3
Range:3 no LOS used,unblockable
Attack(see special)
Special Abilitys: (special abilitys for both units refer to this thread however I will post the basic chart
http://tacticsarena.com/forum/showthread.php?t=22987
catagorys
Fire Wind Water Earth
Pyro scout Frosty Knight
DSM poisonwisp Chanty Muddie
DMW berserker Furgon Stony
DT Assassin Cleric Beast rider
1)This unit can only be in the arena if there is at least 2 elements in the arena.
2)To attack you must select 2 "friendly" units in a range of 3 spaces. These units decrease thier hp by 1/4 then the alchemest attacks with this equasion:
A-drained units catagory + B-drained unit catagory
Fire=+15 attack
Wind=+13 attack
Earth=+10 attack
Water=+10 attack
i.e. the alchemest choses to drain a DT and a frost golem. THe equasion for its attack would come out like this(fire+water=25 attack because the DT is in the fire catagory and frost golem is in water catagory)
The alechemest attacks with a fire tornado if fire was chosen first.
whirlpool if water
tornado if wind
stone spikes if earth
Name: Alchemest of Wisdom
An alchemest whom on the battle field takes the life force from allies and in return gives a special power.
catagory:water
Hp:30
Armor16
Blocking:60
Movement:4
Recovery:3
Range:3
Attack(see special)
Special abilitys:
1)This unit can only be in the arena if there is at least 2 elements in the arena.
2)To attack you must select 2 "friendly" units in a range of 3 spaces. These units decrease their hp by a given amount depending on their catagory then they gain the following boosts depending on catagory.
fire= -10hp and +5 attack-focus and unit can move
Water= -10hp and -2wait-non focus
Wind= -15hp and +20 blocking-focuzsand unit can move
Earth= -10hp and +15 armor-focus and unit can move
Name:Alchemest of Cursing
An alchemest that brings pain and suffering to any living thing depending on its life blood.
catagory:wind
Hp:30
Armor:25
Blocking:60
Movement:4
Recovery:3
Range:2not affected by LOS,unblockable
Attack(see special)
Special ability: When this unit attacks it does the following to a unit depending on its catagory.
Fire=poisoned-focus
Wind=20 attack power
Water=15 attack power + 1 turn wait
Earth=Paralysed
I created these to go along with the elements. I have been thinking that for some time there should be a catagory system of some sort noy only classifying as beast/golem/human but as different "special catagorys" This system may be easier to use in CAU development.
These alchemests are only a few of the possibilitys! I mean think of all the strategic increases to the game. the new forms. New specialtys and it takes away from luck a little.