View Full Version : Elemental Empress
Hellblazer
05-31-2006, 08:28 PM
Warning: Lengthy, but not complicated. Bear with me....
In the Arctic Circle resides a beautiful and very powerful magic-user. She emits great energy and has harnessed all the great elements of Fire, Ice, Light, Earth, Air, and Darkness. She is so powerful, she can infuse her power into others, giving them the advantage of one of the great elements.
Health: 43
Attack: --
Armor: 14
Blocking: 40%, 20%
Movement: 3
Attack Range: see special
Recovery: 3
Special:
Elemental Transmission:
Different units can acquire different elements from the EE (Elemental Empress).
Capable of harnessing Fire:
-Dragon Tyrant
-Pyromancer
-Dragonspeaker Mage
Capable of harnessing Ice:
-Frost Golem
-Enchantress
-Berserker
Capable of harnessing Light:
-Cleric
Capable of harnessing Earth:
-Mud Golem
-Stone Golem
-Golem Ambusher
-Knight
-Assassin
-Beast Rider
Capable of harnessing Air:
-Scout
-Poison Wisp
Capable of harnessing Darkness:
-Lightning Ward
-Barrier Ward
-Furgon
-Dark Magic Witch
Hellblazer
05-31-2006, 08:28 PM
Dragon Tyrant:
The DT obtains a burn ability. Its attack decreases by 5, but when a unit is hit it'll recieve 5 damage for 2 turns after the initial attack damage.
Pyromancer:
The Pyromancer obtains a fire barrier. It can still move and attack and whatnot, but if it is hit by a physical attack, the attacking unit gets a slight burn for 4 damage.
Dragonspeaker Mage:
With this ability available, the DT's power-boost to the DSM is decreased by 3. The new ability is Inferno and it maked the attack a 9-space square of spaces.
Frost Golem:
When a Frost Golem selects a target, that target becomes frozen instead of paralyzed. This means that it recieves 5 damage at the beginning of the freeze and only attacks that can shatter (mud quake) or melt (pyromancer, etc.) the ice can free the unit.
Enchantress:
If a Frost Golem's target is paralyzed for over 4 turns, it begins recieving frost bite damage and is dealt 2 damage every turn.
Berserker:
When a Berserker attacks a unit, that unit's movement is decreased by 1 for 3 turns after the unit has been stunned.
Cleric:
The Cleric's healing powers are increased by 2.
Mud Golem:
The Mud Golem's mudquake becomes earthquake. This makes the damage dealt to the effected units becomes a set amount of 12 damage.
Stone Golem:
The Stone Golem gains the ability to create a stone mound up to three spaces away on an emty space. Simply click and hold to activate this ability. The stone mound is not like a shub, for it doesn't disappear. Only 2 stone mounds can be made per game.
Golem Ambusher:
The GA's range decreases by 1 and it can now use mini-quake. If there's a unit 1 space away, the GA can stomp down and send that unit 1 space backward. The unit recieves 4 damage.
Knight:
The Knight's range becomes just the space in front of it and its attack goes up by 3 because his sword is now a stone sabre.
Assassin:
The Assassin loses its ability to explode. Instead, if you click and hold the mouse, she unleashes a momentary sandstorm. This leaves the attacked units with -5% blocking.
Beast Rider:
The BR's range becomes 1 and its attack increases by 4
Scout:
The Scout's movement becomes 3, but it gains teleportation.
Poison Wisp:
Instead of poison, the PW attacks with air. This creates miniature cyclones around the attacked units. The cyclones last for 3 turns. These cyclones causge their attacks to go in any random direction.
Lightning Ward:
The LW's range increases by 1. The attack power of 30 is negated. When a unit is attacked by the LW, the unit will have 5 armor until it exits the LW's range.
Barrier Ward:
The BW can now use offensive Dark Barriers. If you click and hold on the BW, then a new range of 4 appears. These offensive barriers sap a unit's maximum health by 2 each turn it remains in the barrier, However, the barrier still acts like a barrier.
Furgon:
The Furgon's shrubs become Dark-Tapped. This means that is a unit becomes totally surrounded by the shrubs, they recieve 3 damage each turn they stay there.
Dark Magic Witch:
The DMW's attack now does only 10 damage, but takes 1 armor and blocking away, too.
*NOTE*: All abilities are only available until the EE's focus is broken. All effects are permanant.
Also note that the EE's range looks like the Cleric's, but it can only give its powers to one unit each attack.
The Coder
05-31-2006, 08:30 PM
Id expect DMW To be under darkness.
Anyway, im guessing what she does comes later, besides your small description of Different units can acquire different elements from the EE (Elemental Empress).
ThinkTank
05-31-2006, 08:30 PM
So, it's attack abilities are totalled up from any specific element on the field?
Hellblazer
05-31-2006, 08:32 PM
So, it's attack abilities are totalled up from any specific element on the field?
No, the unit itself doesn't attack. It's a power-giver. The unit isn't complete yet, so don't expect to fully understand it until tomorrow.
ThinkTank
05-31-2006, 08:35 PM
No, the unit itself doesn't attack. It's a power-giver. The unit isn't complete yet, so don't expect to fully understand it until tomorrow.
Awhoopsy. I read it over again, and I missed the special the first time. I'll check this out for further investigation tommarow.
[/end wannabedetectivemode] :dry:
warkiller
05-31-2006, 08:38 PM
ok tell me if i am Wrong but this acts more or less like an DSM giving other units more power? right?. Well if this gives units more power (for example fire which i am guessing will give extra power or do more damge) it would create any other unit overpowered making this unit overpowered but i can say much since your unit is not done. finish the unit now i can see the rest PLZ!!!!
TAO_Chaos1
05-31-2006, 08:42 PM
DMW should be under darkness, but other than that it seems cool blazer. How does it attack or what does it do?
warkiller
05-31-2006, 08:45 PM
Id expect DMW To be under darkness.
Anyway, im guessing what she does comes later, besides your small description of Different units can acquire different elements from the EE (Elemental Empress).
:p some oned asked the same question and the anwser is that we will have to wait till tomorow till this unit is finished you never know it might come out good . JUST THINK!!!!
Hellblazer
06-01-2006, 06:13 AM
ok tell me if i am Wrong but this acts more or less like an DSM giving other units more power? right?. Well if this gives units more power (for example fire which i am guessing will give extra power or do more damge) it would create any other unit overpowered making this unit overpowered but i can say much since your unit is not done. finish the unit now i can see the rest PLZ!!!!
Ok. You're wrong.
TAO_Chaos1
06-01-2006, 07:32 AM
I like this unit, making it able to only give one unit at a time makes it balanced, but i was wondering about the muddy.....Do all opponents in the muddys mudquake take twelve damage cause if they do that will make it a little overpowered....otherwise i really like this unit.
warkiller
06-01-2006, 09:17 AM
Dragon Tyrant:
The DT obtains a burn ability. Its attack decreases by 5, but when a unit is hit it'll recieve 5 damage for 2 turns after the initial attack damage.
ok this mean the Dt would have 23 attack power. but it will get 10 damage after 2 turns. so let me get this straight. if the DT while EE is active attacks a knight it will do 16 damage but then puls 10 damage from the burn effect this would do 26 damage in total almost as powerfull as the LW. aside from that i think this was a really good job man i love how you balanced everything out to make the units perfect i give it a 10 out of 10 really liked it
shatterstar
06-01-2006, 09:55 AM
First of all props for awesome detail and major effort. hopefully im not too early with this.
Dragon Tyrant:
The DT obtains a burn ability. Its attack decreases by 5, but when a unit is hit it'll recieve 5 damage for 2 turns after the initial attack damage.
First attack drops to 23. thats 18 damage to a knight. anonther 4 each next 2 turns. 26 total. 33 damage to unamrmorred units. rather overpowered imo. perhaps think of making it percentage drop instead of absolute increases? right now it would melt mages, the berz and scout.
Pyromancer:
The Pyromancer obtains a fire barrier. It can still move and attack and whatnot, but if it is hit by a physical attack, the attacking unit gets a slight burn for 4 damage.
Nice. v nice.
Dragonspeaker Mage:
With this ability available, the DT's power-boost to the DSM is decreased by 3. The new ability is Inferno and it maked the attack a 9-space square of spaces.
overpowered. its still a cleric killer and 9 square damge would destroy anything except rushes.
Frost Golem:
When a Frost Golem selects a target, that target becomes frozen instead of paralyzed. This means that it recieves 5 damage at the beginning of the freeze and only attacks that can shatter (mud quake) or melt (pyromancer, etc.) the ice can free the unit.
i like but im not getting this fully. so now you have to attack your own unit to de-freeze or does it still mean attacking the frost?
Enchantress:
If a Frost Golem's target is paralyzed for over 4 turns, it begins recieving frost bite damage and is dealt 2 damage every turn.
i think you meant enchantress. i like it. 5 turn onwards damage right? and is it 5 of your turns or just plain 5 turns total?
Berserker:
When a Berserker attacks a unit, that unit's movement is decreased by 1 for 3 turns after the unit has been stunned.
this would nail raiding beast riders. i like it.
Cleric:
The Cleric's healing powers are increased by 2.
actually this is a bit overpowered for me. mainly now a muddie can go in, take 2 knight hits+DT and survive with 2 HP. previously that combo would end it even with a heal. this will make ppl even more reckless with it. and in a knight-knight fight you would need to get the knight down to 3 HP instead of 5 before a heal makes no diff in no. of hits for the kill. and a 2-hit knight is stil a lot of knight.
Mud Golem:
The Mud Golem's mudquake becomes earthquake. This makes the damage dealt to the effected units becomes a set amount of 12 damage.
i'll take 3 please. :)
Stone Golem:
The Stone Golem gains the ability to create a stone mound up to three spaces away on an emty space. Simply click and hold to activate this ability. The stone mound is not like a shub, for it doesn't disappear. Only 2 stone mounds can be made per game.
assuming not available while in focus? its ok.desperation cleric save tactic at the least.
Golem Ambusher:
The GA's range decreases by 1 and it can now use mini-quake. If there's a unit 1 space away, the GA can stomp down and send that unit 1 space backward. The unit recieves 4 damage.
recovery for quake? and again overpowered for me. the GA is deadly at range but as good as dead at close range. 3-4 range + quake > 4-5 range imo.
and what if a unit cant be bumped back?
Knight:
The Knight's range becomes just the space in front of it and its attack goes up by 3 because his sword is now a stone sabre.
lol. weird but nice. knihgt-knight fights would be funny.
Assassin:
The Assassin loses its ability to explode. Instead, if you click and hold the mouse, she unleashes a momentary sandstorm. This leaves the attacked units with -5% blocking.
thank you. i'll take 3 again.
Beast Rider:
The BR's range becomes 1 and its attack increases by 4
underpowered. the gr8test thing about the BR is the range. its an easy-kill knihgt now. take that away and im carrying the assasin into a fight instead.
Scout:
The Scout's movement becomes 3, but it gains teleportation.
cool. now wheres that furg that needs a-killin? ;)
Poison Wisp:
Instead of poison, the PW attacks with air. This creates miniature cyclones around the attacked units. The cyclones last for 3 turns. These cyclones causge their attacks to go in any random direction.
no comment.
Lightning Ward:
The LW's range increases by 1. The attack power of 30 is negated. When a unit is attacked by the LW, the unit will have 5 armor until it exits the LW's range.
hmm. good for pyros, BRs, scouts, assasins. not bad.
Barrier Ward:
The BW can now use offensive Dark Barriers. If you click and hold on the BW, then a new range of 4 appears. These offensive barriers sap a unit's maximum health by 2 each turn it remains in the barrier, However, the barrier still acts like a barrier.
dont use a BW. no comment.
Furgon:
The Furgon's shrubs become Dark-Tapped. This means that is a unit becomes totally surrounded by the shrubs, they recieve 3 damage each turn they stay there.
makes enraged furgy useful. si si. me like.
Dark Magic Witch:
The DMW's attack now does only 10 damage, but takes 1 armor and blocking away, too.
underpowered. other than in bombs, witches dont get enough hits in on 1 unit to have the drop in blcoking and armor compensate for thr 14 drop in power. raise the power to 14 or so and u;ll have something.
while each boost has its own strengths and weaknesses, real skill will come in is juggling who gets what when dependign on the situation. awesome unit overall.
Deathhead
06-01-2006, 01:08 PM
for me(and only me)i think it would be kinda hard to remember everything but great job hellblazer.:D
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