Enemy ideas

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Re: Enemy ideas

by truteal » Thu Aug 09, 2012 7:28 am

TheHallMonitor wrote:
Sand Elemental
Health: 1500
Speed: Very Slow
Damage: 40~120
No Armor
Ability(s): AOE damage; upon death splits into 2 small sand elementals

Small Sand Elemental
Health: 750
Speed: Slow
Damage: 20~60
No Armor
Ability(s): AOE damage; upon death splits into 2 tiny sand elementals

Tiny Sand Elemental
Health: 375
Speed: Average
Damage: 10~30
No Armor
Ability(s): AOE damage



I like this idea
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Re: Enemy ideas

by REDBULL » Sun Aug 12, 2012 10:37 pm

How about Djinn?
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Re: Enemy ideas

by jetster1 » Mon Aug 13, 2012 6:05 pm

Oh I have a couple.
Bucket head bandit
Health 200
Armor heavy
Description a bandit with a bucket on its head cannot be blocked can cut through map

Bucket head marauder
Health 750
Armor medium
Description A marauder with a bucket on its headCannot be block ed can cut through map
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Re: Enemy ideas

by meowlala » Thu Aug 16, 2012 2:55 am

Djinn (Genie, similar to Afrit and Marid) A mass of living magic, controllable by no one. It'll be tough to take down.
?Health? 1300
Magic resistance: Invincible
Physical resist: Very High
This might make tesla better...
Abilities: Death crush: Every attack will deal 500-10,000 damage and AOE
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Re: Enemy ideas

by TheHallMonitor » Thu Aug 16, 2012 2:57 am

meowlala wrote:This might make tesla better...

...........how?
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Re: Enemy ideas

by REDBULL » Thu Aug 16, 2012 5:04 am

That is amazing....ly OP.
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Re: Enemy ideas

by gaaranet » Wed Nov 14, 2012 5:06 am

hehe!!!! hi...... Epicazeroth nice emage add some another emage
do u have??

ahmm i like to play these game but my pc is not yet ready cause it still have a damage
ahm any one can help me to fix my pc or have a suggestion how can i fix my pc
so that i can proceed to play these game??

thanks have a nice day all ^_^
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Re: Enemy ideas

by Epicazeroth » Wed Nov 14, 2012 8:26 pm

gaaranet wrote:hehe!!!! hi...... Epicazeroth nice emage add some another emage
do u have??

What?
-
Also, WTF, meowlala?
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Re: Enemy ideas

by TheHallMonitor » Wed Nov 14, 2012 8:30 pm

Epicazeroth wrote:Also, WTF, meowlala?

ikr

First he makes a ridiculously powerful boss with extremely high Armor, then he says Tesla would be useful for it :?
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Re: Enemy ideas

by truteal » Wed Nov 14, 2012 9:50 pm

TheHallMonitor wrote:
Epicazeroth wrote:Also, WTF, meowlala?

ikr

First he makes a ridiculously powerful boss with extremely high Armor, then he says Tesla would be useful for it :?


A boss wouldn't have 1300 health
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Re: Enemy ideas

by TheHallMonitor » Wed Nov 14, 2012 10:53 pm

truteal wrote:
TheHallMonitor wrote:
Epicazeroth wrote:Also, WTF, meowlala?

ikr

First he makes a ridiculously powerful boss with extremely high Armor, then he says Tesla would be useful for it :?


A boss wouldn't have 1300 health

So it's a regular enemy? That's even worse...
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Re: Enemy ideas

by truteal » Wed Nov 14, 2012 11:42 pm

TheHallMonitor wrote:
So it's a regular enemy? That's even worse...


Pretty much yeah

Here is a list of enemies that I think will be in the sequel

Jackals http://en.wikipedia.org/wiki/Jackal and Wild Dogs http://en.wikipedia.org/wiki/Lycaon_pictus Desert and Jungle Equivalents of the Wulf and Worg

Sand Elementals: A Desert Equivalent of the Magma Elemental

Snakes, Crocodiles and Giant Ants

Gnolls: Anthropomorphic Hyenas fit quite well into the desert and jungle

Vultures: Could replace Gargoyles as the generic flying enemy
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Re: Enemy ideas

by kilele » Thu Nov 15, 2012 1:26 am

truteal wrote:Gnolls: Anthropomorphic Hyenas fit quite well into the desert and jungle


Hyenas! I've just found some thing like my dumboids :lol:
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Re: Enemy ideas

by billakoz16 » Thu Dec 06, 2012 2:24 pm

Robots...INCOMING...
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Re: Enemy ideas

by meowlala » Fri Mar 15, 2013 3:57 pm

@TheHallMoniter: Tesla deals 'True' damage. Goes through armor AND magical resistance. And it IS a boss. The reason it has 1300 health is it's so overpowered. And, seriously, hey, he's a Djinn. Wait until you see Marid.
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Re: Enemy ideas

by Julian » Fri Mar 15, 2013 8:30 pm

meowlala wrote:@TheHallMoniter: Tesla deals 'True' damage. Goes through armor AND magical resistance.

I believe Tesla simply does artillery damage, i.e. ignores half of armor... and
all of magical resistance? Not totally sure about the second thing, but I guess so ^^
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Re: Enemy ideas

by YourNewOverlord » Sun Mar 17, 2013 11:48 pm

Hmmm...enemies? I can do enemies.

Back when I thought there was going to be a level design contest, I created a level. It took place in an abandoned, semi-ruinous city in the desert, at the tomb of the Pharaoh. It had been taken over by an evil cult of Sorcerers, and they were launching an attack on you... Lots of new enemies were created. I'll just post them here. (I have a list to show everything that would be there, but I'm leaving out descriptions of enemies that were already in the game.)

Enemy List:
Skeleton
Mummy
Wizard Mummy
Jackal-Folk
Horus-Folk
Croc-Folk
Wulf
Worg
Desert Worg
Gargoyle
Ghast
Dust Devil
Sand Raiders
Sand Riders
Sorcerer
Necromancer
Pyromancer
Light Mage
Golem
Archmage


Mummy- “A walking corpse, wrapped in bandages, brought back to life by dark magics.”
Health- 100, Attack- 15-25
Defense- None, Magic Resistance-None
Speed- Slow, Life- 1 Life

Wizard Mummy- “More powerful than regular mummies, the wizards can cast magical spells from a distance.”
Health- 120, Attack- 10-30
Defense- None, Magic Resistance- Low
Speed- Slow, Life- 1 Life
Abilities- Ranged Magic Attack

Jackal Folk- “Half man, half jackal, and all evil, these feral creatures will attack anything that comes near them.”
Health- 70, Attack- 20-30
Defense- None, Magic Resistance- None
Speed- Medium, Life- 1 Life
Abilities- Ranged Attack (Throws Spear)

Horus Folk- “Half man, half bird, with the added bonus of flying and archery, these creatures are more intelligent than others.”
Health- 60, Attack- 10-16
Defense- None, Magic Resistance- Low
Speed- Medium, Life- 1 Life
Abilities- Flying, Ranged Attack (Shoots many arrows.)

Croc Folk- “Huge, tough, and part crocodile, these monsters are vicious and can regenerate.”
Health- 200, Attack- 25-30
Defense- Medium, Magic Resistance- Low
Speed- Slow, Life- 2 Life
Abilities- Regeneration, Randomly uses Vicious Attack (Double Damage Attack)

Desert Worg- “Clever, devilish creatures who can dodge melee attacks and have a tough skin to help them.”
Health- 200, Attack- 18-24
Defense- Medium, Magic Resistance- Low
Speed- Fast, Life- 1 Life
Abilities- Can dodge melee attacks

Ghast- “A ghostly spirit that haunts the city, Ghasts curse those they come across and are very hard to hit with physical damage.”
Health- 300, Attack- 10-25
Defense- High, Magic Resistance- None
Speed- Slow, Life- 1 Life
Abilities- Teleport (Warp forward a short distance), Can dodge Melee attacks (not magic, though), Curse (Cursed people take damage over time and do half damage.)

Dust Devil- “A Ghast possessing the sand, Dust Devils are just as dangerous, doing more damage.”
Health- 350, Attack- 24- 36
Defense- High, Magic Resistance- Low
Speed- Medium, Life- 2 Life
Abilities- Can dodge Melee attacks, (not magic, though)

Sand Raiders- “These bandits hunt in the desert, and are used to its scorching heat. Beware their scimitars!”
Health- 130, Damage- 15-30
Defense- Low, Magic Resistance- Low
Speed- Medium, Life- 1 Life
Abilities- Can dodge melee attacks

Sand Riders- “The bandit cavalry, they have managed to tame the Desert Worgs and ride them into battle!”
Health- 130, Damage- 15-30
Defense- Medium, Magic Resistance- Low
Speed- Medium, Life- 2 Life when mounted, 1 when dismounted
Abilities- Can dismount, ranged attack when mounted.

Sorcerer- “The infantry of the Sorcerer Cult, they have a variety of powerful magic attacks.”
Health- 500, Attack- 30-35
Defense- None, Magic Resistance- None
Speed- Slow, Life- 3 Life
Abilities- Ranged Attack, Teleport, Curse, Poison (damage over time)

Pyromancers- “Masters of fire and powerful attacks, the Pyromancers do a lot of damage to a lot of people."
Health- 400, Attack- 60-120
Defense- None, Magic Resistance- None
Speed- Slow, Life- 3 Life
Abilities- Ranged Attack, Area Attack

Light Mage- “These members of the Sorcerer Cult heal their wicked allies, but have low attacks themselves.”
Health- 800, Attack- 5-8
Defense- Low, Magic Resistance- Medium
Speed- Slow, Life- 2 Life
Abilities- Regeneration, Ranged Attack, Heals Allies (30 HP per heal)

Golem- “Gigantic stone creatures, animated by wicked magic, they are strong and dangerous, and draw strength from the very ground they walk on.”
Health- 3000, Attack- 30- 130
Defense- Low, Magic Resistance- None
Speed- Slow, Life- 5 Life
Abilities- Area Attack, Regeneration

Archmage- “Leaders of the Sorcerer Cult, they have all the magic of their fellows, and are much more dangerous.
Health- 700, Attack- 50-110
Defense- Low, Magic Resistance- Low
Speed- Slow, Life- 5 Life
Abilities- Ranged Attack, Slow Regeneration, Heals Allies (20 HP per heal), Area Attack, Summon Undead (Wizard Mummies, but slow speed on this), Curse, Poison
So what'd I miss?
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Re: Enemy ideas

by spark123 » Mon Mar 18, 2013 5:05 am

Julian wrote:
meowlala wrote:@TheHallMoniter: Tesla deals 'True' damage. Goes through armor AND magical resistance.

I believe Tesla simply does artillery damage, i.e. ignores half of armor... and
all of magical resistance? Not totally sure about the second thing, but I guess so ^^


Paladin strikes ignore both! :yey:
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Re: Enemy ideas

by TheHallMonitor » Mon Mar 18, 2013 11:57 pm

spark123 wrote:
Julian wrote:
meowlala wrote:@TheHallMoniter: Tesla deals 'True' damage. Goes through armor AND magical resistance.

I believe Tesla simply does artillery damage, i.e. ignores half of armor... and
all of magical resistance? Not totally sure about the second thing, but I guess so ^^


Paladin strikes ignore both! :yey:

Yeah. I guess if you had a Ranger's Hideout with max poison, and a ton of Paladins it would be quite easy, actually.
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Re: Enemy ideas

by meowlala » Thu Mar 21, 2013 2:07 am

Spirit elemental (boss)
Description: Many fear the great spirit elemental, for he has control of all. After being taken over by the mad necromancer, Vez'nan, he brings up his Spirit army to destroy the kingdom of Linerea!
HP: 12000
DP: 888 - 888
Abilities: AoE, poison, and splits into 1 huge magma elemental, 1 huge earth elemental, 1 huge air elemental, and 1 huge water elemental.

Huge water elemental
HP: 2000
DP: 20 - 80
Abilities: Regen, AoE, splits into 2 Water Elementals when destroyed.

Water Elemental
HP: 500
DP: 10 - 20
Abilities: Regen, AoE, can heal 200 health occasionally.

Huge air elemental
HP: 3000
DP: 30 - 40
Abilities: Fast, AoE, splits into 2 air elementals when destroyed.

Air Elemental
HP: 750
DP: 20 - 30
Abilities: AoE, fast.

Huge earth elemental
HP: 4000
DP: 100 - 300
Abilities: AoE, splits into 2 earth elementals when destroyed

Earth Elemental
HP: 1500
DP: 200 - 400
Abilities: AoE

Huge Magma Elemental
HP: 4000
DP: 50 - 150
Abilities: AoE, magma flow (Disables 1 tower and kills 9 units instantly.), splits into 2 magma elementals when destroyed.
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