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Myth-Weavers Lethe
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Lets See How This Goes
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Lets See How This Goes
Title
Archived Threads
Game Masters
shadlith
Players
Braknurr
Flea
Geist
Game Information
Created
Oct 24 '10
Last Post
Nov 8 '10 at 10:43pm
Status
Complete
System
Homebrew
Game Ads
Ad id: 2410
Thread:
Beta Testing a new game I designed!
Game Description
I have designed a system so freggin overcomplicated, it's not even funny. Let's see if it works.
Rules
Each player begins with 1 city. Each turn each city will produce coin and work on a Unit. Coin is used to purchase more unit types, build new units, and pay for upkeep. There are 7 types of units; Light Infantry (LI), Heavy Infantry (HI), Light Cavalry (LC), Heavy Cavalry (HC), Siege (S), Leaders (LE+#), and Casters (C-B/L/D/H/C, #). Any unit may have leader or caster type. Siege always counts as led, and are treated as Golems.
Whenever an enemy unit enters or exits the square that your unit is in, your units attack automatically unless a leader unit is nearby. You roll an attack with each unit, and then the units being attacked roll an attack. This continues until all the units on a side are destroyed. Un-led units attack a random target (player picks what stack to attack, and roll 1d6). Led units (units with a leader nearby) can choose not to attack, choose what unit to attack, and what unit is attacked by an unled enemy unit. Units can be stacked in groups of 6. A stack gains full leadership bonus of any leaders in the stack, while units out of the stack, but still in the square only gain half. Leaders can control units outside of the stack as long as they are in range. Roll percent dice whenever another type of die is not specified. If attack is equal to or greater than defense, the attack hits. Damage is rolled using the damage dice. Block is subtracted from the damage done, and then the remaining damage is subtracted from the attacked units HP. You can make a hide check to avoid enemy attacks when entering their square. Make the check at the average hide modifier for the stack. It is opposed by a spot check from the enemy unit with the highest spot modifier who can attack the square. If you’re hide check is higher than the enemies spot check, the enemy army can’t attack you until the beginning of your next turn. At the beginning of each of your turns, the stack must make another hide check against another spot check. If you fail the hide check at any time, you can immediately attack.
Each player also begins with 1 leader. When a unit destroys an enemy unit, it gains a certain amount of exp. When it gains enough exp, it levels, or becomes stronger. Each unit can move its move speed and attack during its turn. Cost is how much coin it costs to make the unit. Note: you can only see into squares that contain units. At the beginning of your turn, all your units are healed to full. Each unit also has nine stats:
HP: This represents how much damage the unit can take before being destroyed.
Attack: This is the unit’s bonus to attack rolls.
Damage: This is how much damage the unit does with an attack.
Move: This is how many squares the unit can move each round.
Defense: This is what the enemy has to roll to damage this unit.
Block: This is how much damage is reduced with each enemy attack.
Spot: bonus to spot checks.
Hide: Bonus to Hide Checks.
Range: How many squares this unit can attack, 0 means it can only attack enemies within the square. Units with a higher range can still only attack past their square on their turn.
Specials: Many monsters have special abilities. The following abilities will not be explained or occasionally even referred to in the individual sections. Also states race.
Leadership: All leaders have this ability. Leaders grant all allies in the stack a bonus to Attack and Defense Stats equal to the number found next to the + in the type.
Carry: All Cavalry units have this ability. Select 1 Infantry unit. That unit will automatically moves with this unit, gains a +5 to attack, and a +5 to Defense.
Fly: this unit can enter Airspace.
Swim: This unit can enter water terrain without penalties.
Work: This Unit can drop their defense to 0, and use their whole turn to use the effect of the square.
Caster: The unit can cast spells. Each Caster has a reserve of Mana, which powers their spells. There are multiple kinds of casters:
Blasters: These units can blast each enemy unit in a square in range for 1d6 damage per level for 1 mana. (Attack: 20 + attack score + level +1 per mana used)
Lookers: These Units can scry, or watch all activity in a square for 1 turn for 5 mana, but can’t do anything else that round.
Deathers: These Units can create unkilled units. For 1 mana, the unit can unkill a unit for 5 rounds. Unkilled units have half the HP. 90% of the Attack, and 10% of the Defense of the original unit. For every extra mana the Caster uses, the unit lasts 2 more rounds, and their weakened stats go up 5% each until they reach 100%. For example, a deather who uses 9 mana will have units with 60% health, 100% Attack, and 20% defense. Even if the deather uses extra mana, the unkilled unit’s stats will each max at 100%. Extra mana only increases amount of time the unit lasts.
Healers: Healers can heal 1 HP to a unit in their square for 1 mana.
Crafters: Crafters can produce golems with mana. They can also heal 1 HP to a golem for 1 mana.
Note: Whenever a unit is produced, if 94-100 is rolled on the d%, the unit is a leader +4 (94-95=LI, 96-97=HI, 98-99=LC, 100=HC). If 90 is rolled, it’s a Blaster with 5 mana. If 91 it’s a looker with 5 mana. If 92 it’s a deather with 5 mana. If 93, it’s a healer with 5 mana With an 86-89, it’s a crafter with 5 mana. Caster and leaders can’t be created otherwise.
Rules on movement: Each time a unit enters a square, it uses one move, even if moving diagonally. Regular terrain is white. Note: while flier is not flying, it counts as a non-flier. Fliers can fly for 5 consecutive turns before resting 1 round. They can’t move the turn that they are resting, but can still attack.
Hill (yellow): 2 move required to enter for non-fliers
Valley (black): 1 extra move required to exit for non-fliers
Forest (green): 2 move required to enter for non-fliers.
Water (blue): 2 move required to enter, 1 extra move required to exit for non fliers. 2 move required to enter for non-aquatic.
Mountain (purple): Can’t be entered by non-flier. Non-flier attempting to exit has 50% chance of being killed. Fliers can land. Can be converted to mine in 3 turns (only if next to non-mountain territory). Mined mountain becomes hill.
Lava (Red): Any non-flier is destroyed. Fliers can’t land.
Mine (pickaxes over color): Can be mined to give mining team 100 coin per turn per miner. Lasts 10 rounds.
Farm (box of lines): Can be farmed to give farming team 100 coin per turn.
Old mine (Red Pickaxes over color): can be restored in 10 rounds.
Airspace (over every square.): Units in airspace can’t be attacked by ground units with a range of less than 2. Units in airspace with a range of at least 1 can attack ground units with a +5 bonus to attack and damage and wit an effective +1 to range. Units in airspace can attack other units in airspace normally.
Name (Type, CT: turns required to create this unit, Cost: Cost to produce, Upkeep: upkeep cost (upkeep must be paid at the beginning of each turn.))
HP: # Move: # Spot: #
Attack: # Defense: # Hide: #
Damage: aDb+c Block: # Range: #
(a=how many dice, b= sides on the dice, and c= number added to roll.)
Specials: What specials this monster has. Exp given on death at level 1. Races
Level 2(exp required to hit this level, exp given on death at this level): Abilities gained this level (effect) (if there is an and, it gains both abilities. If either, it gains all abilities until either, +either ability after. If there is an or, it gains only 1 of the abilities on either side of the word.)
(Each level this unit can gain, it has another level mark. Most units only have three levels.)
Warrior (LI, CT: 1, Cost: 5)
HP: 10 Move: 1 Spot: 0
Attack: 10 Defense: 50 Hide: -8
Damage: 1D6 Block: 0 Range: 0
Specials: 1, Human, Work
Phalanx: this unit gains a +5 to attack and a +1 to damage for every allied warrior in the square.
Level 2 (5, 5): Bash (This unit makes another attack on a successful hit. If it succeeds, the enemy unit hit cannot attack until the end of its turn. +5 Attack, +10 Defense)
Level 3 (10, 15): Tower Shield (+10 Attack, +5 Defense, +3 Block)
Shadlith (HC, LE+20, C-B 50, CT: N/A, Cost: N/A UP: 1100)
HP: 300 Move: 6 Spot: 108
Attack: 105 Defense: 142 Hide: -98
Damage: 5D10+29 Block: 35 Range: 3
Specials: Fly, 10, Dragon, GOD!!!
Fireball: For 10 Mana, deals 30d10 damage to all creatures in range, including allies.
Summon: This unit functions as a town, generating 100 Coin per round. All units it produces are produced in the same square on ground. Has:
Level 2 (20, 30): Battle Claws (+30 Damage)
Level 3 (20, 50): Scales (+10 Block)
Level 4 (20, 60): Arcane Genius (Gains Heal as Caster. Gains Deather as Caster)
Level 5 (40, 80): Arcane Storage (+450 Mana)
Note on Abilities: Even if a unit has the same ability at two different levels, it can’t be taken twice. Cavalry units can “carry” another unit. While carried, the other unit moves at the same speed as the cavalry, and gains a +5 to attack.
Items: Items are special cards that can be found and equipped to a hero. They enhance the unit that they’re equipped to.
Notes on Races: Constructs can’t be healed by healers, only by Crafters. Animals Can’t be carried unless small. Small can’t carry.
Notes on city construction: At any time, you can create a city. It costs 10000 coin per level of city (1 level per layer of wall, max 5). Additional things cost extra (see City building) If a leader is in the city, it creates an additional 10% coin per round (max 20% bonus.) Terrain might affect City costs.
City Buildings: Cities are split into a few sections. Airspace (normal airspace rules), Courtyard (can only be attacked by garrison, airspace, and walls) Walls (can be destroyed from outside of the city, must be destroyed before units can enter the city. Note: units can stand on walls) Out of city (the rest of the square), Garrison (The main section of the city, can only be attacked be courtyard, and dungeon) and Dungeon, (can only be attacked by Garrison). To capture a city, you must be the only one with units in the Garrioson and Courtyard. To destroy a city, you must destroy the Garrison. Garrison has 500HP, and takes 4X damage from Siege. Walls each have 1000 HP, and take 4X damage from siege. Attacks auto-hit Buildings. All Buildings have Block of 10. If you capture a city, you gain the city. If you destroy a city, you gain 10% of it’s worth. If an enemy has units in a section, you can’t put units in that section (unless out of city). The whole city is still in 1 square however, and range is not required to attack across sections. (except into airspace, which is still airspace) Buildings have LE+0 for 5 squares.
Cities can also buy the following enhancements
Tall Tower, (500 Coin): Units in Garrison can attack airspace
Ballista (100 Coin): Walls can attack (Attack 0, Damage 10)
Defensive Encampments (1000 coin): +10 to Defense of defenders
Traps (500 coin): attacking units take 10 damage per round.
Guard Tower (300 Coin): Walls Units on wall gain +50 to attack, +5 to damage.
No Walls (-5000 per level): The city doesn’t have walls. Enemy units can just walk into wall space.
Tunnels (+5000 per level): Defending Units in dungeon gain +50 to attack and Defense.
Torture Chamber (10 Coin): Enemy units take -10 to attack.
Goblin Production Center (requires Goblin, 500 Coin): Can produce Goblins
Stables (500 Coin): required to produce Animals.
Roost (100 Coin): Required to produce Birds, Dragons, and Winged Ones.
Siege Workshop (100 Coin): Required to produce Siege and Constructs.
Academy (500 Coin): Allows creation of Casters and Leadership units.
Turtle Swamp (1000 Coin, Requires Aquatic Terrain Within 5 squares): Required to produce Turtles. Allows City to be constructed on Aquatic Terrain.
Elven Trees (300 Coin, Requires Elf): Required To produce Elves.
Forge (1000 Coin, Requires Warlord ______): Can create Warforged.
Antonious De Vesco (HC, LE+6, CT: N/A, Cost: N/A, Upkeep: 50)
HP: 30 Move: 2 Spot: 73
Attack: 28 Defense: 60 Hide: 54
Damage: 1D8+3 Block: 5 Range: 0
Specials: 5, Human, Animal,
Aquatic: Doesn’t take penalties to speed while in water.
Intimidate: Deals an extra 5 damage for every time this unit has already hit the enemy unit
Ridden: Can’t carry other units.
Level 2 (5, 10): Quicken (+2 to attack, +1 to Move.) or Sneak (+10 to hide)
Level 3 (8, 15): Armor plating (+3 to block, -1 to hide) or Shortbow (+1 to range)
Level 4 (10, 20): Siege (+5 to damage) and either Deshell (+2 to move, -2 to Block) or Greater Shell (-2 to move, +2 to block)
Level 5 (15, 23): Bite (roll 2d6 instead of 1d8 for damage) or Shortbow (+1 range, only available if shortbow wasn’t taken at level 3.) or Longbow (+2 range, +1 damage, only available if shortbow was taken at level 3.)
Katie Van Winkle (LI, LE: +2, C-H 25, CT: N/A, Cost: N/A, Upkeep: 50)
HP: 18 Move: 3 Spot: 99
Attack: 30 Defense: 70 Hide: 16
Damage: 1D6+2 Block: 0 Range: 2
Specials: 5, Elf
Level 2 (5, 10): Wild Druid (+5 to damage) or Rural Druid (+2 to damage, all coin production centers produce an extra 10% coin.)
Level 3 (10, 13): Shape Shift Bird (gains fly) or Shape Shift Bear (+10 damage)
Level 4 (14, 16): Shape Shift Wolf (Becomes Light Cavalry type, +3 to move) or Herbalist (can heal 2 hp with 1 mana)
Level 5 (18, 25): Queen of Nature (Can ignore terrain effects) or Queen of Skies (can move her stack to any known square for 20 mana)
Andy McCombs (HI, LE+10, CT: N/A Cost: N/A, Upkeep: 50)
HP: 30 Move: 1 Spot: 21
Attack: 30 Defense: 40 Hide: 10
Damage: 1D12+6 Block: 10 Range: 0
Specials: 5, Warforged
Slow: This unit can’t attack and move on the same turn.
Level 2 (5, 10): Full plate Armor (+2 to block)
Level 3 (7, 13): Steel Shield (+1 to block) or Battle Axe (+5 to damage)
Level 4 (7, 15): Iron Wall (+1 to block per allied unit in square. Allied units in the square gain +1 to block) or Coordinated Attack (+1 to attack and damage per allied unit in square. Allied units in the square gain +1 to attack and damage.)
Level 5 (10, 20): Warhorse (+1 to move, +5 to attack) or Light Horse (+2 to move)
Nikhil Vinay (LC, LE+6, CT: N/A, Cost: N/A, Upkeep: 50)
HP: 10 Move: 4 Spot: 75
Attack: 30 Defense: 50 Hide: 30
Damage: 1D8+5 Block: 0 Range: 2
Specials: 5, Human
Ridden: Can’t carry other units.
Level 2 (5, 10): Fire Arrows (+3 to damage) or Frost Arrows (-2 to damage, if Nikhil Vinay hits another unit, it cannot move for 3 rounds)
Level 3 (7, 13): Dual knives (+1 to block) or Composite Shortbow (+2 to range)
Level 4 (7, 15): Longsword (+2 to attack) or Composite shortbow (+2 to range, only available if not already taken) or Longbow (+2 to damage, +2 to range, requires composite shortbow)
Level 5 (9, 20): Composite Shortbow (+2 to range, only available if not already taken) Longbow (+2 to damage, +2 to range, requires composite shortbow, only available if not already taken)
Warrior (LI, CT: 1, Cost: 1)
HP: 10 Move: 1 Spot: 0
Attack: 10 Defense: 50 Hide: -8
Damage: 1D6 Block: 0 Range: 0
Specials: 1, Work, Human
Phalanx: this unit gains a +5 to attack and a +1 to damage for every allied warrior in the square.
Level 2 (5, 5): Bash (This unit makes another attack on a successful hit. If it succeeds, the enemy unit hit cannot attack until the end of its turn. +5 Attack, +10 Defense)
Level 3 (10, 15): Tower Shield (+10 Attack, +5 Defense, +3 Block)
Archer (LI, CT: 1, Cost: 2)
HP: 2 Move: 2 Spot: 70
Attack: 35 Defense: 50 Hide: 68
Damage: 1D8+2 Block: 0 Range: 2
(a=how many dice, b= sides on the dice, and c= number added to roll.)
Specials: 2, Elf
Level 2 (5, 6): Longbow (+1 to range, +1 to Damage)
Level 2 (10, 12): Fire Arrows (+1d6 to damage)
Rouge (LI, CT: 2, Cost: 5, Upkeep: 1)
HP: 1 Move: 3 Spot: 10
Attack: 20 Defense: 80 Hide: 98
Damage: 1 Block: 0 Range: 0
Specials: 5, Human
Stealth: Bypasses Block with attacks.
Poison: You can sacrifice this unit in order to poison the unit it just hit, stopping them from healing for 10 turns.
Level 2 (1, 10): Sneak Attack (+1 to damage if an enemy unit is in the square)
Mounted Scout (LC, CT: 3, Cost: 10, Upkeep: 1)
HP: 3 Move: 6 Spot: 65
Attack: 7 Defense: 40 Hide: 60
Damage: 1D4+1 Block: 0 Range: 0
Specials: 10, Human, Animal,
Scout: This unit counts as led.
Level 2 (5, 7): Horseshoes (+1 to move)
Scout (LI, CT: 1/5, Cost: 1/5)
HP: 1 Move: 3 Spot: 85
Attack: 5 Defense: 83 Hide: 70
Damage: 1 Block: 1 Range: 0
Specials: 5, Human
Scout: This unit counts as led.
Mass Production: A city can create 5 per turn.
Level 2 (5, 10): Camouflage Cloak (+5 Defense, +10 hide)
Horseman (LC, CT: 3, Cost: 10, Upkeep: 1)
HP: 15 Move: 5 Spot: 0
Attack: 15 Defense: 30 Hide: 0
Damage: 1D6+1 Block: 0 Range: 0
Specials: 5, Human, Animal
Level 2 (5, 10): Lances (+1 to attack)
Level 3 (5, 15): Spears (can make 3 attacks at a range of 1)
Knight (HC, LE +0, CT: 5, Cost: 20, Upkeep: 5)
HP: 20 Move: 3 Spot: 10
Attack: 20 Defense: 50 Hide: -10
Damage: 1D10 Block: 2 Range: 0
Specials: 10, Human, Animal,
Knights Code: This unit can’t hide.
Level 2 (5, 13): Charge (+1 to damage)
Level 3 (5, 21): Plate armor (+1 to block)
Assassin (HI, LE+0, CT: 1, Cost: 20, Upkeep: 3)
HP: 5 Move: 2 Spot: 10
Attack: 20 Defense: 80 Hide: 98
Damage: 3 Block: 0 Range: 0
Specials: 10, Elf
Stealth: Bypasses Block with attacks.
Poison: You can sacrifice an allied unit in range in order to poison the unit that the assassin just hit, dealing 10 points of damage and lowering their block to 0.
Level 2 (1, 10): Backstab (at any time, sacrifice an allied unit in range to deal an amount of damage equal to the allied units HP with an attack that is immediately carried out.)
Battering Ram (S, CT: 5, Cost: 10)
HP: 30 Move: 1 Spot: 0
Attack: 0 Defense: 10 Hide: 0
Damage: 10D10 Block: 0 Range: 0
Specials: 10, Construct
Heavy: This unit counts as 2 units when being carried.
Catapult (S, CT: 10, Cost: 50)
HP: 10 Move: 1 Spot: 0
Attack: 0 Defense: 10 Hide: 0
Damage: 10D10 Block: 0 Range: 3
Specials: 10, Construct
Artillery: This unit can attack squares. If it hits, it deals 10% damage to all units in the square.
Anti-air: Treat this unit as in airspace when attacking unit in airspace.
Attack Arc: This unit can’t attack units that are in the same square.
Slow: This unit can’t attack and move in the same round.
Heavy: This unit counts as 4 units when being carried.
Airship (S, CT: 100, Cost: 5000)
HP: 400 Move: 5 Spot: 100
Attack: 0 Defense: 50 Hide: 0
Damage: 0 Block: 0 Range: 0
Specials: 100, Fly, Construct,
Helium: If this unit is at 300 HP, it can no longer Fly.
Sailed: Each time this unit takes 100 Damage, it’s speed drops by 3.
Unarmed: This unit can’t attack.
Colossal: This unit can carry 100. This unit can’t be stacked.
Citizen (LI, CT: 1/10, Cost: 1/10)
HP: 1 Move: 1 Spot: 100
Attack: 0 Defense: 0 Hide: 70
Damage: 0 Block: 0 Range: 0
Specials: 1, Work, Human,
Unarmed: This unit can’t attack.
Swarm: 10 of these units can be produced at the same time.
Defenseless: This unit can’t be attacked if there are other allied units in the square.
Random units: These units are the result of good luck. (If the right number is rolled. These units don’t have costs or CT. (treat as replaced unit’s cost and CT. Feel free to name them. In fact, please name them. Please!)
Blaster (LI, LE+0, C-B 5, Upkeep: 5)
HP: 5 Move: 1 Spot: 0
Attack: 5 Defense: 60 Hide: 0
Damage: 1d4 Block: 0 Range: 1
Specials: 5, Human
Level 2 (5, 7): Wand of Embers (+1 damage, +2 to damage with blast) or Wand of Snow (If 2 mana is used, make a blast attack [count as 0 mana used] against an enemy unit in range. If it succeeds, the enemy unit can’t attack until the end of your next turn.) or Staff of Defense(+1 defense)
Level 3 (5, 9): Wand of Flares (+3 to damage, +5 to damage with blast, requires wand of Embers) or Wand of Ice (If 2 mana is used, make a blast attack [count as 0 mana used] against each enemy unit in range. If it succeeds against an enemy unit, that enemy unit can’t attack until the end of your next turn. Requires Wand of Snow.) or Blade Of Spellcutting (for 1 mana, you can stop an enemy spell from being cast)
Level 4 (5, 11): Wand of Flame (For 1 Mana, any enemy unit hit takes a -5 to attack, and a -5 to defense. No damage is done with this attack. Requires Wand of Enbers) Wand of Blizzards (+5 range, -1 damage, requires wand of Snow) or Cloak of Chaos (every time the unit is attacked, there is a 10% chance that the attack hits the unit that attacked it instead)
Level 5 (5, 15): Eclective Learning (can learn Wand of Embers (see lvl 1) or Wand of snow (see level 1)) and either Wand of the Inferno (+1 range, requires wand of Embers) or Wand of Glaciers (For 5 mana, make a blast attack [count as 3 mana used] against a defense of 50. If it hits, all enemy units who begin the next 5 turns in any of the squares in range are destroyed, requires wand of Ice)
Looker (LI, LE+0, C-L 5, Upkeep: 5)
HP: 5 Move: 1 Spot: 89
Attack: 1 Defense: 80 Hide: 0
Damage: 1 Block: 0 Range: 5
Specials: 5, Human
Level 2 (5, 7): Scrying Pool (+1 to damage, you can attack the square being scried as if it were next to your square) or Orb of Ice (+1 to range, +5 to Spot)
Level 3 (5, 9): Glass Mirror (+1 to damage) or Glass Orb (+1 range, +5 spot)
Level 4 (5, 11): Diamond Mirror (+1 to damage) or Diamond Orb (+1 range, +5 spot)
Level 5 (5, 15): Through the Looking Glass (treat the square being scried as adjacent to your square. 6 other units can enter the square at a time.) or Mind Catching Orb (Can “turn” a unit. Make 2 attacks against a unit in the square being scried. If you “hit” with both, the unit is under your control for the rest of the game.)
Deather (LI, LE+0, C-D 5, Upkeep: 5)
HP: 5 Move: 1 Spot: 0
Attack: 0 Defense: 50 Hide: 98
Damage: 10 Block: 0 Range: 10
Specials: 5, Human
Lord of Death: Treat Leadership as 4 per level when dealing with unkilled.
Level 2 (5, 7): Lesser Spirit Binding (+5 to mana) or Lesser Enhancments (your Unkilled deal an extra 1 damage with each attack)
Level 3 (5, 9): True Spirit Binding (+10 to mana, requires Lesser Spirit Binding) or True Enhancements (your Unkilled Units have 1 extra HP, requires Lesser Enhancements) or Lesser Spirit Binding (+5 to mana) or Lesser Enhancements (your Unkilled deal an extra 1 damage with each attack)
Level 4 (5, 11): Greater Spirit Binding (+15 to mana, requires Lesser Spirit Binding) or Greater Enhancements (your Unkilled Units gain + 5 to attack and Defense requires True Enhancements) or True Spirit Binding (+10 to mana, requires Lesser Spirit Binding,) or True Enhancements (your Unkilled Units have 1 extra HP, requires Lesser Enhancements) or Lesser Spirit Binding (+5 to mana) or Lesser Enhancements (your Unkilled deal an extra 1 damage with each attack)
Level 5 (5, 15): Sacrifice (whenever the Deather would take damage, you can force the damage onto a controlled, unkilled, unit in range) and either Death Harvest (whenever a unit dies within range, the Deather gains 1 mana until the end of its next turn) or Great Unkilling (When Unkilling, you can choose to create a warrior instead. The resulting warrior has a +5 to damage, and counts as an unkilled unit. Otherwise, it still has the same stats as a regular warrior) or Greater Spirit Binding (+15 to mana, requires Lesser Spirit Binding) or Greater Enhancements (your Unkilled Units gain + 5 to attack and Defense requires True Enhancements) or True Spirit Binding (+10 to mana, requires Lesser Spirit Binding,) or True Enhancements (your Unkilled Units have 1 extra HP, requires Lesser Enhancements) or Lesser Spirit Binding (+5 to mana) or Lesser Enhancments (your Unkilled deal an extra 1 damage with each attack)
Healer (LI, LE+0, C-H 5, Upkeep: 5)
HP: 5 Move: 1 Spot: 0
Attack: 0 Defense: 80 Hide: 70
Damage: 1 Block: 0 Range: 0
Specials: 5, Human
Level 2 (5, 7): Mana boost (+5 mana)
Level 3 (5, 9): Mana Boost (+5 mana)
Level 4 (5, 11): Mana Boost (+5 mana
Level 5 (5, 15): Mana Boost (+5 mana)
Crafter (LI, LE+0, C-C 5, Upkeep: 5)
HP: 5 Move: 1 Spot: 0
Attack: 5 Defense: 60 Hide: 70
Damage: 1d4 Block: 2 Range: 10
Specials: 5, Human
Craft Dirt Golems: This unit can create a dirt golem in its square for 5 mana.
City Construction: City construction/repair costs drop by 50% while this unit is there.
Level 2 (5, 7): Mana boost (+5 mana) and Craft Stone Golems (This unit can create a stone golem in its square for 10 mana)
Level 3 (5, 9): Mana Boost (+5 mana) and Craft Iron Golems (This unit can create an iron golem in its square for 15 mana)
Level 4 (5, 11): Mana Boost (+5 mana) and Craft Steel Golems (This unit can create a Steel golem in its square for 20 mana)
Level 5 (5, 15): Mana Boost (+5 mana) and Craft Diamond Golems (This unit can create a diamond golem in its square for 25 mana)
Special Units: Can only be produced under certain circumstances.
Dirt Golem (HI, CT: 1, Cost: special)
HP: 5 Move: 1 Spot: 0
Attack: 40 Defense: 50 Hide: 0
Damage: 1D10 Block: 1 Range: 0
Specials: 5, Construct
Crafted: Can be healed by Crafters. Can’t be healed by Healers.
Level 2 (5, 10): Fertile Dirt (Sacrifice this unit on a farm to highten coin generated by 10% for 1 round.)
Stone Golem (HI, CT: 1, Cost: special)
HP: 10 Move: 1 Spot: 0
Attack: 40 Defense: 50 Hide: 0
Damage: 1D10+3 Block: 2 Range: 0
Specials: 10, Construct
Crafted: Can be healed by Crafters. Can’t be healed by Healers.
Level 2 (10, 20): Stone Weapon: +2 to damage.
Iron Golem (HI, CT: 1, Cost: special)
HP: 20 Move: 1 Spot: 0
Attack: 40 Defense: 50 Hide: 0
Damage: 1D12+3 Block: 3 Range: 0
Specials: 15, Construct
Crafted: Can be healed by Crafters. Can’t be healed by Healers.
Level 2 (15, 30): Worked Iron (+1 to Block)
Steel Golem (HI, CT: 1, Cost: special)
HP: 20 Move: 1 Spot: 0
Attack: 40 Defense: 50 Hide: 0
Damage: 1D12+3 Block: 4 Range: 0
Specials: 20, Construct
Crafted: Can be healed by Crafters. Can’t be healed by Healers.
Level 2 (20, 40): Autonomous Guidance Systems (Gains LE+0)
Diamond Golem (HI, CT: 1, Cost: special)
HP: 5 Move: 1 Spot: 0
Attack: 40 Defense: 50 Hide: 0
Damage: 1D12+5 Block: 5 Range: 0
Specials: 10, Construct
Crafted: Can be healed by Crafters. Can’t be healed by Healers.
Level 2 (10, 20): Energy Storage (Casters can save up to 30 mana in this Golem. Saved mana may be used on subsequent turns)
Goblin Slasher (LI, CT: 1/6, Cost: 1/6)
HP: 5 Move: 1 Spot: 0
Attack: 10 Defense: 50 Hide: 10
Damage: 1D2 Block: 0 Range: 0
Specials: 1, Goblin, Work
Superior Numbers: A city can create 6 of this unit at a time.
Level 2 (5, 5): Longsword (+2 to damage)
Goblin Hexer (LI, LE+0, C-B 1, CT: 1, Cost: 5, Upkeep: 1)
HP: 3 Move: 1 Spot: 70
Attack: 5 Defense: 40 Hide: 0
Damage: 1 Block: 0 Range: 1
Specials: 5, Goblin
Level 2 (5, 7): Curse of Inaccuracy (Any unit damaged by the goblin hexer takes a -5 penalty to attack)
Level 3 (5, 9): Curse of Weakness (Any unit damaged by the goblin hexer takes a -1 penalty to damage)
Level 4 (5, 11): Curse of Defenselessness (Any unit damaged by the goblin hexer takes a -5 penalty to defense)
Level 5 (5, 15): Lifestealer (Any unit damaged by the goblin hexer becomes leeched. Whenever a leeched unit takes damage, the unit that damaged it regains HP
equal to half the amount of damage dealt, Minimum of 1)
Worg (LC, CT: 2, Cost: 5)
HP: 20 Move: 3 Spot: 90
Attack: 20 Defense: 60 Hide: 50
Damage: 1D6 Block: 0 Range: 0
Specials: 5, Animal,
Goblin Alliance: Grants +10 to damage to unit carried if unit carried is a goblin.
Level 2 (10, 10): Growth (Can carry 4 units) or Artillery (Can’t carry units, gains +5 to damage)
Goblin Scout (LI, CT: 1/10, Cost: 1/10)
HP: 1 Move: 1 Spot: 100
Attack: 0 Defense: 0 Hide: 70
Damage: 0 Block: 0 Range: 0
Specials: 1, Goblin
Scout: This unit can’t attack. This unit counts as led. This unit is destroyed if attacked. This unit can’t level.
Swarm: 10 of these units can be produced at the same time.
Raven (LC, CT: 1/2, Cost: 1/2)
HP: 1 Move: 5 Spot: 70
Attack: 2 Defense: 80 Hide: 90
Damage: 1D4-1 Block: 0 Range: 0
Specials: 1, Fly, Animal, Bird, Small
Swarm: 2 of these units can be produced at the same time.
Murder: 10 of these units count as 1 unit for stacking, exp gain, or carrying. For every other Raven in the stack, the unit gains a +1 to damage. For each Crow, it gains a +1 to Attack.
Small: Can’t carry other units.
Level 2 (3, 5): Look at the Shiny! (Town gains +1% to income while the unit is in it. Max: +100%)
Level 3 (5, 7): Oh look, it’s a dead guy! (If a unit within range takes damage, each raven immediately attacks it.) and My Shiny! (If this unit enters an enemy town, the town loses 10% production. Max: -10% as Ravens steal supplies entering the town)
Hawk (LC, CT: 1, Cost: 5)
HP: 10 Move: 3 Spot: 60
Attack: 10 Defense: 50 Hide: 0
Damage: 1D6 Block: 0 Range: 0
Specials: 2, Fly, Animal, Bird
Level 2 (5, 5): Battle Claws (+5 Attack, +5 Damage)
Level 3 (10, 15): Iron Beak (+10 Attack, +5 Damage, +1 Block)
War Turtle (HC, CT: 5, Cost: 5)
HP: 10 Move: 1 Spot: 0
Attack: 10 Defense: 50 Hide: -100
Damage: 1D8 Block: 5 Range: 0
Specials: 5, Swim, Animal, Turtle
Level 2 (5, 10): Iron Plating (+10 Defense)
Level 3 (10, 15): Diamond Shell (+20 Defense, +5 Block)
Siege Turtle (HC, CT: 10, Cost: 10)
HP: 100 Move: 1 Spot: 0
Attack: 0 Defense: 20 Hide: -100
Damage: 10 Block: 5 Range: 0
Specials: 40, Swim, Animal, Turtle
Siege: Deals 4X damage to Buildings.
Level 2 (10, 50): Claws (+10 to Damage)
Level 3 (10, 100): Tower (Carried Units gain +50 to attack, +10 to damage. Can carry 5 Units.)
Archery Turtle (LC, CT: 1, Cost: 1)
HP: 10 Move: 3 Spot: 0
Attack: 20 Defense: 20 Hide: -100
Damage: 1D6 Block: 2 Range: 1
Specials: 5, Swim, Human, Animal, Turtle
Ridden: This unit can’t carry other units.
Bite: This unit does 1D8 Damage if the enemy is in the same square.
Level 2 (5, 10): Shell Tower (Archery Turtle Gains +1 to range, +4 to damage.)
Level 3 (10, 15): Shell Mounted Ballista (-1 to Block, +10 to Damage)
Mage Carrier (LC, CT: 1, Cost: 1)
HP: 1 Move: 1 Spot: 0
Attack: 10 Defense: 10 Hide: -100
Damage: 1D8 Block: 10 Range: 0
Specials: 5, Swim, Animal, Turtle
Shellcarved Runes: Grants carried caster +10 mana.
Level 2 (5, 10): Rune of Harnessing (Carried Casters gains +10 mana) and either Rune of Blocking (+1 Block) or Rune Of Speed (+2 move)
Level 3 (20, 50): Rune of Channeling (Carried Casters gains +10 mana) and Rune of Magecraft (Blasters do 2d6 damage per level for 1 mana, Lookers can scry for 1 mana, Deathers can create full powered Unkilled Units that last for 5 rounds per mana used, Crafters and Healers can heal 1 HP to all units in their square for 1 mana, and Crafters can create Golems for ½ the cost.)
Elven Warrior (LI, CT: 1, Cost: 3)
HP: 5 Move: 1 Spot: 0
Attack: 20 Defense: 50 Hide: 70
Damage: 2D6 Block: 0 Range: 1
Specials: 1, Work, Elf
Nature Walk: This unit does not take penalties for terrain.
Level 2 (5, 5): Longbow (+1 Range)
Level 3 (10, 15): 2 Weapon Fight (+10 attack if enemy is in the same square)
Elven SpellWeaver (LI, CT: 10, Cost: 20, LE+0, C-B 10, Upkeep: 5)
HP: 5 Move: 1 Spot: 0
Attack: 5 Defense: 60 Hide: 0
Damage: 1d4 Block: 0 Range: 5
Specials: 5, Elf
Level 2 (5, 7): Wand of Roots (If 2 mana is used, make a blast attack [count as 0 mana used] against an enemy unit in range. If it succeeds, the enemy unit can’t attack until the end of your next turn.) or Staff of Defense(+1 defense)
Level 3 (5, 9): Wand of Seeds (If 2 mana is used, make a blast attack [count as 0 mana used] against each enemy unit in range. If it succeeds against an enemy unit, that enemy unit can’t attack until the end of your next turn. Requires Wand of Roots) or Blade Of Spellcutting (for 1 mana, you can stop an enemy spell from being cast)
Level 4 (5, 11): Wand of Trees (+5 range, -1 damage, requires wand of Snow) or Cloak of Chaos (every time the unit is attacked, there is a 10% chance that the attack hits the unit that attacked it instead)
Level 5 (5, 15): Eclective Learning (can learn Staff of Defense (see lvl 1) or Wand of Roots (see level 1)) and either Wand of Storms (For 5 mana, make a blast attack [count as 3 mana used] against a defense of 50. If it hits, all enemy units who begin the next 5 turns in any of the squares in range are destroyed, requires wand of Ice) or Wand of Restoration (Treat as Healer)
Warforged (HI, CT: 1, Cost: 2, Upkeep: 1)
HP: 10 Move: 1 Spot: 0
Attack: 10 Defense: 50 Hide: -10
Damage: 1D6 Block: 5 Range: 0
Specials: 1, Work, Warforged, Construct
Level 2 (5, 5): Slam (This unit makes another attack on a successful hit. If it succeeds, the enemy unit hit cannot attack until the end of its turn. +5 Attack, +10 Damage)
Level 3 (10, 15): Iron Body (+10 Attack, +5 Defense, +3 Block, treat as Siege when attacking Buildings)
Warforged Wizard (HI, C-C 10, LE+0 CT: 5, Cost: 5, Upkeep: 3)
HP: 10 Move: 1 Spot: 0
Attack: 10 Defense: 50 Hide: -10
Damage: 1D6 Block: 5 Range: 0
Specials: 1, Warforged, Construct
Iron Body: Every time this unit Casts, roll D%. If you roll 5 or lower, the spell fizzles (mana is still used, but has no effect)
Level 2 (5, 5): Warforged Fire Channeling (Treat as Blaster, +10 Mana)
Level 3 (5, 7): Battlefield Analysis (+6 to Leadership) and Radio (+5 to range for Leadership Effects only, Treat all units in Leadership range as in the same stack for Leadership Effects only)
Level 4 (5, 11): Mana Boost (+15 mana) and Craft Warforged Warrior (This unit can spend 10 Mana and 5 rounds to create a Warforged Warrior in its square.)
Level 5 (5, 15): Mana Boost (+15 mana) and Enchant Armor (All Warforged within Leadership Range gain a +10 to Defense, and a +5 to Block)
Warforged Siege Engine (S, CT: 20, Cost: 100, Upkeep: 50)
HP: 1 Move: 0 (can’t move) Spot: 0
Attack: 0 Defense: 50 Hide: -100
Damage: 0 Block: 5 Range: 5
Specials: 100, Warforged, Construct
Rocket Launchers: If this unit doesn’t move or attack, it can attack 2 squares in range. Make an attack roll against a Defense of 51. If you hit, you deal 5000 damage to each unit in the square.
Large: When carried, this unit counts as 4 units.
Warforged Beast (HC, CT: 1, Cost: 2, Upkeep: 1)
HP: 100 Move: 3 Spot: 0
Attack: 0 Defense: 50 Hide: -10
Damage: 1D10 Block: 10 Range: 0
Specials: 25, Warforged, Construct, Animal,
Large: Can carry 4 units.
Long Legs: Counts as in airspace for battle purposes, but still suffers terrain effects.
Level 2 (50, 50): Drill (-10 Attack, +10 Damage)
Level 3 (50, 75): Rocket Propelled Drill (+5 range, -20 Attack)
Flying City (HC, LE +10, CT: 10, Cost: 50, Upkeep: 5)
HP: 15 Move: 1 Spot: 0
Attack: 0 Defense: 50 Hide: -10
Damage: 0 Block: 10 Range: 10
Specials: 1, Warforged, Construct, Fly
Obscenely Big: Can carry 500 units. Takes up other units can’t enter airspace that this unit is in.
Factory: Can produce Warforged Fliers. Newly made Fliers are carried.
Warforged Flier (HC, CT: 1, Cost: 5, Upkeep: 2)
HP: 10 Move: 2 Spot: 0
Attack: 10 Defense: 50 Hide: -10
Damage: 1D10+2 Block: 0 Range: 1
Specials: 1, Warforged, Construct, fly, Small
Specialized Production Techniques: Can only be produced in flying cities.
Level 2 (5, 5): Repeating Crossbow (can attack 2 times per round)
Level 3 (30, 20): Automatic Repair (heals 1 HP at the beginning of each round) or Firebomb (deals 5D10 damage to units not in airspace)
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