News:

Zatikon is back and free to play! https://www.chroniclogic.com/zatikon.htm

Main Menu
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Lunaraia

#121
kinda crossed my mind that the Confessor have an unfear advantage since there is no way of removing sutch status beside reset, so I developed him to even the odds, no more 4 confessors and a bunch of cheap units
#122
Units / Re: The Spirit
August 29, 2009, 01:51:45 AM
I think it's fear after I started using it alittle more I realised that it takes ALOT of time to get through even a single tower so it aint that much of a hassle really
#123
Units / Re: New Unit Clutist Branch
August 29, 2009, 01:50:03 AM
my thought exactly after making it I realised that his main problem would be that when combined with a healer he would be virtually indistructable so I had to make him immune to allies, awell gotta do what u gotta do eh?
#124
Sounds more fear, but it can leave the magus in quite the pickle, perhaps indistructable unit the beginning of his next turn so that he can get of 1 last act?, and add a Recharge to his spirit ability that way u can atleast try to get him to safety ^^
#125
Units / Re: New Unit Clergy/Structure Branch
August 29, 2009, 01:46:14 AM
I did think about going with church but, Cathedral sounded a little more I dunno... Grand
#126
Units / Re: Zatikon Guide
August 29, 2009, 01:44:24 AM
true but usually at the cost of atleast 2 commands, and then another 3 to get the syco as far away as possible and with a good placement 3 won't even be enough to get it out of the towers range
#127
you get the point Kran as they were the chanses of them entering the game was 0 what I was making more realistic was their chanse of getting admitted
#128
Doomsday Profet Cost 300

Life 4
Armor 1
Action 2

Move to target location
Range 1
Cost 2

Shout profeties
All units, friend and foe loose 1 action
cost 1

Sap will
Range 2
Target unit lose 2 actions
cost 1

Paranoia
Range 1
Once per unit
Target unit gains the following abilities
Immune to allies, gain +4 hp, is healed -1 maximum action, minimum 1 action, so a warlock can still attack even if affected, but a warrior only has 2 actions as his new maximum

---------------------------------------------------------------------------------------------------------------------------------------------------
#129
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

Sinful
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

Demonic
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
Explosion
When this unit dies all units within explosion looses 2 armor, permanent, affects allies cannot be restored

Decaying Aura - Immune to Allied skills
#130
Units / New unit idea Horsemen/Nature Branch/class
August 28, 2009, 02:55:28 AM
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
#131
Units / Re: New Units Ideas
August 28, 2009, 02:46:48 AM
reason it's wyrm class? well it's quite simple let's say that you have a huge poweful unit like the elephant it's been quite bruised and are at 1 hp you use inceftion and boom it's like it just goot hit by 6 reckonings at the same time kinda overkill in my book
#132
Units / Re: Balancement of Units
August 28, 2009, 02:40:05 AM
Kran about the elephant, if ut us canged like u suggested then it would become a wyrm class unit atleast 5 range and 6 power that's bordens on overkill seriously give it those 2 abilities and an elephant rush would have a 100% chanse of winning every time it is used due to the sheer power of the rush
#133
Units / Re: Units that make Zatikon not Fun
August 27, 2009, 04:07:02 AM
great ida but.. that kinda removes the chanse of an unit being saved in pvp due to people counting wrong ^^
#134
Zatikon Discussion / NUDGE BUTTON!!
August 26, 2009, 03:09:19 AM
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
#135
Units / Re: The Spirit
August 25, 2009, 01:48:32 AM
Main problem with that would be the fact that the spirit would loose it's main use, a Tiebreaker