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Topics - Lunaraia

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Zatikon Support / Beta Bugs:
« on: July 20, 2011, 05:30:52 PM »
So far Found:

1. Duelist immunto dosn't work.

2. Conspirator can target inorgs

3. Conjurer has the following 2 bugs:

3a. Portals don't die, they stick around indefinetly.

3b. try to boom the portal and the game crashes.

4. relics are not resurrected by Feathered Serpent.

Bug List / Super unit bug... I think
« on: March 15, 2011, 04:43:40 PM »
Dunno if this is a bug but I have seen a Super unit Warrior that got the Attack all enemies within range ability, effectivly giving him a duplicate ability, same for Rouges getting Mighty, also pelase remove the Arcane Warrior, having the ability to hit very single unit within 5 for 5 damage and a high posibility to regen enough actions to do an encore is not exactly fun, almost as fun as Zealous Confessor....
(any army sporting lots of pikemen or other non dodge low life low armor army for that matter = dead army)

Bug List / Mimic as Possessed bug - CLOSED
« on: January 09, 2010, 09:34:03 PM »
if mimic mimics a possessed then possesses a scout and the scout attacks it  returns as a mimic not a scout

Units / Change the Berserker's ability
« on: January 08, 2010, 03:15:46 PM »
in my opinion the Berserker should not stick around if he is  hit by a  oblideration attack, i meen he get smashed by a catapult boulder of the fist of a golem and still he keeps on ticking, or even worse he get eaten by the wyvern or has his soul blown up and yet he STILL keeps on going, just dosn't make sense at all, while i could understand that he could keep on going after getting a dagger in his ribs i don't think one should be able to keep on going after you end up as paste underneath a 5 ton boulder

Units / The Captain
« on: December 28, 2009, 07:22:40 PM »
While it is refreshing to finally have an update i have to say i am somewhat disappointed in this new unit. As far as i can say the Captain is just as if not even more useless then the Wyvern, the wyvern lacks the actions needed to be useful, however the captain's flaw is that he forces all allied units within his attack range to attak the same unit if able, whie this would save commands in the long run this still causes the units to loose actions leaving them useless afterwards, especially since the captain has 3 actions while most other ranged units only have 2 in otherwords unless you attack with the captain last all your ranged units will focus fire on the unit the captain attacks using up their actions in the process, not only that but it may seem like auto attackers like bowmen does not target the units that the captain does, atleast they didn't when i used bowemen together with him, my suggestion give him 1 more power so you don't use up all the actions of other ranged units, or lower his attack range by 1 and give him the warrios multi attack ability or make the auto attacks free

Units / The complete Beginners Guide are now at
« on: November 30, 2009, 10:01:04 PM »

Zatikon Discussion / Single Player
« on: November 27, 2009, 11:08:24 AM »
I were playing singleplayer today and I must admit that there sre a few things I woudlve ikked to see changed, for example disallow the AI from having more then 2 Feathered Serpens on the field at once, any more and you can't inflict more then 1 point of damage with a 6 power or higher unit, not to mention that they get healed again at the end of the AI's turn, also I would like to see swarms of long range units restricted, nothing kills a Single Player game like being jumped by 5 Locks straight of the bat

Zatikon Support / when's the new update?
« on: October 04, 2009, 01:05:12 PM »
I am quit sure I heard a while back that it were gonna be 1 new unit per week,, well so far it's been nearly 1,5 months since the last update when's the next unit gonna be released?

Bug List / Truced units and Summoning - FIXED
« on: September 17, 2009, 06:59:08 AM »
This has been reported before but a truced druid I used against the AI a few games back were still truced after summoning a bear

Bug List / Mason can't capture castle from a wall - FIXED
« on: September 17, 2009, 06:48:47 AM »
less then 3 days ago I played and I tried to capure the castle with my mason by going down from te wall, and it SILL causes the Castlbe bug where you capture the castle but the game continues as if nothing ever happened, and no the castle wasn't sealed by adjurer, cuss Unique, think it was him atleast, didn't field one

Venomancer cost 350+

Class: Black Mages

Life 2
power 3
Action 2

Move to Target location
Range 1
Cost 2

Attack target unit
Range 5
Cost 2

Poison Attacked Units

Poision Immunity
Cannot be poisoned

Poison Cloud - Spell
Explosion - 0 damage
Range 2
Cost 1
Poisons units in AOE


Demonologist - Cost 350+

Class: Black Mage/Cultist

life 2
Power 4
Action 2

Sin 1/10

Immune to allied spells

Reap Sins
when this unit kills It gains 1 Sin instead of Murder Status

Sin Harvest
Remove Murder Status from ally
Gain 1 sin
Cost 1 Action

Move to target Location
Range 1
Cost 2

Attack Target unit
Range 3
Cost 1

Summon Demoness
range 2
Cost 2

Daemonic Accsention
Cost 10 Sin
Become a Daemon Prince, Once per game


Daemon Prince - Summoned Unit

Life 5
Power 5
Armor 2
Action 2

Jump to target location range 2
Cost 1

Attack Target unit
Range 1
Cost 1

Fire Breath
Range 2
area explodes for 3
Cost 1

Immune to skills and spells


Diciple of Decay Cost 250 +

Class: Cultist

life 3
action 2
armor 1

Decay Armor - Spell, Affects inorganic units
Range 4
Cost 1
Unit looses 1 armor, permanent, cannot be restored

Rotting touch
Range 1
Cost 1
Target unit has it's current and total life lowered by 1, spell, affects inorganic units

Cloud of Decay - Passive, Affects inorganic units
When this unit dies all units within explosion looses 2 armor, permanent, affects allies cannot be restored

Decaying Aura - Immune to Allied skills

Units / New unit idea Horsemen/Nature Branch/class
« on: August 27, 2009, 08:55:28 PM »
Cave Lizard cost 250 +

Health 4
power 3
armor 2
Action 2

Movement dosn't cost actions

Move to target location
Range 3

Poison Sting - Skill Range 1 can be done 1/1 per turn
Poisons target unit
costs 1 Action

Attack Target unit
Range 1
Cost 1

Regeneration - Passive
Regain 1 hp per turn

Zatikon Discussion / NUDGE BUTTON!!
« on: August 25, 2009, 09:09:19 PM »
I have lost count over how many times I have tried to talk to someone and they don't respond cuss they have minimized the chat window and this have no idea ive said something so PLEASE add a nudge button

Units / New Unit Clutist Branch/Black Mage branch
« on: August 17, 2009, 05:54:49 AM »
Soul Forger cost 350 +

Life 2
Action 1
power 4

Cost 1
Range anywhere within 5

Souls: 1
Gain souls when it kills Alla Diabolist

Forge Soul Guard
Forges 1 Soul Guard to portect him/herself
Costs 2 souls instead of actions
Max 4 Soul Guards at any one time

Soul Lash
Costs all souls - Kills Soul Forger and all Soul Guards

Creates a number explosions centered on the forger and any creations respectivly (see note) that is  1/3 X 1/3 the number of remaining souls and gives damage equal to the Soul Forgers remaining hp and 1 additional explosion per surviving Soul Guard that inflicts 3/4  of remaining hp of the Soul Guard so max number of explosions 5 least number 1 - this is a spell, but the damage affects inorgs, just like a normal explosion would

Note all Explosions are simultanious and centered on the unit that explodes

Note: I know this seems like complete overkill, but remeber that any friendlies will take the full brunt of damage as well as the cost oiver over 1/3 of what u can have in your army. and that to create a 3X3 blast the Soul Forger would need 9 souls + the souls needed to create guards for extra damage, and the Soulforger CANNOT sacrefice friendly units

Soul Guard Cost 0 Summoned unit

Hp 4
Power 4
Armor 1
Action 2

Soul Linked
This unit cannot move, it is dragged by the Forger is is linked to as if Rallied by the old Sergant: Permanent, cannot be undone

Attack target unit
Range 1
Cost 1

Soul Shield
Absorbs damage for the Soul Forger

Immune to spells and skills

Units / New Unit Clergy/Structure Branch
« on: August 16, 2009, 11:25:42 PM »
Cathedral - cost 300-400

Hp 7 (due to size)
Armor 2
Actions 2

Divine Intervention - range 1
Any units that have swapped owner(s) are returned to their original owner
range 1 Costs all actions

Holy Restoration
Cost 1
Range 2
Cures Poison and restores lost Health and Stats, unit must rest afterwards, (in effect a Druid Reset) only effects allies

Divine Calm
Range Within 1
Cost 0 - Passive ability
All units within 1 are healed at the cost of actions up to their maximum ammount of actions each turn

Divine Protection
Range 2
Costs 1
Stuns enemy unit

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