Demons
Posted: Tue Jul 10, 2018 8:53 pm
WARNING!!!
Huge wall of text!!!
Work in Progress!!!
Demons - race of otherworldy creatures which want to gain control of this world.
Uniqueness:
Act as undead units for few anti-undead abilities like smite, exorcism, rest, holy light.
Many have elemental affinities.
For producing upgraded units you need to upgrade each producing facility (not TC ones - factories and mega buildings). And upgrades are costly!
All buildings have separate production list (even tc's!).
Basic units have low or no armor.
Nearly to no cavalry units.
Many flying/teleporting units (though some of them still count as ground units)
Little amount of researchable unit upgrades.
Basic TC only units (all these have 0% spell resist):
1. Eurynomus - basic worker of Demons, created by fears of this world inhabitants.
9 hp; 5 attack, 3 speed (sight 4), 5 mend rate, 2 turns cost, 0/0 armor. Vurable to fire.
2. Melinoe - basic spearman unit of demons. Agile women who became demonical because of their husbands, pretty agile but fairly weak.
10 hp, 4 attack (standart pikeman bonus to cavalry units), 4 speed (sight 5), 66% dodge counter, 0/0 armor, 2 turns cost. counts as pikeman (so no bonus damage from archers and cavalry)
3. Limos - basic infantry unit of demons. When eurinomes consume enough fear they become Limoses - blind demons with sharp claws which have power to wither away any living thing.
24 hp, 8 attack (50% bonus to non-undead non-mechanical units (ALL of them!)), 3 speed (sight 4), 0/0 armor, 2 turns cost, withering weapon - poison like effect but deals 1 melee damage/turn for 4 turns for EACH stack of this effect on unit (so 2 stacks will do 4 total damage/turn and 5 stacks will do 25 damage/turn, can be lowered by melee armor). Undeads and demons are immune to this effect. Counts as infantry.
4. Shadowstalker - demon that lurks in shadows. looks like shadow limos.
16 hp, 12 attack (standart bonus to buildings), 0/0 armor, 33%/33%/33% dodges, speed 3 (sight 7), has perma invisibility, cost 4 turns. Vurable to fire.
5. Sandwraith - hovering demon of the sands, really hard to hit him with arrows. throws to the enemy sand which disorients him. counts as basic archer for starting army.
13 hp, 6 damage (50% bonus to infantries), 4 range, 3 speed (sight 5, speed 2 in water and speed 4 on sands), 0/0 armor, 50% dodge ranged, cost 3 turns, applies "Disoriented" debuff on hit (-4 damage and 15% additional miss chance for 3 turns, non-stackable). Vurable to fire. Counts as archer.
6. Orthus - twin-headed fire breathing demon hound.
22 hp, 8 damage (50% bonus to burnable units), 2 actions/turn, range 2, 0/0 armor, speed 5 (6 sight), burning weapon, cost 4 turns, counts as infantry.
7. Melinoe rider - Melinoe on orthus. Counts as basic cavalry for starting units.
32 hp, 10 damage (same bonuses as human's knight), 1 action/turn, 1/1 armor, speed 4 (7 sight), cost 4 turns, counts as cavalry, has ability: fire breath - deals 8 melee damage (no bonuses) to single non-building target in range 2 and applies if possible burning effect to it (no cooldown).
8. Epiales - weak flying demon, poisons target.
14 hp, 9 damage (40% bonus to non-undead, non-demon targets), range 3, speed 4 (sight 6), 0/0 amor, costs 4 turns, counts as flying, poisoned weapon. Can't capture TC's.
Buildings:
1. Demon Gate, Demon portal (upgrade of Demon Gate)
2. Demon forge, Hell Forge (upgrade)
3. Hellium (mega building 2x2, can be built on non-forest, non-water, non-swamp tiles), Infernium (upgrade); can't attack but instead has hell aura that deals damage to all enemy units at the beginning of their turn and can summon Limoses with vanishing 2. low healing rate.
4. Darkness tower (defencive building, can produce few vanishing units too)
5. Hell tower (advanced defencive building, no production but has medium healing rate)
6. Summoning circle, Stonehenge (Upgrade)
7. Elemental Vortex (mega building 2x3), Conflux (Upgrade)
8. Machae Fortress, Machae Castle (Upgrade) - 1x1 mega building.
Hellium and Infernium (stats will be later):
0. All units here have special ability "Gate in": it allows once per N turns summon its own copy with vanishing. Copies have full hp. Ability when unit is trained has a cooldown.
1. Imp/Familiar, 1 turn cost - spammable unit with low hp. useful for cover and in large groups.
2. Gog/Magog, 2 turns cost - ranged unit, throws fireballs, upgraded version has power range 1. both have burning weapon passive ability.
3. Succubus/Succubus Mistress, 3 turns cost - these have ranged counter (2 only units with ranged counter!), mistress also can charm enemy unit (only one, charmed unit is under your control as long as mistress is alive, when she dies - unit returns to his owner and restores all hp, affected by spell resist.)
4. Efreet/Sultan efreet, 3 turn cost - moderate melee flying unit. upgraded version has flame shield passive ability that deals additional retalion damage to attacker on counter regardless of success of normal counter (aka second counter that never miss) to melee units.
5. Hell charger/Nightmare, 4 turns cost - unicorn-looking obsidian horse in smoke/fire. both have fear aura (i am thinking about effect).
6. Pit Fiend/Pit Lord, 6 turns cost - big and deadly demon, slow, has passive that deals additional magic damage on hit. upgraded version has few spells as well.
7. Devil/Arch Devil, 8 turns cost - unit with teleportation (similar to flying but can't land in water, on obstacles and in mountains, counts as land unit), huge damage, moderate hp, can eat corpses. upgraded version gains +speed, +damage, +health and special ability to summon lesser demons (imps, gogs, burning hounds) from this building from corpses.
Demon forge - facility for demonic siege units; bigger units can be trained only in upgraded one:
1. Infernal Golem - golem unit on fire with huge hp (around 150), good armor and damage, low speed (2). Has vanishing. Needs upgraded building.
2. Lesser infernal golem - same but weaker, and cheaper. Has vanishing.
3. Infernal engine - siege unit of demons, similar to catapult.
4. Greater infernal engine - same but also can summon Infernal golem (big one) for 3 turns with 10 cooldown. Needs upgraded building.
Demon Portal:
1. Beholder - levitating (can move through swamps and water with same speed as on land, can't move through obstacles and mountains) demon with powerful biting attack and some powerful spells (fear, eyeball lazer (deals good damage to single target), fireball). Requires upgraded building.
2. Empusa - flying demon, offencive caster (all spells are damaging ones). Can come in 3 elements: poison, fire, ice.
3. Cerberus - Legendary creature (can be trained only one at any time for all players), high speed, 3 actions, huge damage and hp. has some abilities as well. Requires upgraded building.
4. Djinn - hovering melee unit with few buffing abilities.
5. Placeholder. I am thinking about unit.
6. Placeholder. I am thinking about unit.
7. Efreet - hovering melee unit with fire shield and some fire related abilities (offencive). Requires Upgraded building.
8. Fallen angel - flying melee unit with several curses and one offensive healing (that can be used either to heal your units or to damage enemies). Requires upgraded building.
9. Placeholder. I am thinking about unit. Requires upgraded building.
Elemental Vortex (all units from this section are both demons and elementals):
1. Fire sprite/magma sprite - fire based melee lesser elemental demon.
2. Cold sprite/frostburn sprite - water based melee lesser elemental demon.
3. Earth sprite/stone sprite - earth-based melee elemental lesser elemental demon.
4. Hiding sprite/shadow sprite - invisible melee lesser elemental demon.
5. Fire demon/Magma demon - Ranged powerful elemental demon.
6. Cold demon/Frost demon - Ranged powerful elemental demon.
7. Earth demon/Stone demon - Ranged powerful elemental demon.
8. Shadow Demon lord - Melee invinsible demon with some assasinating abilities.
9. Wretched Elemental King - unique elemental demon with melee and ranged forms, can use all 3 elements (fire, cold, earth)
Machae Fortress - Trains several Machae demons. Upgrade lowers their cost and adds more units for training. These demons have upgrades in their fortress. (Blacksmith, special).
I will post for Machae their units later but they will act like humans (archer, warrior, pikeman, skirmisher, knight, lancer, few more powerful ones.)
Huge wall of text!!!
Work in Progress!!!
Demons - race of otherworldy creatures which want to gain control of this world.
Uniqueness:
Act as undead units for few anti-undead abilities like smite, exorcism, rest, holy light.
Many have elemental affinities.
For producing upgraded units you need to upgrade each producing facility (not TC ones - factories and mega buildings). And upgrades are costly!
All buildings have separate production list (even tc's!).
Basic units have low or no armor.
Nearly to no cavalry units.
Many flying/teleporting units (though some of them still count as ground units)
Little amount of researchable unit upgrades.
Basic TC only units (all these have 0% spell resist):
1. Eurynomus - basic worker of Demons, created by fears of this world inhabitants.
9 hp; 5 attack, 3 speed (sight 4), 5 mend rate, 2 turns cost, 0/0 armor. Vurable to fire.
2. Melinoe - basic spearman unit of demons. Agile women who became demonical because of their husbands, pretty agile but fairly weak.
10 hp, 4 attack (standart pikeman bonus to cavalry units), 4 speed (sight 5), 66% dodge counter, 0/0 armor, 2 turns cost. counts as pikeman (so no bonus damage from archers and cavalry)
3. Limos - basic infantry unit of demons. When eurinomes consume enough fear they become Limoses - blind demons with sharp claws which have power to wither away any living thing.
24 hp, 8 attack (50% bonus to non-undead non-mechanical units (ALL of them!)), 3 speed (sight 4), 0/0 armor, 2 turns cost, withering weapon - poison like effect but deals 1 melee damage/turn for 4 turns for EACH stack of this effect on unit (so 2 stacks will do 4 total damage/turn and 5 stacks will do 25 damage/turn, can be lowered by melee armor). Undeads and demons are immune to this effect. Counts as infantry.
4. Shadowstalker - demon that lurks in shadows. looks like shadow limos.
16 hp, 12 attack (standart bonus to buildings), 0/0 armor, 33%/33%/33% dodges, speed 3 (sight 7), has perma invisibility, cost 4 turns. Vurable to fire.
5. Sandwraith - hovering demon of the sands, really hard to hit him with arrows. throws to the enemy sand which disorients him. counts as basic archer for starting army.
13 hp, 6 damage (50% bonus to infantries), 4 range, 3 speed (sight 5, speed 2 in water and speed 4 on sands), 0/0 armor, 50% dodge ranged, cost 3 turns, applies "Disoriented" debuff on hit (-4 damage and 15% additional miss chance for 3 turns, non-stackable). Vurable to fire. Counts as archer.
6. Orthus - twin-headed fire breathing demon hound.
22 hp, 8 damage (50% bonus to burnable units), 2 actions/turn, range 2, 0/0 armor, speed 5 (6 sight), burning weapon, cost 4 turns, counts as infantry.
7. Melinoe rider - Melinoe on orthus. Counts as basic cavalry for starting units.
32 hp, 10 damage (same bonuses as human's knight), 1 action/turn, 1/1 armor, speed 4 (7 sight), cost 4 turns, counts as cavalry, has ability: fire breath - deals 8 melee damage (no bonuses) to single non-building target in range 2 and applies if possible burning effect to it (no cooldown).
8. Epiales - weak flying demon, poisons target.
14 hp, 9 damage (40% bonus to non-undead, non-demon targets), range 3, speed 4 (sight 6), 0/0 amor, costs 4 turns, counts as flying, poisoned weapon. Can't capture TC's.
Buildings:
1. Demon Gate, Demon portal (upgrade of Demon Gate)
2. Demon forge, Hell Forge (upgrade)
3. Hellium (mega building 2x2, can be built on non-forest, non-water, non-swamp tiles), Infernium (upgrade); can't attack but instead has hell aura that deals damage to all enemy units at the beginning of their turn and can summon Limoses with vanishing 2. low healing rate.
4. Darkness tower (defencive building, can produce few vanishing units too)
5. Hell tower (advanced defencive building, no production but has medium healing rate)
6. Summoning circle, Stonehenge (Upgrade)
7. Elemental Vortex (mega building 2x3), Conflux (Upgrade)
8. Machae Fortress, Machae Castle (Upgrade) - 1x1 mega building.
Hellium and Infernium (stats will be later):
0. All units here have special ability "Gate in": it allows once per N turns summon its own copy with vanishing. Copies have full hp. Ability when unit is trained has a cooldown.
1. Imp/Familiar, 1 turn cost - spammable unit with low hp. useful for cover and in large groups.
2. Gog/Magog, 2 turns cost - ranged unit, throws fireballs, upgraded version has power range 1. both have burning weapon passive ability.
3. Succubus/Succubus Mistress, 3 turns cost - these have ranged counter (2 only units with ranged counter!), mistress also can charm enemy unit (only one, charmed unit is under your control as long as mistress is alive, when she dies - unit returns to his owner and restores all hp, affected by spell resist.)
4. Efreet/Sultan efreet, 3 turn cost - moderate melee flying unit. upgraded version has flame shield passive ability that deals additional retalion damage to attacker on counter regardless of success of normal counter (aka second counter that never miss) to melee units.
5. Hell charger/Nightmare, 4 turns cost - unicorn-looking obsidian horse in smoke/fire. both have fear aura (i am thinking about effect).
6. Pit Fiend/Pit Lord, 6 turns cost - big and deadly demon, slow, has passive that deals additional magic damage on hit. upgraded version has few spells as well.
7. Devil/Arch Devil, 8 turns cost - unit with teleportation (similar to flying but can't land in water, on obstacles and in mountains, counts as land unit), huge damage, moderate hp, can eat corpses. upgraded version gains +speed, +damage, +health and special ability to summon lesser demons (imps, gogs, burning hounds) from this building from corpses.
Demon forge - facility for demonic siege units; bigger units can be trained only in upgraded one:
1. Infernal Golem - golem unit on fire with huge hp (around 150), good armor and damage, low speed (2). Has vanishing. Needs upgraded building.
2. Lesser infernal golem - same but weaker, and cheaper. Has vanishing.
3. Infernal engine - siege unit of demons, similar to catapult.
4. Greater infernal engine - same but also can summon Infernal golem (big one) for 3 turns with 10 cooldown. Needs upgraded building.
Demon Portal:
1. Beholder - levitating (can move through swamps and water with same speed as on land, can't move through obstacles and mountains) demon with powerful biting attack and some powerful spells (fear, eyeball lazer (deals good damage to single target), fireball). Requires upgraded building.
2. Empusa - flying demon, offencive caster (all spells are damaging ones). Can come in 3 elements: poison, fire, ice.
3. Cerberus - Legendary creature (can be trained only one at any time for all players), high speed, 3 actions, huge damage and hp. has some abilities as well. Requires upgraded building.
4. Djinn - hovering melee unit with few buffing abilities.
5. Placeholder. I am thinking about unit.
6. Placeholder. I am thinking about unit.
7. Efreet - hovering melee unit with fire shield and some fire related abilities (offencive). Requires Upgraded building.
8. Fallen angel - flying melee unit with several curses and one offensive healing (that can be used either to heal your units or to damage enemies). Requires upgraded building.
9. Placeholder. I am thinking about unit. Requires upgraded building.
Elemental Vortex (all units from this section are both demons and elementals):
1. Fire sprite/magma sprite - fire based melee lesser elemental demon.
2. Cold sprite/frostburn sprite - water based melee lesser elemental demon.
3. Earth sprite/stone sprite - earth-based melee elemental lesser elemental demon.
4. Hiding sprite/shadow sprite - invisible melee lesser elemental demon.
5. Fire demon/Magma demon - Ranged powerful elemental demon.
6. Cold demon/Frost demon - Ranged powerful elemental demon.
7. Earth demon/Stone demon - Ranged powerful elemental demon.
8. Shadow Demon lord - Melee invinsible demon with some assasinating abilities.
9. Wretched Elemental King - unique elemental demon with melee and ranged forms, can use all 3 elements (fire, cold, earth)
Machae Fortress - Trains several Machae demons. Upgrade lowers their cost and adds more units for training. These demons have upgrades in their fortress. (Blacksmith, special).
I will post for Machae their units later but they will act like humans (archer, warrior, pikeman, skirmisher, knight, lancer, few more powerful ones.)