Welcome, one and all, to another thread also titled KRA. For some reason.
You have come to Coliseum of King Pellferr. The greatest coliseum of the world, and only the best heroes are invited. You have been sent an invitation, and you will not deny the chance for glory.
You have been granted 150 gold to start with.To register, just state your current upgrades, gold count, and name.
This thread is a combination slaughter and (I guess) civ-style upgrade tree.
The tree is here:
The Main Rule-No jumping back in time, unless you wield teleportation, timelapse, or dodge. I.E, Forumer(?) A attacks forumer B. Forumer B then replies with "No, you can't do that, because I just did this."
That is not (generally) allowed.
Turn RulesA turn consists of 12 hours, from approximately 12 AM Uruguay time to 12 PM Uruguay time and vice versa. (7 PST, 10 EST, 3 GMT)
During a turn, each player gets 25 skill points to use.
UpgradesUpgrades are bought using gold.
Upgrades may enable a basic attack, secondary, or passive.
YOU MUST FOLLOW THE TREE. If you don't understand, the tree basically starts in the 1st column, and to get the power you want, you must have prerequisite powers unlocked. Note: Follows the Civ:BE Tech Web style, i.e. only one prerequisite power is required, except for insta-kills, because.
GoldGold is the main currency.
It is found through killing enemies, players, or pickpocket.
Enemies are dropped in every 2 turns, and players who deal damage to them will receive a portion of the bounty as profit.
The amount of gold for killing players is determined by: b = (highest level power * amount of hlp) * 50 / 2, where b = bounty.
Skill Set and the Point SystemSo, this is the main change. The point system. Each move has a specified point value, and points determine how many moves you can make.
So if you have 30 points, you can use 3 10 point moves.
Obviously, the higher you go in the tree, the more points things tend to cost.
You can still have up to 3 basic attacks at any time, but only two insta-kills.
AttackingAttacks come in a few types.
Basic- One must always be equipped. No cooldown.
Secondary- Generally has a cooldown, may have a status effect.
Special- Support move.
Passive- It's a passive. You can have up to 10 active at any one time.
Innate- Doesn't count for point values.
Now, onwards to the tech tree breakdown.
Tier 1 (50 Gold)
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- Circle of Life
Unlocks: Spear Throw (Basic), Circle of Life (Special)
Curse
Unlocks: Mage Bolt (Basic), Sorcerer's Curse (Passive)
Magic-Piercer
Unlocks: Mage Bolt (Basic), Magic-Piercer (Passive)
Splash
Unlocks: Bomb (Basic), Splash (Passive)
Dodge
Unlocks: Knife (Basic), Dodge (Passive)
Armor Pierce
Unlocks: Bow and Arrow (Basic), Armor Pierce (Passive)
Whirlwind Attack
Unlocks: Axe (Basic), Whirlwind Strike (Secondary)
Toughness
Unlocks: Greatsword (Basic), Toughness (Passive)
Tier 2 (100 Gold)
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- Eerie Gardener
Unlocks: Eerie Gardener (Secondary)
Sylvan Curse
Unlocks: Rock (Basic), Sylvan Curse (Special)
Pestilence
Unlocks: Pestilence (Special)
Burst
Unlocks: Burst (Secondary)
Chain Strike
Unlocks: Lightning (Basic), Chain (Passive)
Large AoE
Unlocks: Mega AoE (Passive)
Stealth
Unlocks: Invisibility (Passive)
Hunter's Mark
Unlocks: Hunter's Mark (Special)
Holy Strike
Unlocks: Holy Strike (Secondary)
Shield of Valor
Unlocks: Shield (Passive)
Tier 3 (150 Gold)
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- Wrath of the Forest
Unlocks: Wrath of the Forest (Secondary)
Necromancy
Unlocks: Necromancy (Passive)
Totem of Spirits
Unlocks: Totem of Spirits (Special)
Triple Shot
Unlocks: Triple Shot (Passive)
Supercharged Bolt
Unlocks: Supercharge (Passive)
Overcharge
Unlocks: Overcharge (Passive)
Pickpocket
Unlocks: Pickpocket (Passive)
Counterattack
Unlocks: Counter (Passive)
Hunting Nets
Unlocks: Net (Special)
Healing Light
Unlocks: Healing Light (Special)
Tier 4 (200 Gold)
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- Clobber
Unlocks: Clobber (Secondary)
Totem of Weakness
Unlocks: Totem of Weakness (Special)
Ward of Disruption
Unlocks: Disruption Ward (Special)
Charging
Unlocks: Charge (Passive)
Cluster Launcher Xtreme
Unlocks: Cluster Bomb (Secondary)
Furnace Blast
Unlocks: Furnace Blast (Special)
Sneak Attack
Unlocks: Sneak Attack (Secondary)
Falconer
Unlocks: Falcon's Eye (Passive)
More Axes
Unlocks: Moar Axes (Passive)
Holy Grail
Unlocks: Holy Grail (Passive)
Tier 5 (250 Gold)
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- Fiery Nut
Unlocks: Fire Nut (Special)
Ancient Oak Spear
Unlocks: Ancient Oak Spear (Passive)
Consecutive Boost
Unlocks: Consec. Boost (Passive)
Critical Mass
Unlocks: Critical Mass (Passive)
Dragonbreath Launcer
Unlocks: Dragon's Breath (Secondary)
Battle-Mecha
Unlocks: Mecha (Passive)
Shrapnel Shot
Unlocks: Shrapnel Shot (Secondary)
Slumber Arrows
Unlocks: Tranquilizer (Special)
Throwing Axes
Unlocks: Axe Throw (Passive)
Arterial Strike
Unlocks: Arterial Strike (Passive)
Tier 6 (300 Gold)
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- Runed Bear
Unlocks: Bear (Passive)
Death Rider
Unlocks: Reaper (Passive)
Arcane Sentinel
Unlocks: Sentinel (Passive)
Timelapse
Unlocks: Timelapse (Secondary)
Wasp Missiles
Unlocks: Wasp Missiles (Secondary)
Waste Disposal
Unlocks: Waste Disposal (Special)
Barrage
Unlocks: Barrage (Secondary)
Poison Arrows
Unlocks: Poison (Passive)
Edge Mastery
Unlocks: Monk's Blades (Basic), Edge Mastery (Passive)
Tier 7 (350 Gold)
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- Summon Elemental
Unlocks: Earth Elemental (Passive)
Polymorph
Unlocks: Polymorph (Secondary)
Death Ray
Unlocks: Death Ray (Secondary)
Teleport
Unlocks: Teleport (Special)
Twister
Unlocks: Tornado (Secondary)
Core Drill
Unlocks: Core Drill (Secondary)
Sniper Shot
Unlocks: Snipe (Secondary)
Perfect Parry
Unlocks: Perfect Parry (Passive)
Blade Dance
Unlocks: Blade Dance (Secondary)
Tier 8 (400 Gold)
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- Eldritch Doom
Unlocks: Eldritch Doom (Secondary)
Crimson Sentence
Unlocks: Crimson Sentence (Passive)
Attack List (Alphabetical)
Basic:
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- Axe (1 point)
Special Powers: None
Flavor Text: A normal-ranged melee weapon.
Bomb (3 points)
Special Powers: Can be set to a timed fuse.
Flavor Text: A simple bomb.
Bow (1 point)
Special Powers: Ranged
Flavor Text: The basic ranged weapon.
Greatsword (2 points)
Special Powers: None
Flavor Text: A long-ranged melee weapon.
Knife (1 point)
Special Powers: Can be thrown.
Flavor Text: A short-ranged melee weapon.
Lightning (3 points)
Special Powers: None
Flavor Text: A bolt of high-energy plasma.
Mage Bolt (1 point)
Special Powers: Ignores armor.
Flavor Text: The basic magical weapon.
Monk's Blades (3 points)
Special Powers: Two attacks per point payment.
Flavor Text: A pair of Bladesinger blades.
Rock (2 points)
Special Powers: None
Flavor Text: Throws a rock.
Spear (2 points)
Special Powers: Ranged
Flavor Text: A simple spear.
Passive (A passive, Max of 15)
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- Ancient Oak Spear
Effect: Ranged attack deal true damage.
Affects: Spears
Armor Pierce
Effect: Pierces armor.
Affects: Arrows and melee weapons
Arterial Strike
Effect: Bleed Damage
Affects: Arrows, melee weapons
Axe Throw
Effect: Melee weapons can now be thrown.
Affects: Melee weapons
Bear
Effect: Summons a bear. (4 turn respawn) (low attack, high hp, low armor)
Affects: All
Chain
Effect: Attacks chain up to 3 enemies.
Affects: Mage bolts and lightning
Charge
Effect: Can charge up to 3 attacks, but costs the point total, but halved, so 3 rocks would cost 5 points.
Affects: Bombs, mage bolts, rocks
Consecutive Boost
Effect: Boost damage for each consecutive hit on the same enemy.
Affects: All
Counter
Effect: Can counter melee attacks
Affects: Melee weapons
Crimson Sentence
Effect: A chance to insta-kill on each attack. Counts as an insta-kill.
Affects: Arrows, melee weapons
Critical Mass
Effect: Magic shots can blow up for splash magic damage
Affects: Mage bolts
Dodge
Effect: Can dodge attacks
Affects: All
Death Rider
Effect: Summons a death rider, which also boosts skeleton's power. (6 turn respawn) (moderate attack, moderate hp, and medium armor)
Affects: All
Earth Elemental
Effect: Summons an Earth Elemental, which has AoE damage. (7 turn respawn) (high attack, high hp, low armor)
Affects: All
Edge Mastery
Effect: Grants one extra attack beyond point cap for the respective weapons.
Affects: Arrows and melee weapons
Falcon's Eye
Effect: Boosts range and sight.
Affects: All ranged weapons
Holy Grail
Effect: A small chance to revive when killed.
Affects: All
Invisibility
Effect: The player becomes invisible when not attacking.
Affects: All
Magic Pierce
Effect: Pierces magic resistance.
Affects: All magical attacks
Mecha
Effect: The player now rides in a mecha.
Affects: None
Mega AoE
Effect: All attacks now deal damage in a 3 meter diameter circle AoE.
Affects: Bombs
Moar Axes
Effect: Boost damage
Affects: Melee weapons
Necromancy
Effect: The player can now summon skeletons of killed enemies and players.
Skeleton clauses:
-75% of former strength
-40% of former HP
-May not be healed.
Affects: All
Overcharge
Effect: All attacks deal AoE damage separate from the main attack
Affects: Lightning bolts, magic attacks
Perfect Parry
Effect: Has a chance to become invulnerable on each attack.
Affects: All
Pickpocket
Effect: Pickpockets opponents for 5 gold.
Affects: Melee weapons
Poison
Effect: Adds poison to attacks.
Affects: Arrows, melee weapons
Sentinel
Effect: Summons a ranged sentinel, which is unattackable.
Affects: All
Shield
Effect: Boost armor by 25%.
Affects: All
Sorcerer's Curse
Effect: Curses enemies, removing 25% armor and reducing attack to 1 per turn. (If higher)
Affects: Mage bolts
Splash
Effect: Adds splash damage
Affects: Bombs, rocks, greatswords, axes
Supercharge
Effect: Chains up to 5 enemies.
Affects: Lightning bolts
Toughness
Effect: Boost HP.
Affects: All
Triple Shot
Effect: Launches 1 high-damage and 2 low-damage shots.
Affects: Mage bolts, arrows
Secondary: (A secondary attack, generally with an effect)
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- Barbed Vines (7 turns) (8 points)
Effect: Deals damage and slows an enemy in a line. May not be used to ensnare enemies.
Cooldown: 4 turns
Barrage (17 points)
Effect: Barrages an enemy with arrows, magic bolts, or bombs. Approx. 6 shots. Each projectile deals a little less than normal damage.
Cooldown: 4 turns
Blade Dance (17 points)
Effect: Teleports to an enemy and deals melee damage.
Cooldown: 6 turns
Burst (7 points)
Effect: Creates a burst of magic.
Cooldown: 4 turns
Clobber (12 points)
Effect: Clobbers a small AoE, dealing damage and stunning for a turn.
Cooldown: 5 turns
Cluster Bomb (12 points)
Effect: Launches a cluster bomb, which explodes to deal fragmented AoE damage in random places.
Cooldown: 7 turns
Core Drill (19 points)
Effect: Drill to kill. Can't hit jumping/flying enemies.
Cooldown: 10 turns
Death Ray (19 points)
Effect: Insta-kill.
Cooldown: 10 turns
Dragon's Breath (14 points)
Effect: Launches a missile at a certain point.
Cooldown: 6 turns
Eldritch Doom (20 points)
Effect: Insta-kill + AoE.
Cooldown: 10 turns
Holy Strike (7 points)
Effect: Unleashes a holy, true-damage, AoE strike.
Cooldown: 3 turns
Shrapnel Shot (15 points)
Effect: Creates an AoE of grapeshot.
Cooldown: 6 turns
Sneak Attack (13 points)
Effect: Deals single-target true damage, with a small chance of insta-kill.
Cooldown: 4 turns
Sniper Shot (18 points)
Effect: Deals high single-target damage, with a moderate chance of insta-kill.
Cooldown: 7 turns
Tornado (18 points)
Effect: Creates a tornado which takes nearby enemies away and deals some damage.
Cooldown: 6 turns
Wasp Missiles (17 points)
Effect: Calls down an air strike.
Cooldown: 9 turns
Whirlwind Strike (5 points)
Effect: AoE damage for melee weapons.
Cooldown: 2 turns.
Wrath of the Forest (11 points)
Effect: Traps enemies for 2 turns and deals some damage. An opponent is able to do nothing, unless they have a heat-based attack.
Cooldown: 6 turns
Special: (Support move)
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- Circle of Life (7 points)
Effect: Heals you and your allies for a little HP.
Cooldown: 3 turns
Disruption Ward (12 points)
Effect: Stops magic use for 3 turns among 2 enemies.
Cooldown: 7 turns
Fire Nut (12 points)
Effect: Throws a fire nut, which creates a patch of flame, dealing a heavy burn to any units that step on it.
Cooldown: 5 turns
Furnace Blast (14 points)
Effect: Creates a large AoE of flame, dealing a light burn to any units that step on it.
Cooldown: 6 turns.
Healing Light (10 points)
Effect: Heals you for some damage.
Cooldown: 4 turns
Hunter's Mark (8 points)
Effect: Makes an enemy take double damage for 3 turns.
Cooldown: 7 turns
Net (10 points)
Effect: Throws a net which traps an enemy for 1 turn. The enemy make escape if they have a melee weapon. A trapped enemy may not re-equip a Melee weapon.
Cooldown: 3 turns.
Pestilence (9 points)
Effect: Creates a poison cloud which gives a moderate case of poisoning to any enemy in it.
Cooldown: 6 turns.
Polymorph (18 points)
Effect: Transforms an enemy into a sheep.
Cooldown: 10 turns
Sylvan Curse (8 points)
Effect: Ditto the normal KRO effect. Lasts for 3 turns.
Cooldown: 7 turns.
Teleport (17 points)
Effect: Teleports an enemy or the player away.
Cooldown: 8 turns
Timelapse (16 points)
Effect: Slows time around the user, making all attacks have a dodge chance.
Cooldown: 8 turns
Totem of Spirits (9 points)
Effect: Places a totem which stops magic use around it. Lasts for 5 turns.
Cooldown: 7 turns
Totem of Weakness (12 points)
Effect: Places a totem which makes enemies around it take double damage. Lasts for 5 turns.
Cooldown: 8 turns
Tranquilizer (13 points)
Effect: Shoots a ranged dart which makes enemies sleep for 2 turns.
Cooldown: 6 turns.
Waste Disposal (15 points)
Effect: Slows all enemy attack speeds and speeds to 1 for 3 turns. Large AoE.
Cooldown: 7 turns.
Spell MixingThere are a few rules.
1. Creating entirely new spells isn't allowed.
2. Before Combat, or BC skills, are made with one or more cooldown skills, and feature a mix of effects. Their point value is equal to their components, but their cooldown is the average. For example, Fire Nut and Cluster Bomb could be mixed to create Seed Bomb, which rains fiery seeds over the battlefield. Once a skill is mixed with another, it may not be used in another BC or IC mix until it is unmixed.
3. In Combat, or IC skills, are made by mixing one or more basic attacks, which may change or add an effect. Their point value is also equal to their components. For example, I have used a combo of my lightning and knife attacks to create Shock Stab, an electric Melee attack which may electrify opponents or cauterize wounds.
4. Mods may retract a mix if it is deemed OP or the combo makes no sense.[/quote]