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Messages - Kran

#391
Units / Re: New Units Ideas
April 23, 2009, 07:33:33 PM
Class = Black Mages
Name = Soulreaver
Cost = 250$

Life = 4
Armour = 2
Power = 4
Actions = 3
Deploy =2

Move to target location. 1 range. Cost one action.

Mind Weakness: Attack target enemy. Anywhere within 2 range. Cost one action.

Soulreave: Kill target enemy. 1 range. Cost two actions.

Retribuction: Damage enemyes that attacked the soulreaver in the same power of the attacker. Any range. Tiggers when soulreaver receive a damage and survive.

Dark Power: Each time soulreaver kill a unit soulreaver gets 1 more power.

Abism Soul: Heals itself by 1. Tiggers at the end of the turn.
#392
Units / Re: Bounty Hunter
April 23, 2009, 03:42:24 PM
I agree about the bounty hunter is lowpowered, but I honestly not liked the solutions... no range attack of such marked enemyes are boring.
#393
Units / Re: New Units Ideas
April 23, 2009, 10:07:13 AM
Class = Nature
Name = Elf Warrior
Life = 3
Actions = 4
Armour = 2
Power = 3
Deploy = 4
Cost = 200$

Nature Freedom: Cost no commands to move, but cost commands to attack.

Bare Feet: Can only move 2/2 times per turn.

Move to target location. Cost one action. 1 range.

Attack unit. 3 range. 1 action

Poison: Enemy units get -1 life / turn. Tiggers in attack.

Camouflage: Enemy miss range attacks againt this unit. 1/1 times per turn.
#394
Units / Re: necromancer- in LICH form
April 23, 2009, 09:53:51 AM
honestly... I prefer the necromancer in lich form like it is now
#395
Units / Re: Desert shaman - proposal
April 23, 2009, 09:51:16 AM
Nice camel idea. But the name shaman is allready used, try be more creative. And the desert storm looks not fun. That would make ranged units much powerful.
#396
Units / Re: Swordsman
April 23, 2009, 09:48:25 AM
well, dont know HOW he does it, but he does. Maybe he is the chuck norris. Anyway, i think he is fun to play parrying everything.
#397
Units / New Units Ideas
April 23, 2009, 12:41:18 AM
I was thinking and i had lots of ideas for new units... open to modification 8)

Class = Archer
Name = Skirmisher
Cost = 100$

Live = 3
Armour = 1
Power = 3
Actions = 3
Deploy = 3


Move = 1 Range, costs 1 action

Attack enemy, inflicting damage equal to this units power. Anywhere within 3, costs 2 actions.

Spirit of battle: Increase self power by 1 in the next turn. Cost 2 actions.





Class = Siege
Name = Burning Mirror
Life = 4
Armour = 0
Power = 2
Actions = 1
Deploy = 3
Cost = 100$

Inorganic. Immune to skills and spells.

Move. 1 range. Cost one action.

Sunray: Cause 1 damage, ignore armour. Anywhere within 4. Cant attack units in range 1.

Burn: Destroy unit. Tiggers on attacked innorganic enemyes.

Stun: Tiggers on attacked enemyes




Class = Structures
Name = Healing Fountain
Deploy = 3
Cost = 100$

Indestructible: Immune to everything.

Manancial: Can be deployed 4 range from the castle.

Capture: If there are enemy units near the fountain, but no allied units, it change to the enemy.

Healing waters: Heal all allies at range 1. Also removes all warmfull effects from it. Tiggers at end of turn.




Class = Nature
Name = Nemean Lion

Life = 5
Armour = 2
Power = 5
Actions = 2
Deploy = 4
Cost = 150$

Move: 1 range. Can be done 2/2 times per turn.

Feline claws: Attack enemy, causing damage equal to unit's power. 1 range. Cost one action.

Mystic Roar: Stun all enemyes 2 range from the nemean lion. Cost 2 actions





Class = Black Mage
Name = Hypnotist

Life = 2
Armour = 0
Power = 3
Action = 2
Deploy = 3
Cost = 350$

Move to target location. 1 range. Cost 1 action.

Attack target location. Anywhere within 3. Cost 1 action.

Perturbation: Unit cant attack, cast spells or use skills. Lasts 1 turn. Tiggers in attacked units.

Gain control over enemy until the end of the turn. Do not stun the enemy. Anywhere within 3. Cost 1 action. Hypnotised unit do not recharge it's action points in the start of it's turn.


Enjoy :)

Kran