Andrew16 1 Report post Posted August 13, 2010 (edited) [b]Terra Firma[/b] Requirements for recruiting this creature: Action points: 80 Value points :7000 Sacrificed vitality :4000 Exploring Points: 20 Targets: Random Abilities: Damage, Protect Special Influences: Protect lasts twice as long Defence of all creatures is raised by 2 Stats: Vital Energy:1000 Defence:10 Initiative:1 Attack:5 Requirements for next level: Experience: 1000 Won battles: 5 Age: 30 Upgrade costs: Action points : 60 Value points : 3000 Sacrificed vitality :2000 Exploring Points :10 -------------------------------------- [b]Terra Firma II[/b] Targets: Random, Dying, Weak Creatures Abilities: Damage, Protect Special Influences: Protect lasts twice as long Defence of all creatures is raised by 2 Stats: Vital Energy:1500 Defence: 20 Initiative:2 Attack:10 Requirements for next level: Experience: 10000 Won battles: 25 Age: 60 Upgrade costs: Action points : 60 Value points : 5000 Sacrificed vitality :4000 Exploring Points :10 -------------------------------------------- [b]Terra Firma III[/b] Targets: Dying, Multiple Abilities: Heal, Damage, Protect Special Influences: Protect lasts twice as long Defence of all creatures is raised by 2 Stats: Vital Energy:2000 Defence: 35 Initiative: 3 Attack: 20 Requirements for next level: Experience: 30000 Won battles: 50 Age: 100 Upgrade costs: Action points : 60 Value points : 7000 Sacrificed vitality :6000 Exploring Points : 20 ------------------------------------------ [b]Terra Firma IV[/b] Targets: Multiple, Weak Creatures, Strong Creatures, Random, Dying Abilities: Heal, Damage Special Influences: Protect lasts twice as long Defence of all creatures is raised by 2 Stats: Vital Energy: 3000 Defence: 50 Initiative:4 Attack: 35 Requirements for next level: Experience: 50000 Won battles: 200 Age: 150 Upgrade costs: Action points : 80 Value points : 10000 Sacrificed vitality :8000 Exploring Points : 20 ---------------------------------------------- [b]Terra Firma V[/b] Targets: All Abilities: Damage, Heal Special Influences: Protect lasts twice as long Defence of all creatures is raised by 2 Stats: Vital Energy: 4000 Defence: 70 Initiative: 4 Attack: 50 Requirements for next level: Experience: 160000 Won battles: 500 Age: 365 Upgrade costs: Action points : 90 Value points : 10000 Sacrificed vitality : 15000 Exploring Points : 25 ---------------------------------------------- [b]Gaia[/b] Targets: Multiple Abilities: Random Damage, Heal, Protect, Steal Life Special Influences: Protect lasts twice as long Defence of all creatures is raised by 5 Stats: Vital Energy: 5000 Defence:100 Initiative: 5 Attack:125 Edited August 16, 2010 by Andrew16 Share this post Link to post Share on other sites
Manda 18 Report post Posted August 13, 2010 A bit powerful "Defence of all creatures is raised by 5" abilities is measured in % "Abilities: Heal, Protect, Regenerate, Steal Life" those abilities, need the skill power Share this post Link to post Share on other sites
Burns 1,143 Report post Posted August 13, 2010 heal, protect, steal life on all is way overpowered for various reasons. apart from that, might be cool Share this post Link to post Share on other sites
No one 572 Report post Posted August 13, 2010 Nice, very nice. Not overpowered (except Gaia) like most proposed, and ... quite a nice touch with the defense surplus There is that point with Gaia that has too many options. [i][b]Gaia[/b] Targets: All Abilities: Random Damage, Heal, Protect, Regenerate, Steal Life [/i] Using "All" with ... all that you have chosen is WAAAAY too much. Change to "Multiple" and it is perfect. Also you will have to add some power for "Gaia" too but just a bit . For the rest of the lvls ... don't. The creature can still use power from the player which will put some restrictions on the usage. @Manda: each creature has some def stats if you remember. Those are points. Applied properly, this creature can make wonders in MP3. 1 Kyphis the Bard reacted to this Share this post Link to post Share on other sites
Pipstickz 496 Report post Posted August 13, 2010 Gaia has less attack than a level 1 Joker, so since random damage is the only ability that uses the attack stat in those, perhaps you should raise it a bit? [quote name='Help pages']Random Damage Does random damage to target based on attack value, usualy attack value is huge for these creatures, making this ability often act as acritical strike. Rare ability.[/quote] Aside from that and other things that have been mentioned, it looks like a great creature. Share this post Link to post Share on other sites
Andrew16 1 Report post Posted August 16, 2010 I changed it a bit. Gaia should be a little powerful since it takes a lot of work to get it to the final level. Should I raise the power level of Gaia a bit more or is it fine now? Share this post Link to post Share on other sites
No one 572 Report post Posted August 18, 2010 What power lvl ? There is only attack and defense on Gaia. Add : Gaia : Power -> up to 20-30 So: what I noticed is that you have too much defense for all lvls. At least make the lower lvls less protected. Take as example some existing creatures. Also ... with a bit of work this creature can be maxed at MP3 which MUST not be possible as it can be a rival of Elemental. I'll check again later for what else might be. 1 Kyphis the Bard reacted to this Share this post Link to post Share on other sites
apophys 82 Report post Posted August 19, 2010 Gaia is overpowered as it is. Elems become obsolete in any rit with a winderwild. Take out lifesteal, add power. I propose to replace Protect (I assume you mean Martirism?...) with Defend. Share this post Link to post Share on other sites