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  #111  
Old January 20th, 2004, 06:38 AM

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Default Re: CherryMod Thread

Hah, Tsurani. Aliens of Kelewan Afraid of horses. Riding Needra and wearing brightly colored armor based on their house and clan and political party.

Black Robes galore!
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  #112  
Old January 20th, 2004, 06:43 AM
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Default Re: CherryMod Thread

Oh THEM!!! That's right. They remind me of Mictlan.

Now that I think about it, I thought about Dominions an awful lot while reading those books. Of course Mictlan had not been invented yet, but it's not a very good parallel anyway. And Dominions doesn't really have elves or dwarves as major components. I guess Feist's elves are close to Dominions Tuatha... and the central, crumbling kingdom was very reminescent of Ermor.

[ January 20, 2004, 04:49: Message edited by: Saber Cherry ]
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  #113  
Old January 21st, 2004, 07:37 AM

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Cherry, roll me out a new list of your Rising Sun theme units. I'd like to critique them. And you know you like a good logic lashing!
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  #114  
Old January 21st, 2004, 08:04 AM
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Default Re: CherryMod Thread

I don't think they've changed a lot since Last time, but:

Edit: Oh, I DID adjust some of the gold costs that were too low. Like the monks.

New Unit:
RS Peasant (Base creature: RS Peasant)

HP: 7 Str: 7
Prot: 0 Att: 6
Mrl: 6 Def: 5
Mrst: 9 Prec: 9
Enc: 7 AP: 6

Weapons: Kama
Items: Straw Hat

Gold: 3 Res: 1

*********************************

New Unit:
RS Militia (Base creature: RS Militia)

HP: 8 Str: 9
Prot: 4 Att: 8
Mrl: 7 Def: 8
Mrst: 9 Prec: 9
Enc: 5 AP: 8

Weapons: Te Yari
Items: Hachi, Leather Cuirass

Gold: 6 Res: 4

*********************************

New Unit:
RS Ronin Thug Nunchaku (Base creature: RS Ronin Thug)

HP: 10 Str: 10
Prot: 7 Att: 11
Mrl: 9 Def: 10
Mrst: 10 Prec: 10
Enc: 4 AP: 11

Ambidextrous 2

Weapons: Nunchaku, Nunchaku
Items: Hachi, Tatami Do

Gold: 6 Res: 1

*********************************

New Unit:
RS Ronin Thug Wakizashi (Base creature: RS Ronin Thug)

HP: 10 Str: 10
Prot: 7 Att: 11
Mrl: 9 Def: 12
Mrst: 10 Prec: 10
Enc: 4 AP: 11

Ambidextrous 2

Weapons: Wakizashi, Tanto
Items: Hachi, Tatami Do

Gold: 6 Res: 1

*********************************

New Unit:
RS Ronin (Base creature: RS Ronin)

HP: 10 Str: 10
Prot: 11 Att: 11
Mrl: 14 Def: 13
Mrst: 10 Prec: 10
Enc: 5 AP: 10

Weapons: Katana
Items: Wakizashi, Kabuto, Haramaki Do

Gold: 8 Res: 4

*********************************

New Unit:
RS Yari Ashigaru (Base creature: RS Ashigaru)

HP: 10 Str: 10
Prot: 7 Att: 10
Mrl: 9 Def: 9
Mrst: 10 Prec: 10
Enc: 4 AP: 11

Weapons: Su Yari
Items: Hachi, Tatami Do

Gold: 9 Res: 9

*********************************

New Unit:
RS Samurai Archer (Base creature: RS Samurai Archer)

HP: 10 Str: 10
Prot: 8 Att: 10
Mrl: 10 Def: 12
Mrst: 10 Prec: 11
Enc: 4 AP: 11

Weapons: Wakizashi, Yumi
Items: Hachi, Mougami Do

Gold: 10 Res: 14

*********************************

New Unit:
RS Yari Samurai (Base creature: RS Light Samurai)

HP: 10 Str: 10
Prot: 10 Att: 11
Mrl: 11 Def: 10
Mrst: 10 Prec: 10
Enc: 5 AP: 10

Weapons: Su Yari
Items: Hachi, Haramaki Do

Gold: 12 Res: 14

*********************************

New Unit:
RS Light Samurai (Base creature: RS Light Samurai)

HP: 10 Str: 10
Prot: 10 Att: 11
Mrl: 11 Def: 13
Mrst: 10 Prec: 10
Enc: 5 AP: 10

Weapons: Katana
Items: Wakizashi, Hachi, Haramaki Do

Gold: 12 Res: 21

*********************************

New Unit:
RS Nodachi Samurai (Base creature: RS Light Samurai)

HP: 10 Str: 10
Prot: 11 Att: 11
Mrl: 11 Def: 11
Mrst: 10 Prec: 10
Enc: 5 AP: 10

Weapons: Nodachi
Items: Kabuto, Haramaki Do

Gold: 12 Res: 24

*********************************

New Unit:
RS Samurai (Base creature: RS Samurai)

HP: 11 Str: 10
Prot: 14 Att: 10
Mrl: 11 Def: 12
Mrst: 10 Prec: 9
Enc: 6 AP: 9

Weapons: Katana
Items: Wakizashi, Kabuto, Nuinobe Do

Gold: 13 Res: 29

*********************************

New Unit:
RS Naginata Samurai (Base creature: RS Samurai)

HP: 11 Str: 10
Prot: 14 Att: 10
Mrl: 11 Def: 9
Mrst: 10 Prec: 9
Enc: 6 AP: 9

Weapons: Naginata
Items: Kabuto, Nuinobe Do

Gold: 13 Res: 25

*********************************

New Unit:
RS Heavy Samurai (Base creature: RS Heavy Samurai)

HP: 11 Str: 11
Prot: 17 Att: 10
Mrl: 12 Def: 11
Mrst: 10 Prec: 8
Enc: 7 AP: 8

Weapons: Katana
Items: Wakizashi, Kabuto, Yukino****a Do

Gold: 14 Res: 34

*********************************

New Unit:
RS Heavy Naginata Samurai (Base creature: RS Heavy Samurai)

HP: 11 Str: 11
Prot: 17 Att: 10
Mrl: 12 Def: 8
Mrst: 10 Prec: 8
Enc: 7 AP: 8

Weapons: Naginata
Items: Kabuto, Yukino****a Do

Gold: 14 Res: 30

*********************************

New Unit:
RS Elite Samurai (Base creature: RS Elite Samurai)

HP: 11 Str: 11
Prot: 14 Att: 11
Mrl: 13 Def: 12
Mrst: 11 Prec: 10
Enc: 6 AP: 10

Ambidextrous 3

Weapons: Katana, Wakizashi
Items: Kabuto, Nuinobe Do

Gold: 16 Res: 29

*********************************

New Unit:
RS Samurai Cavalry (Base creature: RS Samurai Cavalry)

HP: 13 Str: 11
Prot: 17 Att: 11
Mrl: 12 Def: 14
Mrst: 11 Prec: 8
Enc: 5 AP: 20

Mounted

Weapons: Katana, Hoof
Items: Wakizashi, Kabuto, Yukino****a Do

Gold: 30 Res: 42

*********************************

New Unit:
RS Horse Archer (Base creature: RS Horse Archer)

HP: 12 Str: 11
Prot: 10 Att: 11
Mrl: 11 Def: 13
Mrst: 10 Prec: 11
Enc: 4 AP: 24

Mounted

Weapons: Te Yari, Daikyu, Hoof
Items: Hachi, Haramaki Do

Gold: 25 Res: 14

*********************************

New Unit:
RS Blind Monk (Base creature: RS Blind Monk)

HP: 9 Str: 10
Prot: 11 Att: 13
Mrl: 14 Def: 16
Mrst: 14 Prec: 4
Enc: 3 AP: 8

Sacred

Weapons: Iron Fist, Iron Fist, Kick
Items: Robe

Gold: 32 Res: 12

*********************************

New Unit:
RS Monk (Base creature: RS Monk)

HP: 10 Str: 10
Prot: 5 Att: 11
Mrl: 14 Def: 13
Mrst: 13 Prec: 10
Enc: 3 AP: 12

Sacred, Stealthy 0, Ambidextrous 2

Weapons: Knife Hand, Nerve Strike, Kick
Items: Robe

Gold: 22 Res: 3

*********************************

New Unit:
RS Monk Bo (Base creature: RS Monk)

HP: 10 Str: 10
Prot: 5 Att: 11
Mrl: 14 Def: 15
Mrst: 13 Prec: 10
Enc: 3 AP: 12

Sacred, Stealthy 0, Ambidextrous 2

Weapons: Bo, Kick
Items: Robe

Gold: 22 Res: 3

*********************************

New Unit:
RS Monk Sai (Base creature: RS Monk)

HP: 10 Str: 10
Prot: 5 Att: 11
Mrl: 14 Def: 17
Mrst: 13 Prec: 10
Enc: 3 AP: 12

Sacred, Stealthy 0, Ambidextrous 2

Weapons: Sai, Sai, Kick
Items: Robe

Gold: 22 Res: 6

*********************************

New Unit:
RS Ninja (Base creature: RS Ninja)

HP: 10 Str: 10
Prot: 3 Att: 11
Mrl: 12 Def: 16
Mrst: 10 Prec: 11
Enc: 3 AP: 12

Stealthy 20, Ambidextrous 2

Weapons: Ninja to, Sai, Shuriken
Items: Ninja Garb, Kote

Gold: 20 Res: 10

*********************************

New Unit:
RS Monk Commander (Base creature: RS Monk Commander)

HP: 10 Str: 11
Prot: 5 Att: 11
Mrl: 14 Def: 15
Mrst: 13 Prec: 10
Enc: 3 AP: 12

Sacred, Stealthy 0, Ambidextrous 3

Magic: Holy 2
Weapons: Bo, Kick
Items: Robe

Gold: 50 Res: 1

*********************************

New Unit:
RS Shinto Master (Base creature: RS Shinto Master)

HP: 10 Str: 10
Prot: 1 Att: 11
Mrl: 14 Def: 15
Mrst: 15 Prec: 10
Enc: 3 AP: 12

Sacred

Magic: Holy 3
Weapons: Bo, Kick
Items: Robe

Gold: 110 Res: 1

*********************************

New Unit:
RS Samurai Commander (Base creature: RS Samurai Commander)

HP: 12 Str: 10
Prot: 17 Att: 12
Mrl: 13 Def: 11
Mrst: 11 Prec: 11
Enc: 7 AP: 9

Ambidextrous 3

Weapons: Katana, Wakizashi
Items: Kabuto, Yukino****a Do

Gold: 30 Res: 34

*********************************

New Unit:
RS Mounted Commander (Base creature: RS Mounted Commander)

HP: 13 Str: 10
Prot: 10 Att: 12
Mrl: 13 Def: 16
Mrst: 11 Prec: 12
Enc: 4 AP: 26

Mounted

Weapons: Katana, Daikyu, Hoof
Items: Wakizashi, Hachi, Haramaki Do

Gold: 50 Res: 23

*********************************

New Unit:
RS Daimyo (Base creature: RS Daimyo)

HP: 14 Str: 11
Prot: 17 Att: 12
Mrl: 16 Def: 16
Mrst: 11 Prec: 8
Enc: 5 AP: 22

Ambidextrous 3, Mounted

Weapons: Katana, Wakizashi, Hoof
Items: Kabuto, Yukino****a Do

Gold: 100 Res: 42

*********************************

New Unit:
RS Sword Saint (Base creature: RS Sword Saint)

HP: 12 Str: 12
Prot: 1 Att: 15
Mrl: 15 Def: 15
Mrst: 13 Prec: 11
Enc: 3 AP: 12

Sacred

Magic: Holy 2
Weapons: Nodachi
Items: Robe

Gold: 60 Res: 11

*********************************

New Unit:
RS Geisha (Base creature: RS Geisha)

HP: 9 Str: 9
Prot: 0 Att: 9
Mrl: 12 Def: 7
Mrst: 11 Prec: 10
Enc: 4 AP: 10

Seductress, Stealthy 40

Weapons: Tessen, Kansashi

Gold: 75 Res: 1

*********************************

New Unit:
RS Shinobi (Base creature: RS Shinobi)

HP: 10 Str: 10
Prot: 3 Att: 11
Mrl: 10 Def: 13
Mrst: 10 Prec: 11
Enc: 3 AP: 13

Spy, Stealthy 30, Ambidextrous 2

Weapons: Ninja to, Tanto, Blowgun
Items: Ninja Garb, Kote

Gold: 35 Res: 9

*********************************

New Unit:
RS Ninja Assassin (Base creature: RS Ninja Assassin)

HP: 10 Str: 10
Prot: 3 Att: 12
Mrl: 12 Def: 13
Mrst: 11 Prec: 11
Enc: 3 AP: 13

Assassin, Stealthy 25, Ambidextrous 2

Weapons: Ninja to, Poison Dagger, Shuriken
Items: Ninja Garb, Kote

Gold: 50 Res: 8

*********************************

New Unit:
RS Ninja of the Sacred Flame (Base creature: RS Ninja of the Sacred Flame)

HP: 11 Str: 11
Prot: 3 Att: 14
Mrl: 14 Def: 14
Mrst: 14 Prec: 11
Enc: 3 AP: 12

Resistances:

Fire: 100 Cold: 0
Shock: 0 Poison: 0

Assassin, Sacred, Stealthy 30, Ambidextrous 2

Magic: Fire 2
Weapons: Ninja to, Poison Dagger, Enchanted Shuriken
Items: Ninja Garb, Kote

Gold: 130 Res: 8

*********************************

New Unit:
RS Death Ninja (Base creature: RS Death Ninja)

HP: 10 Str: 10
Prot: 3 Att: 12
Mrl: 13 Def: 13
Mrst: 12 Prec: 11
Enc: 3 AP: 12

Assassin, Stealthy 30, Ambidextrous 2, Fear -4

Magic: Death 1
Weapons: Ninja to, Poison Dagger, Shuriken
Items: Ninja Garb, Kote

Gold: 80 Res: 8

*********************************

New Unit:
RS Ninja Master (Base creature: RS Ninja Master)

HP: 10 Str: 11
Prot: 3 Att: 13
Mrl: 14 Def: 14
Mrst: 13 Prec: 11
Enc: 3 AP: 12

Assassin, Stealthy 35, Ambidextrous 2

Magic: Fire 1, Random 1
Weapons: Ninja to, Ninja to, Shuriken
Items: Ninja Garb, Kote

Gold: 120 Res: 11

*********************************

New Unit:
RS Wise Man (Base creature: RS Wise Man)

HP: 7 Str: 8
Prot: 0 Att: 8
Mrl: 10 Def: 6
Mrst: 16 Prec: 9
Enc: 5 AP: 8

Amphibian 2

Magic: Water 2, Nature 1, Random 2
Weapons: Fist

Gold: 220 Res: 1

*********************************

New Unit:
RS Himura Battosai (Base creature: RS Himura Battosai)

HP: 11 Str: 12
Prot: 1 Att: 19
Mrl: 18 Def: 18
Mrst: 13 Prec: 10
Enc: 2 AP: 42

Hero, Assassin, Stealthy 20, Air Shield 50
Magic Quickness, Quickness 75

Weapons: Battosai no Katana
Items: Robe, Godlike Speed

*********************************


Weapons:

Weapon 'Blowgun'
dam=-5, hits=1, pierce=50, fatiguedam=50, doesFatigueDam=1, prec=2, ammo=5, rng=10, res=1
new=1

Weapon 'Daikyu'
dam=12, hits=1, prec=1, ammo=12, rng=40, strNotAddedPhysical=1, res=2
new=1

Weapon 'Shuriken'
dam=-2, hits=1, pierce=50, poisondam=5, prec=1, ammo=5, rng=5, res=1
new=1

Weapon 'Enchanted Shuriken'
dam=2, hits=1, pierce=50, magic=1, prec=2, ammo=5, rng=5, undeadDamageBonus=100, demonDamageBonus=100, res=1
new=1

Weapon 'Yumi'
dam=11, hits=1, prec=1, ammo=12, rng=35, strNotAddedPhysical=1, res=2
new=1

Weapon 'Thunder Breath'
hits=1, pierce=100, doesPhysicalDam=-1, shockdam=12, doesShockDam=1, magic=1, aoe=1, ammo=5, rng=9999, strNotAddedShock=1
new=1

Weapon 'Dominate'
dam=999, hits=1, att=10, pierce=100, magic=1, mrnegates=1, mrpenalty=4, mindlessDamageBonus=-100
new=1

Weapon 'Dragon Tail'
dam=2, hits=1, att=-4, length=6
new=1

Weapon 'Freeze'
hits=1, length=6, pierce=100, doesPhysicalDam=-1, colddam=4, doesColdDam=1, magic=1, aoe=1, strNotAddedCold=1
new=1

Weapon 'Lava Punch'
dam=-2, hits=1, hands=1, magic=1, flaming=12
new=1

Weapon 'Knife Hand'
dam=3, hits=1, att=2, def=1, hands=1, res=1
new=1

Weapon 'Nerve Strike'
dam=-2, hits=1, att=-2, def=1, hands=1, fatiguedam=100, doesFatigueDam=1, demonDamageBonus=-100, magicbeingDamageBonus=-100, onlyHurtsLiving=1
new=1

Weapon 'Iron Fist'
dam=-2, hits=2, att=3, def=1, hands=1, pierce=50, res=5
new=1

Weapon 'Suffocate'
hits=2, att=10, pierce=100, fatiguedam=30, doesFatigueDam=1, doesPhysicalDam=-1, aoe=1, onlyHurtsLiving=1
new=1

Weapon 'Huge Stone Club'
dam=14, hits=1, att=-1, def=-1, length=4, hands=1
new=1

Weapon 'Sharktooth Mace'
dam=5, hits=1, att=1, length=1, hands=1, res=3
new=1

Weapon 'Su Yari'
dam=4, hits=1, att=1, length=5, hands=2, res=4
new=1

Weapon 'Te Yari'
dam=4, hits=1, length=4, hands=1, res=2
new=1

Weapon 'Wakizashi'
dam=5, hits=1, def=2, length=1, hands=1, res=4
new=1

Weapon 'Battosai no Katana'
dam=7, hits=2, att=2, def=2, length=2, hands=2, pierce=50
new=1

Weapon 'Tanto'
dam=2, hits=1, att=1, hands=1, res=1
new=1

Weapon 'Tessen'
dam=4, hits=1, att=-1, def=-1, hands=1, res=1
new=1

Weapon 'Sai'
dam=2, hits=1, att=-1, def=3, hands=1, res=2
new=1

Weapon 'Naginata'
dam=8, hits=1, att=1, length=5, hands=2, res=7
new=1

Weapon 'Ninja to'
dam=5, hits=1, att=2, length=1, hands=1, res=3
new=1

Weapon 'Nodachi'
dam=7, hits=1, att=3, def=1, length=3, hands=2, pierce=50, res=11
new=1

Weapon 'Nunchaku'
dam=2, hits=2, att=1, length=1, hands=1, res=1
new=1

Weapon 'Katana'
dam=7, hits=1, att=1, def=1, length=2, hands=1, res=7
new=1

Weapon 'Kama'
dam=4, hits=1, def=-1, length=1, hands=1, res=1
new=1

Weapon 'Kansashi'
dam=3, hits=1, hands=1
new=1

Weapon 'Bo'
dam=2, hits=1, def=4, length=4, hands=2, res=1
new=1


Items:

Item 'Straw Hat'
enc=1
new=1

Item 'Hachi'
aprot=1, res=1
new=1

Item 'Kabuto'
aprot=2, res=4
new=1

Item 'Robe'
aprot=1
new=1

Item 'Ninja Garb'
aprot=2, res=2
stealthy=10, new=1

Item 'Tatami Do'
aprot=6, def=-1, enc=1, res=4
new=1

Item 'Mougami Do'
aprot=7, enc=1, res=7
new=1

Item 'Haramaki Do'
aprot=9, def=-1, enc=2, res=9
new=1

Item 'Nuinobe Do'
aprot=12, def=-2, enc=3, res=14
new=1

Item 'Yukino****a Do'
aprot=15, def=-3, enc=4, res=19
new=1

Item 'Wakizashi'
def=2, hands=1, res=4
new=1

Item 'Kote'
aprot=1, def=2, res=2
new=1

Item 'Godlike Speed'
magic=1
magicQuickness=1, new=1, airshield=50

(considered body armor - replacing it would be detrimental)

[ January 21, 2004, 06:10: Message edited by: Saber Cherry ]
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  #115  
Old January 21st, 2004, 08:15 AM

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Default Re: CherryMod Thread

Put in some leadership values for the Commanders. Also I noticed Nerve Strike damage does 100 to Demons and Magic Beings? Is that resisted or damage?
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  #116  
Old January 21st, 2004, 08:19 AM
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Quote:
Originally posted by Zen:
Put in some leadership values for the Commanders. Also I noticed Nerve Strike damage does 100 to Demons and Magic Beings? Is that resisted or damage?
I JUST put a "commander" tag in the sim so only Vanheim commanders have leadership values yet. I'll get around to it

The damage bonus is actually "-100" meaning negative 100% for demons and magic, and also it won't damage things that are not alive. So nerve strike does 100 fatigue damage, but only does the damage if physical damage is dealt (like with poison). The damage is strength-2 so armored units will be safe from nerve strikes, but it will generally knock out anyone without enough armor.

In summary: Nerve strike only works on living, non-magical non-demonic low-armor units, but it annihiliates them.

[ January 21, 2004, 06:20: Message edited by: Saber Cherry ]
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  #117  
Old January 21st, 2004, 08:21 AM

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There are also ... 22 normal units Maybe you can combine a few. Also are Ronin the RS equivilant of Gladiators? 1 shot wonders?
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  #118  
Old January 21st, 2004, 05:44 PM
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Default Re: CherryMod Thread

Quote:
Originally posted by Zen:
There are also ... 22 normal units Maybe you can combine a few. Also are Ronin the RS equivilant of Gladiators? 1 shot wonders?
Yep=)
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Old January 30th, 2004, 11:28 PM
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Default Re: CherryMod Thread

New CherryMod ideas

Note that a lot of these may not ever be possible, and some might be decided against anyway

Changes:

Lifelong Protection cost becomes 10 slaves, and it summons 1 imp per turn, not 2.
Soul Contract will remain basically the same, but will summon a slightly weaker Version of the devil. Stats yet to be determined.

Possible Changes:

Blood nations will all get cheap mages with 1 blood, or their cheapest mage will be given 1 blood and made marginally more expensive. Van, Jotun, and Abysia are still most effective bloodhunting with scouts, which is just wrong.

Vanheim may get a unit with an additional blood level. It currently cannot even forge brazen vessels without a blood pretender.


New Spells:

Restless Herds? Stampede? Something like that.
Nature Ritual, farmland & plains only. Summons a herd of bison (size 3 berserking tramplers, gore, hoof) to attack the province. If they win, it becomes independant.

Red Tide
Nature+Water Ritual, ocean only. Temporarily moves death scale +3 (from whatever it was), increases unrest (+10), kills 5% of the population, and does a very weak poison (str. 1) attack against the local units. This shouldn't cause many deaths unless there is a big army: about 6% of non-poison-immune, 10-HP units will be killed. However, it will cause quite a few afflictions.

Plankton Bloom
Nature+Water, battlefield, underwater only.
Similar to Red Tide in concept, causes explosive growth of toxic plankton. This makes an area 1+ toxic cloud (2 poison damage per turn in the cloud) Lasting 3 rounds.

Jellyfish Swarm
Water, battlefield summon, underwater only. Costs 1 gem. Summons a bunch of small, slow, weak, highly toxic jellyfish with paralyzing poison and long tentacles.

Bloodletting
water-2, blood-1, AOE 3+, fatigue 50, MR saves easily.
Affects living units only. Does nothing, but once an affected unit is wounded by a physical strike, it will lose 1 HP per turn for the rest of the battle... and inevitably die if not regenerating.


Holy Spells:

Faith Armor
Level-4 Holy, area 5, sacred units only.
Gives units "Faith Armor", protection equal to the province's dominion strength, for the rest of the battle. The unit will only get "Faith Armor" if it is better than their current total armor protection (good for flagellants, not good for wardens).

Holy Armor
Level-3 Holy, area 1, range 5, any units.
Blesses the affected units' armor to ward off hostile weapons and spells. The unit gains +1 armor protection and +1 MR. ONLY affects units that are wearing armor (not flagellants, riderless spiders, void summons, etc).


New items:

Cerebral Accelerator (helmet, con-6, Blood-1 Astral-1).
ENC 8, DEF -4, MR -8, cursed
Doubles a mage's total research output, or allows a non-mage commander to research like a mage (2 rp). There is a 15% chance every turn that the mage will become feebleminded, and a smaller (5% each) chance of death or of going insane and attacking the province (as a neutral).

New Creatures:

Boy, these will be a lot of work to draw. I have not even though up stats yet.

Aquatics (some will be mindless or stupid, magically-controlled summons)

Snow Crab
Stone Crab
Hermit Crab (amphibious)
Copper Crab (shockproof)
Sand Crab (amphibious)
Giant Oyster (immobile, makes pearls)
Jellyfish (paralyzing poison)
Leviathan
Stingray
Green Eel (Bite and shock damage)
Abyssal Horror
Abyssal Lurker
Spawn of the Deep

Swamp:
Venus Flytrap (needs a better name...)
Crocodile
Anaconda

Mammals:
Sabertooth Tiger
Polar Bear (cold resist 100)
Arctic Wolf (cold resist 75)
Bison
Elk
Dire Wolf
White Stag (Animal Awe)

Golems:
Snow Golem
Coral Golem
Moss Monster
Glass Mantis (armor-piercing)

Magical:
Gaian Warriors (probably a nature-astral summon)
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