|
|
|
 |
|

February 12th, 2008, 07:16 PM
|
 |
General
|
|
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
|
|
Re: Nation Mod - Tomb Kings - Released!
I had an idea for a Pretender: Living Curse.
immortal, dom 2, 1 death, 1 blood, 80 points for new path.
Fear 0 (plus bonus for death), 1 hp, att 25, def 15, prot 0. 1 attack-range 1 touch causes curse, decay, and weakness.
Casts Darkness at the beginning of battles. Causes unrest. Etherial, Flying, Stealth 25. move 3 battlemove 30. Blind. No slots. Cost: 125.
Shaped like a living cloud of darkness with a crimson center.
Description:
"For thousands of years the souls of unquiet dead have stood guard over the treasures of the Tomb Kings. That has been their only purpose, their only salvation and path to Paradise. That purpose has become their religion, and from the strength of their unending vigilance a malevolent entity has arisen. A cloud of sacred hatred and holy greed which has, over the centuries, gained a malevolent sentience, and now, out of a will to possess the very world around it, seeks to become a god. Death flies on swift wings!"
__________________
You've sailed off the edge of the map--here there be badgers!
|

February 12th, 2008, 07:23 PM
|
 |
Major General
|
|
Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
|
|
Re: Nation Mod - Tomb Kings - Released!
Make it domstr 2, prot 0, and price it at 125.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
|

February 12th, 2008, 07:32 PM
|
 |
General
|
|
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
|
|
Re: Nation Mod - Tomb Kings - Released!
Done and done.
__________________
You've sailed off the edge of the map--here there be badgers!
|

February 12th, 2008, 07:34 PM
|
National Security Advisor
|
|
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
|
|
Re: Nation Mod - Tomb Kings - Released!
1hp, prot 0? Militia would kill it in seconds, even if it is ethereal.
I'm not sure I get it anyway. I await the description.
|

February 12th, 2008, 09:09 PM
|
 |
General
|
|
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
|
|
Re: Nation Mod - Tomb Kings - Released!
That's why you have to protect it. The Darkness is the real core ability, the rest is just thematic. Besides, you're forgetting about Dominion hp boost-keep it high.
It's really no different than running a Crone or other low hp rainbow mage.
__________________
You've sailed off the edge of the map--here there be badgers!
|

February 12th, 2008, 09:11 PM
|
National Security Advisor
|
|
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
|
|
Re: Nation Mod - Tomb Kings - Released!
Aha, I've just remembered that Tomb Kings are undead!
Okay yep, Darkness is super powerful then. I would worry it was too powerful, in fact.
|

February 12th, 2008, 09:23 PM
|
 |
General
|
|
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
|
|
Re: Nation Mod - Tomb Kings - Released!
Description up
__________________
You've sailed off the edge of the map--here there be badgers!
|

February 14th, 2008, 03:58 AM
|
 |
General
|
|
Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
|
|
Re: Nation Mod - Tomb Kings - Released!
Quote:
llamabeast said:
Aha, I've just remembered that Tomb Kings are undead! 
Okay yep, Darkness is super powerful then. I would worry it was too powerful, in fact.
|
Yeah, especially while the BE bug is around where a fleeing caster's enchantment stays up in the battle permanently.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
|

March 27th, 2008, 06:44 PM
|
 |
General
|
|
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
|
|
Re: Nation Mod - Tomb Kings - Released!
That's very true. I was hoping that the high point cost and very low hp would allow such a Pretender to be used as the center of a different than vanilla strategy, rather than just increasing the power of the nation overmuch.
Maybe if the Living Curse were immobile? That would help protect against bless rushes in the early game, but delay the darkness power from becoming a major boost until Teleportation spells become accessible.
__________________
You've sailed off the edge of the map--here there be badgers!
|

May 31st, 2008, 10:31 PM
|
First Lieutenant
|
|
Join Date: Feb 2007
Location: Manila, Philippines
Posts: 746
Thanks: 36
Thanked 2 Times in 2 Posts
|
|
Re: Nation Mod - Tomb Kings - Released!
Hi. I've been using this nation in the TigerCat MP game, and have been very happy with it.
The new patch have removed all magic paths from my recruitable mages and priests though. Hope llamabeast can rework this soon. Thanks!
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|