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sayter
06-05-2006, 08:58 AM
HP:38
Armor: 0
Block: 40%
Movement: 3
Recovery: 1(3 for special)
Power:16

Ithrodil are terrible nightmare beasts, reeking of gore and feces. They lurk in shadows, leaping from them to eviscerate targets and absorb their lifeforce into their putrid bodies. They are hunched, bipedal creatures whos arms end in strange shadowy tentacles. Legends speak of these terrible beasts causing their victims to gag and vomit from their wrteched smell, forcing them to their knees so that an Ithrodil can suck the life out of them without worry of counterattack.

Passive Ability: Horrible Stench

Melee units have extreme difficulty in harming an Ithrodil. It reeks of decay and sewage so strong that even the most resilient are hard pressed to not break down into fits of wretching and vomiting in its' presence. Any unit that hits/attempts to hit an ithrodil in close combat must pass an immediate save using their ordinary block value or be stunned for 1 turn, as they are splashed with viscera and other nastiness from the beast.

Attack:
(X=blank, O=unit, A=attack square)

XXXXX
XXAXX
XAOAX
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The Ithrodil attacks adjacent tiles similar to a knight. However, it posseses only 16 power. They attack using tentacles made of pure black shadow, which lash at the target. This attack is blockable, but if it hits, the Ithrodil regains 3 HP.


Special: Gore Heave

(Replacing previous ability : Shadow Shift)

The Ithrodil has another nasty ability, one that any sane man fears. It can puke a nasty ichor outward, which spreads across several tiles. This is a Focus attack.
When an Ithrodil heaves up its' rancorous bile, it spews it outward in the direction it is facing. The bile travels 4 tiles forward, landing on the ground, at which point it grows into a mass of evil filth. Initally it takes 1 tile up, but spreads to adjecent tiles in the following turn (pyro radius), and further in the 3rd turn (wisp radius).
Any units within this radius, or passing through it, have their attack hindered (20% damage reduction) as long as the Ithrodil remains in Focus. As soon as the creature moves or is hit, the Focus breaks and the bile fades from existence.

This attack WILL affect friendly units as well, and it cannot be manually aimed. It automatically fires 4 tiles forward (although the Ithrodil can be faced before the attack so it at least goes in a direction you wish it to). It cannot directly strike a unit, and always lands on the ground tile underneath them. The Bile cannot be killed by standard attacks.

Against focus units (frost golem, enchantress, wisp, barrier ward, et al.) , the victim is disrupted.

The cleric heals at half efficiency under the effect of the bile, and Furgons are unable to place bushes over top of bile. Likewise, bile devours bushes if it makes contact with them.



Strategic Value:

Rush: Likely unsuited to most rushes, the Ithrodil could still provide useful capability to one in some special cases. It would be able to heave its puke into an enemy turtle, reducing the attack of any unit within until it had its focus broken. Its standard attack could also be useful paired with its passive ability, acting as a distraction for the enemy, delaying anyone that does hit it, and regaining small amounts of health with each tentacle hit.

Anti: Against a rush, the Ithrodil would be quite a useful unit. By using its' bile, it could effectively hinder the incoming assault and cause enemy units to be temporarily delayed by stepping into the way of potential mage and melee attacks.

Turtle: Here is where the Ithrodil really shines. By puking outside of a turtle, it would be able to create an anti-attack wall, and any enemy units passing through it would need to hit the Ithrodil or be hindered for the length of their attempted assault. Furthermore, units entering into the turtle form would need to deal with its' delaying capabilities if the Ithrodil was hit by them and were stuck within the radius of its passive effect. Paired with a Furgon and a wisp, the Ithrodil would be a brutal unit to deal with despite its' lack of defense.

TAO_Chaos1
06-05-2006, 10:27 AM
Seems like a cool unit, but its special might be a little much, its like turning invisible and that makes it overpowered. And its normal attack is hard to unsertand this whole unit is, clean it up some.

sayter
06-05-2006, 10:30 AM
Not sure how its normal attack is hard to understand. Perhaps you mean the passive? Even then, its straightforward. I can understand the apprehension re: the shadow shift. But, the limitations of the special also make it non-overpowered.

It prevents the ithrodil from entering enemy turtles/forms if they have pyros, or wards, and since it cant move more than 1 tile while unseen, it can easily be taken down with magic units through guesswork. Since it has so few HP, it wont last long as a result.

TAO_Chaos1
06-05-2006, 10:32 AM
The thing where if enemy units try to attack it they get stunned or something?

Cuathon
06-05-2006, 03:24 PM
the special is pointless. its much too limited for its minimal protection.

the passive is not enough to redeem the weakness and low attack power. the recovery is too high for a unit that cant really hurt the enemy.

Saiyo
06-05-2006, 05:11 PM
It's alright but still confusing about what it does. (Well to me, that is)

Kyir
06-05-2006, 05:26 PM
good unit, it's weak though, basicly if it's knocked out of stealth after moving it's dead meat

sayter
06-05-2006, 05:48 PM
I have adjusted the stats :) better?

As for the stealth, perhaps it could move 2 tiles instead?

Kyir
06-05-2006, 05:54 PM
good stats, i'd keep it at one square or people will complain

shatterstar
06-05-2006, 09:38 PM
i dont like units turning invisible. near the end game or in a flanking attack they are overpowered. the mag limitation hardly applys to gold games except against bombs. the frequency that mudquakes happen mean that it will never get a chance to be used. does scout shots affec it while invisible? what about things like LOS? how does invisibility affect that. moving aside for enemy units? an invisible unit can be rendered visible by the movement tiles it blocks off or by LOS shots it prevents.

the rest of it is good, gr8 alternative to the berz. tho i would take the berz ahead of this ;)

Cuathon
06-06-2006, 05:37 AM
yeah, invisibility is another hard to balance thing. you might wanna switch in some other effect instead.

sayter
06-06-2006, 07:06 AM
Agreed. I hadn't though of endgame abuse of the invisibility.

Effect changed. Might need a little adjustment, but I think it would be a very useful unit now with the revised capability.

Cuathon
06-06-2006, 11:40 AM
the edited function is much better.

shatterstar
06-06-2006, 01:36 PM
yes i like this special a lot. what about effect on other focusers like chanty and frosty and PW?

sayter
06-06-2006, 02:46 PM
thanks shatterstar, id forgotten about non-damagers. Change made.