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Messages - Lunaraia

#196
Units / Re: Questions About Existing Units
May 17, 2009, 11:15:29 PM
Acually I think the masons suppose to be that way to prevent players from being able to use the walls to recharge the fly ability athen fly and build and climb another wall the next turn
#197
scuse me? Longer range? don't think so bub, it has the same range as a normal knight has, it is in effect an undead knight, but if it is that bad i'll cchange it, sides the change to the clergy class would only affect theese guys noone else so I can't say I can see what's the big deal really further, also those immunities are just what the undead would be immune against in just about every other game I'm just trying to add that here, besides All undead can be petrefied and transfiigured so I don't see what's the big ruckus, also as I stated earlier Inorganic unit's are immune to everything yet I do not see anyone complatin about that, sheesh
#198
seeing as you can just bump p the castle then deploy at the new location I can't say I see the point sides it would take alot less time to deploy lots of towers right of the bat that way
#199
Units / Re: Favourite unit?
May 09, 2009, 03:01:31 PM
Favorite unit... Now that's a hard one... If I had to pick id say Artificer, nothing can turn a geomancer, enchanter or even druid more worthelss then turning your intire army into constructs
#200
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Burrow Wight Cost 200

Life 2
Power 4
Armor 1
Actions 3

Move to target location
Range 1
Cost 1

Attack Target Unit
Range 1
Cost 1

Rise Burrow Mound
Can be done 1/1 Per game

Incorporeal
Dodges Ranged attacks 2/2 per round OR Melee attacks 1/1 per round

Resting Place
Returns to Burrow (Castle, but can be deployed from Burrow) if killed
Cannot Capture Castle

Killed Units becomes Wights and returns to Burrow Mound

Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost

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Burrow Mound

Structure

Inorganic
Immune to spells and skills

Life 9
Armor 2

Wight Lair
Deploys the Burrow Wight and Wights when they are killed, nothing else can be deployed from this building

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Wight

Life 4
Power 3
armor 1
Action 2

Life Drain
Gains HP equal to Damage

Resting Place
Returns to Burrow Mound when killed

Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost

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#201
Units / Re: New Undead Units and Class
May 09, 2009, 02:16:01 PM
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Winged Skeleton cost 100

Life 4
Power varies min 1 max 4
Armor 1
Action 2

Movement does not cost actions

move to target location within 4 1/1

attack target unit
range 1
cost 1

Skeletal
Dodges ranged attacks 2/2 per turn, less power as HP goes down, due to loss of body parts

Reassemble
Heals at the end of turn

Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost

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Death Knight 200

Life 5
Power 4
Armor 2
Action 2

Move to target Location
Costs 1
Range 1

Attack Target Unit
Range 1
Cost 1

Rise Dead
Summon a Skeleton can be done 1/1 per turn, cost 2

Undead
Healed by Poison, damaged by Holy Magic, Can't be Stunned , control of this unit cannot be lost


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Bone Dancer cost 350

Life 2
Armor 1
Action 2

Move to Target Location
Range 1
Costs 1

Dance of the Dead
All enemies within 2
Give damage depending on armor, 0 armor 1 damage, 1 armor 2 damage, 2 armor 3 damage
Affected units are stunned, due to fatigue
Units are pushed back 1
Does not affect Undead units

Dance of Souls
Everytime a unit dies from Dance of the Dead This unit gains 1 hp and is healed

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#202
Units / Re: Lancer
May 01, 2009, 01:55:34 PM
Seeing a te Lancer dosn't stop to attack unless he hit em head on then they shouldn't attack at all, unless he stots and then he still should hit first since he moved into the square before he stopped it's simple logic
#203
Units / Re: Serpent
May 01, 2009, 01:53:44 PM
Here is an idea for a new hydra Summon:


Wyvern

Life 4
power 3
actions 2
armor 1

Movement does not cost actions

Move to target lovation within 2 can be done 1/1

Attack target enemy
Range 2
Cost 1


Might Poison?
#204
Units / Re: New Undead Units and Class
April 29, 2009, 09:48:23 PM
I haven't changed a thing ^^ Soul Hunter is a unit that has been killed wile affected by the Soul Stealer's ability
#205
GREAT IDEa, let's call it Mayhem Mode
#206
Units / Re: minime's units
April 29, 2009, 09:37:16 AM
10% wow aren't we optimistic... id wager a guess and say 3% make it into the game within the next year if that
#207
Zatikon Discussion / Marketplace
April 29, 2009, 12:23:27 AM
I know this idea has been posponed but I would very much like to have it bumped up the line as I atm need only the lancer and the chieftain and after spending 15k for both the units and an addtitional 20k for the chieftain only I am THIS close from going balistic with frustration, PLEASE bump it up the line PLEASE!!!
#208
Zatikon Discussion / Re: Tiles
April 29, 2009, 12:20:59 AM
feel free to add ideas, tiles seems to have been tossed around and might be inplemented in the inqusition update, that is if my memory of the chat with Gabe is correct, if not then please forgive my bad memory :D
#209
Units / Re: minime's units
April 29, 2009, 12:14:46 AM
well seeing as there are 4 already I don't see why another one would hurt
#210
Units / Re: minime's units
April 28, 2009, 08:15:37 PM
Saboteur... thats an idea I ad some time ago.. quite different though let me see here... also adding Treant and Dryad since they would fit well with the plant... and Im adding my Spy again just to make sure it get's seen, AND also my one and only Giant Spider

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Dryad    Cost: 300+

Faction: Nature

Life: 5
Armor 2
Action 2
Deploy 3

Active Abilities

Take Control of Enemy unit
Create Thorns - Thorn Tile in a 3X1 within 4 (possible Thorn Buidling, see bellow)
Stun Pollen - Stun enemy within 2
Bury Roots - 1/1 per game, Unit becomes Treant (See Bellow)

Passive Abilities

Sleep Pollen - Cancel Enemy movement withn 3
Photosynthesis- Heal self at the end of turn
Wooden Body - Cannot be Poisened, Toaded, Encased in Stone, Bounced to Castle or Stunned, CAN be converted + twice the damage from fire based attacks/DOT of 1 hp per turn for 2 turns
In case you do not like the Tile idea I am also adding a Thorn Hedge Building

Thorn Building

Life 4
Armor 2

Thorns - deals 5 damage to melee attacker, armor will reduce damage
Plants - same Effect as Wooden Body
Inorganic

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Treant

Life 8
Action 1
Armor 2

Wodden Body see above
Inorganic

Attack Enemy for 4 anywhere within 5
Photosynthesis - see above

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Giant Spider      Cost 200+

Action 3/3
Life 5/5
Power 3
Armor 1 (2?)
Deploy 3

Poisons Attacked units (-1 Life/turn)

Move to target location 1 range
Cost 1 Action

Attack Target Unit
Range 1

Spin Web
anywhere within (1-4). Explenation of ability: Creates a wall that stuns attacker or within explosion when attacked OR (my original idea) creates a 3X3 web tile that stuns enemies that step on it for 1 turn (Giant Spiders are immune to this effect)

Web (created by Spin Web)

Life 4
Armor 2

Stuns attacking units

Cancels anemy movement
1 range

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Spy      Cost 150+

Actions 3/3
Life 4/4
Power 3
Armor 1
Deploy 3

Give +1 Command (better intelligence due to spying)

Swap Places with target unit anywhere within 5
Can be done 1/1 times per turn

Move to target Location
Costs 1 action

Poison on attack
Return to castle on attack

Attack Target Unit
range 1

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Saboteur    Cost 100+  (Low Cost due to being specialised to take on constructs)

Action 3/3
Life 4/4
Power 2
Armor 1
Deploy 2+

Move to Target Location
Range 1 Cost 1

Destroy Target Construct

Plant explosives (creates a Bomb Tile 1X1) anyone whoe step on/over the tile takes 5 damage (armor reduces damage) OR Creates a wall that causes an explosion when destroyed (same damage)

Attack Target Unit
Range 1 Cost 1