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  1. #21
    Name of army: The Elementalists

    Heros:

    Genesis: A 6' 0" Necromancer with enhanced spells (except Death), with his poison attack being 25% stronger (can be fired at any range), and as for his "Reanimate Dead" ability, he can raise 2X the amount of skeletons that a normal Necromancer can. Skeleton attributes that he raises are 2% higher as well.

    Hero Skills:

    Cast Poison Smog --- An upgraded version of "Cast Poison" that has an area of effect (splash damage) affecting multiple units.


    Summon Iuggnol --- Can only be cast once per battle (regardless of how many posts there are) which spawns a monstrously large animal (30 feet tall) covered in thick armor, that can stomp on enemy targets. Slow as a snail though.

    Iuggnol's Concept Art (Borrowed from a website):



    ....

    Elemental King: Has the ability to change into any element he wants at any given time (as much as he wants) with 10% extra to all attributes, and dealing 10% more damage per spell cast.

    Hero Skills:

    Raise Elemental: Raises a fallen elemental from death back to life once per every 3 posts and raises all of its attributes by 5%.

    ....

    Elemental Queen: Has the ability to spawn elementalings ... baby elementals spawned at random (2 elementals per post) that are very weak, but a nuisance to deal with. Baby elementals are very easy to kill, and attack with only their fists and spells that are close range only (very weak spells). The Queen is of neutral element.

    Hero Skills:

    Cast Agniur --- Can only be cast once per every 5 posts, and can only start casting this spell on post 3 (huge cool down at start of battle). HUGE area of effect (splash damage) that effects many enemy units and does damage dependent on where the targets are from the spell. Ground Zero --- Massive Damage ; 10 feet away --- Moderate Damage ; 15 feet --- Takes Little Damage ; 16-20 takes Miniscule Damage ; 21+ does no damage.

    Cast Niur --- Casts a ball of pure energy at enemy targets (can be cast at any range) dealing decent damage.

    Give Birth --- Gives birth to two random baby elementals (description above).

    .......

    {All Elementals are 9 feet high with the exception of the King and Queen listed above. The King is 15 feet high, the Queen is 20 feet high.}


    Fire Elemental --- 1000 units:

    Concept Art:




    Cast Fireball --- Casts a small fireball that's for close range, can catch things on fire and spread if not controlled. Fire elementals can cast this spell on other Fire Elementals (but NOT themselves) to heal hp. Has a 2% probability of burning an enemy target.

    Cast Great Fireball --- Casts a medium fireball that is for close to medium ranges. It is a more powerful version of Fireball, one being larger and having a chance at splash damage, but also has a very small chance of splitting into 3 smaller fireballs. Has a 3% probability of burning an enemy target.

    Cast Chaos Fireball --- Casts a mammoth fireball that is for long range only. Has a large blast radius, but can not split into smaller fireballs. Things can catch on fire very easily with this type of fireball. Has a 4% probability of burning an enemy target.


    Ice Elemental --- 1000 units:

    Concept art (borrowed from a website):



    Cast Winter Fury --- Can only be cast when ALL Ice Elementals are alive, and only once per every 3 posts. Calls forth a giant winter storm over the enemy army, slowing their advancement considerably as well as greatly hindering heavy/heavily armored units. Does no damage.

    Cast Ice Ball --- The equivalent of Fire Ball, except in the form of Ice. Has a 2% probability of freezing an enemy target for one whole post, not allowing it to do anything. Ice elementals can cast this spell on other Ice Elementals (but NOT themselves) to heal hp.

    Cast Chaos Ice Ball --- Equivalent of Chaos Fire Ball, except in the form of Ice. 4% probability of freezing a target (or targets).


    Earth Elemental --- 1000 units:

    Concept Art ( Borrowed from a website):




    Cast Rock --- The equivalent of Ice Ball, except in the form of granite. Has a 2% probability of stunning an enemy target for one whole post, making the target have a 3% chance of missing an attack they would normally hit. Earth elementals can cast this spell on other Earth Elementals (but NOT themselves) to heal hp.

    Cast Great Rock --- The equivalent of Great Ice Ball, except in the form of granite. Has a 3% probability of stunning an enemy target for one whole post, making the target have a 4% chance of missing an attack they would normally hit.

    Cast Chaos Rock --- The equivalent of Chaos Ice Ball, except in the form of granite. Has a 4% probability of stunning an enemy target for one whole post, making the target have a 5% chance of missing an attack they would normally hit.


    Wind Elemental --- 1000 units:

    Concept Art (Borrowed from a website):




    Cast Wind Wounder --- 5 Blades are cast and launched into the air like boomerangs (short - medium range). Has the capability of causing internal bleeding on a target (1% chance), otherwise does very small damage, however can be cast in quick succession.

    Conjure Bird of Prey --- The wind elemental turns into a bird, if it chooses to, and goes Kamikaze style into an enemy unit doing decent to moderate damage (depending how close they are to the Elemental). This spell does NOT effect allies.

    Auto - Cast Bird of Prey --- Happens automatically when a Wind Elemental is slain, but it does severely less damage vs turning into a Bird of Prey itself. This spell does NOT effect allies.

    Dark Elemental --- 1000 units:

    Concept Art (Borrowed from a website):



    Cast Doom --- Can only be cast once per battle (regardless of how many posts are made) and on only one unit in the enemies' arsenal (except heroes). Once cast on the target of choice, it will die no matter what it does to try to avoid it in 4 posts. There IS no escape from Death.

    Cast Slow --- Has a 5% chance of slowing enemies down at a random interval from 20% slower to 60% slower (in 2% intervals). Does no damage. Close range only, yet can be cast in quick succession.

    Cast Curse --- Has a 50% chance of making an enemy miss an attack they would normally hit on their next post. Can only be cast once per Dark Elemental {1000 uses, assuming all of them are alive}. Can only be cast once per every 5 posts as well. This spell is also close range only, yet can be cast in moderate succession.


    Holy Elemental --- 1000 units:

    Concept Art (Borrowed from a website):




    Cast Glimpse of Light --- The equivalent of Ice Ball, except in the form of pure energy. Has a 1% probability of blinding an enemy target for one whole post. Holy elementals can cast this spell on other Holy Elementals (but NOT themselves) to heal hp.

    Cast Array of Light --- The equivalent of Great Ice Ball, except in the form of pure energy. Has a 1.5% probability of blinding an enemy target for one whole post.

    Auto Cast Angel --- This occurs automatically when a Holy Elemental is slain, however dramatically reduces the strength of the spell all the way down to a 2% raise to attributes on allies {attack, defense, resistances, armor, and hp}.


    Necromancer {Necromancers are 5' 8"} --- 1500 units:

    Concept Art (Borrowed from a website):



    Cast Death: In order to cast this spell, ALL Necromancers need to be alive. It can only be cast on one enemy unit at a time (except heroes) and can only be cast once per every three posts assuming that all Necromancers are still alive to cast it more than once. They use this spell on post 1.

    Cast Poison: Launches poisonous orbs at enemies gradually sucking away their hp. (Can be fired at any range).

    Reanimate Dead: Can reanimate the dead into skeletons (including enemy corpses). Very weak, but still a plus. when an enemy unit is slain, 1 skeleton is spawned. If ANY friendly unit regardless of strength is slain, only 1 skeleton is spawned. This spell can only be cast once per 5 posts AND Only 1/2 Of The Remaining Necromancers can cast it. (Can be cast at any range).

    Has a bone rod for melee attacks (rarely used, since they primary cast poison).
    Has a knife imbued with poisonous qualities.

    Necromancers are immune to poison.

    Cleric {Clerics are 5' 4"} --- 1500 units:

    Concept Art (Borrowed from a website):




    Cast Heal: Heals one unit of choice by 5%. Can't be cast on other Clerics or Genesis's Summon.

    Cast Mighty Guard: Raises an allies physical and magical resistance by 5%, can't be cast on Genesis's summon.

    Cast Haste: Increases movement speed of an allie by 5%, can't be cast on Genesis's summon.

    Clerics have a mace for close combat, but rarely use them since they primarily focus on healing the army.


    Mimic Elemental --- 1000 units:

    Concept Art (Borrowed from a website):



    Cast Enhanced Duplicate --- This spell can only be cast if all Mimic Elementals are alive, and only once per battle {only able to do so on the 3rd post or later, because it has a HUGE cool down rate and can't be cast right away). See "Cast Duplicate" below and add 20% to all attributes.

    Cast Duplicate --- Assuming 999 Mimics (or less) are left alive, they will choose a unit of their choice to turn into. The attributes of the target they choose will be slightly lowered, but still have an interesting effect on battle. Once they choose to mimic something, they can NOT change it (turn back to original form) until the next battle. They will have all weapons and spells, etc, of the target they mimic.

    Cast Deception --- Mimics have the option NOT to turn into an enemy unit, but instead changing into something in the environment instead (like a tree or something) to try to blend in with the environment. Once done, they CAN change back to a mimic, however turning into something in the field (like the tree example, NOT duplicate) restricts them to melee combat only.

    Mimics' weapons are dependent on what they choose to mimic.
    Last edited by Genesis; 10-21-14 at 07:54 AM.

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