The Veil - Concept.
Posted: Sat Aug 04, 2018 4:48 am
The Idea here is to give more freedom to "Undead Faction Lovers", filling the Gap Betwen the living demons and the death. So avoid to say "Only Undeads for Undeads".
POOLS ARE HAPPENING EVERYDAY IN DISCORD ABOUT THIS TOPIC, SO STAY TUNED!
https://discord.gg/5M2jahJ
About The Veil:
These Humans got lured to the Darkness and now they offers their blood, mind and soul to the undeads for the promise of wealth and ethernal life!
The Veil will consists in spellcasters and assassins... For now, I'm thinking on 4 units + The Building at first - The "Cultist", the "Adept", the "Dark Priest" and the "Confessors". But no stats for them yet, just some toughts for abilities...
Stats:
The Cultists just joined The Veil! These newcomers know little about the dark arts but gladly offers their flesh and soul to the Death.
The Cultists Active effect: None
Cost:2
Hp:10
Attack Power:5
Range:1
Armor:1
Pierce Armor:1
Speed:4
Sight:5
Action:1
Spell resistance: 10%
Abilities: BackStab, Cloak cape (Tech research), capture on kill.
The Adept - A High grade cultist, doesn't fear what is in the shadows.
The Adept Active effect: None
Cost:3
Hp:16
Attack Power:10
Range:1
Armor:1
Pierce Armor:1
Speed:4
Sight:5
Action:1
Spell resistance: 15%
Abilities: Lightning arrow, Cloak cape (Tech research), Disbelief or Fear, capture on kill.
Dark Priest - Disillusioned with his faith, the dark priest now seeks answers to his questions in the darkness and shadows.
Dark priest Active effect: None
Cost:3
Hp:15
Attack Power:5
Range:1
Armor:1
Pierce Armor:1
Speed:4
Sight:5
Action:1
Spell resistance: 40%
Abilities: Dispel, Cloak Cape (Tech research), Renew (Tech research), Curse (Tech research), Doom spell (Tech research).
The Confessors - Individuals who does not fully accepted the darkness or those who are captured in battles.
The Confessors Active effect: Vanishing, 3 turns
Cost:1
Hp:9
Attack Power:1
Range:1
Armor:1
Pierce Armor:1
Speed:3
Sight:4
Action:1
Spell resistance: 0%
Mend rate:8
Veil HQ - These Humans got lured to the Darkness and now they offers their blood, mind and soul to the undeads for the promise of wealth and ethernal life!
Veil HQ Active effect: None
Cost: 5
HP: 65
Armor: 4
P.Armor: 65
Sight: 4
Storage: 3 units
Spell resistance 100%
========================================================================================================================
-Roles:
The Confessors - Acts as a multipurpose laboreur - Can help skeleton workers on buildings and mend stuff, but vanishes after 3 turns.
The Cultist - Main sect infantry - can cast dark magics.
The Adept - Can spell Curses and Dark magics, also, each kill made by him, can create slaves.
The Dark priest - Can spell both good and evil magic.
-Notes:
-If any of these die in battle, unlike other undead units, they will leave the corpse on the tile.
-Any undead can use "Eat Corpse" skill on these units anytime (That includes when they are alive, but leaving no bones then).
-None of these units can walk on water or over montains.
-They are mean to be cheap units and weak in overall.
-None of them can be converted by other teams as they will have a blood pact. (Presented as tech upgrade)
-Due Img Limit (at least for me), i just posted the basic human slave... The others are in the comments bellow.
-The list of techs/skills descriptions is in the comments bellow.
-...
POOLS ARE HAPPENING EVERYDAY IN DISCORD ABOUT THIS TOPIC, SO STAY TUNED!
https://discord.gg/5M2jahJ
About The Veil:
These Humans got lured to the Darkness and now they offers their blood, mind and soul to the undeads for the promise of wealth and ethernal life!
The Veil will consists in spellcasters and assassins... For now, I'm thinking on 4 units + The Building at first - The "Cultist", the "Adept", the "Dark Priest" and the "Confessors". But no stats for them yet, just some toughts for abilities...
Stats:
The Cultists just joined The Veil! These newcomers know little about the dark arts but gladly offers their flesh and soul to the Death.
The Cultists Active effect: None
Cost:2
Hp:10
Attack Power:5
Range:1
Armor:1
Pierce Armor:1
Speed:4
Sight:5
Action:1
Spell resistance: 10%
Abilities: BackStab, Cloak cape (Tech research), capture on kill.
The Adept - A High grade cultist, doesn't fear what is in the shadows.
The Adept Active effect: None
Cost:3
Hp:16
Attack Power:10
Range:1
Armor:1
Pierce Armor:1
Speed:4
Sight:5
Action:1
Spell resistance: 15%
Abilities: Lightning arrow, Cloak cape (Tech research), Disbelief or Fear, capture on kill.
Dark Priest - Disillusioned with his faith, the dark priest now seeks answers to his questions in the darkness and shadows.
Dark priest Active effect: None
Cost:3
Hp:15
Attack Power:5
Range:1
Armor:1
Pierce Armor:1
Speed:4
Sight:5
Action:1
Spell resistance: 40%
Abilities: Dispel, Cloak Cape (Tech research), Renew (Tech research), Curse (Tech research), Doom spell (Tech research).
The Confessors - Individuals who does not fully accepted the darkness or those who are captured in battles.
The Confessors Active effect: Vanishing, 3 turns
Cost:1
Hp:9
Attack Power:1
Range:1
Armor:1
Pierce Armor:1
Speed:3
Sight:4
Action:1
Spell resistance: 0%
Mend rate:8
Veil HQ - These Humans got lured to the Darkness and now they offers their blood, mind and soul to the undeads for the promise of wealth and ethernal life!
Veil HQ Active effect: None
Cost: 5
HP: 65
Armor: 4
P.Armor: 65
Sight: 4
Storage: 3 units
Spell resistance 100%
========================================================================================================================
-Roles:
The Confessors - Acts as a multipurpose laboreur - Can help skeleton workers on buildings and mend stuff, but vanishes after 3 turns.
The Cultist - Main sect infantry - can cast dark magics.
The Adept - Can spell Curses and Dark magics, also, each kill made by him, can create slaves.
The Dark priest - Can spell both good and evil magic.
-Notes:
-If any of these die in battle, unlike other undead units, they will leave the corpse on the tile.
-Any undead can use "Eat Corpse" skill on these units anytime (That includes when they are alive, but leaving no bones then).
-None of these units can walk on water or over montains.
-They are mean to be cheap units and weak in overall.
-None of them can be converted by other teams as they will have a blood pact. (Presented as tech upgrade)
-Due Img Limit (at least for me), i just posted the basic human slave... The others are in the comments bellow.
-The list of techs/skills descriptions is in the comments bellow.
-...