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Posted (edited)

[b]Terra Firma[/b]

Requirements for recruiting this creature:

Action points: 80
Value points :7000
Sacrificed vitality :4000
Exploring Points: 20

Targets: Random
Abilities: Damage, Protect

Special Influences:

Protect lasts twice as long
Defence of all creatures is raised by 2

Stats:

Vital Energy:1000
Defence:10
Initiative:1
Attack:5

Requirements for next level:

Experience: 1000
Won battles: 5
Age: 30

Upgrade costs:

Action points : 60
Value points : 3000
Sacrificed vitality :2000
Exploring Points :10

--------------------------------------

[b]Terra Firma II[/b]

Targets: Random, Dying, Weak Creatures
Abilities: Damage, Protect

Special Influences:

Protect lasts twice as long
Defence of all creatures is raised by 2

Stats:

Vital Energy:1500
Defence: 20
Initiative:2
Attack:10

Requirements for next level:

Experience: 10000
Won battles: 25
Age: 60

Upgrade costs:

Action points : 60
Value points : 5000
Sacrificed vitality :4000
Exploring Points :10

--------------------------------------------

[b]Terra Firma III[/b]

Targets: Dying, Multiple
Abilities: Heal, Damage, Protect

Special Influences:

Protect lasts twice as long
Defence of all creatures is raised by 2

Stats:

Vital Energy:2000
Defence: 35
Initiative: 3
Attack: 20

Requirements for next level:

Experience: 30000
Won battles: 50
Age: 100

Upgrade costs:

Action points : 60
Value points : 7000
Sacrificed vitality :6000
Exploring Points : 20

------------------------------------------

[b]Terra Firma IV[/b]

Targets: Multiple, Weak Creatures, Strong Creatures, Random, Dying
Abilities: Heal, Damage

Special Influences:

Protect lasts twice as long
Defence of all creatures is raised by 2

Stats:

Vital Energy: 3000
Defence: 50
Initiative:4
Attack: 35

Requirements for next level:

Experience: 50000
Won battles: 200
Age: 150

Upgrade costs:

Action points : 80
Value points : 10000
Sacrificed vitality :8000
Exploring Points : 20

----------------------------------------------

[b]Terra Firma V[/b]

Targets: All
Abilities: Damage, Heal

Special Influences:

Protect lasts twice as long
Defence of all creatures is raised by 2

Stats:

Vital Energy: 4000
Defence: 70
Initiative: 4
Attack: 50

Requirements for next level:

Experience: 160000
Won battles: 500
Age: 365

Upgrade costs:

Action points : 90
Value points : 10000
Sacrificed vitality : 15000
Exploring Points : 25

----------------------------------------------

[b]Gaia[/b]

Targets: Multiple
Abilities: Random Damage, Heal, Protect, Steal Life

Special Influences:

Protect lasts twice as long
Defence of all creatures is raised by 5

Stats:

Vital Energy: 5000
Defence:100
Initiative: 5
Attack:125

Edited by Andrew16
Posted

A bit powerful :)

"Defence of all creatures is raised by 5"
abilities is measured in % -_-

"Abilities: Heal, Protect, Regenerate, Steal Life"
those abilities, need the skill power :)

Posted

heal, protect, steal life on all is way overpowered for various reasons. apart from that, might be cool

Posted

Nice, very nice.

Not overpowered (except Gaia) like most proposed, and ... quite a nice touch with the defense surplus :)
There is that point with Gaia that has too many options.
[i][b]Gaia[/b]
Targets: All
Abilities: Random Damage, Heal, Protect, Regenerate, Steal Life
[/i]

Using "All" with ... all that you have chosen is WAAAAY too much. Change to "Multiple" and it is perfect.
Also you will have to add some power for "Gaia" too but just a bit ;).
For the rest of the lvls ... don't. The creature can still use power from the player ;) which will put some restrictions on the usage.



@Manda: each creature has some def stats if you remember. Those are points. Applied properly, this creature can make wonders in MP3.

Posted

Gaia has less attack than a level 1 Joker, so since random damage is the only ability that uses the attack stat in those, perhaps you should raise it a bit?

[quote name='Help pages']Random Damage
Does random damage to target based on attack value, usualy attack value is huge for these creatures, making this ability often act as acritical strike. Rare ability.[/quote]

Aside from that and other things that have been mentioned, it looks like a great creature.

Posted

I changed it a bit. Gaia should be a little powerful since it takes a lot of work to get it to the final level. Should I raise the power level of Gaia a bit more or is it fine now?

Posted

What power lvl ? There is only attack and defense on Gaia.
Add : Gaia : Power -> up to 20-30

So: what I noticed is that you have too much defense for all lvls. At least make the lower lvls less protected. Take as example some existing creatures.


Also ... with a bit of work this creature can be maxed at MP3 which MUST not be possible as it can be a rival of Elemental.

I'll check again later for what else might be.

Posted

Gaia is overpowered as it is. Elems become obsolete in any rit with a winderwild.

Take out lifesteal, add power.

I propose to replace Protect (I assume you mean Martirism?...) with Defend.

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