Warning: Function get_magic_quotes_gpc() is deprecated in /var/www/trogworld.com/public_html/forums/includes/class_core.php on line 1960 *tweet* Hello!
Turrets:
Boomer:Fires a weak Sonic Burst(2d4 sonic)ahead. Goblins are thrown into fear immediately.
Mechanical Upgrade:Goblins only. When built,all towers gain +50% immunity to physical,overriding their penalty. This tower only has 50 HP however.
Ultra Gatling:Goblins only. Lore Check DC 26. 30 shots for 1d6 per bolt. Go to town on them.
Dragonslayer:Fires a 1d6 bullet. Dragons take 2d6 more damage.
Goblin/Tiefling/Shadow/Whateverslayer:See above and apply where needed.
Blitzer:Fires 4 magic missiles at nearby enemies.
Double Edge:Does a whopping 4d10 damage,but injures and will destroy itself with each shot.
Nuclear Silo:Gotta have one of these for the next one...
Ghost:Fires a bullet for 1d10 damage. If a nuclear silo is present,every 15 turns it can fire a nuke at a base for 50 damage to everything in the base,players not excluded.
Events:
AND ALL HELL BREAKS LOOSE!:Rain,Snow,Sleet,Hail,and Heat Mirnimane spawn and cause...well,hell. Only occurs near the end of the round,and it's about a 10% chance.
Hurricane Wilma hit. And I'm not happy about going without computer for 15 hours. Sigh. The ups and downs of living in Miami.
10-26-2005, 06:48 PM
JYAP
Races:
Noobs:Somewhat...powerful. They take double damage from everything,so they have short life spans,however. Slow-medium spawn rate.
Mercenaries:No spawns. Period. However,all unnamed mercs(Rain,Dredoc,etc.)are free of charge. Turret prices are doubled.
Solo:You want to go solo? Ok,go ahead. Turret prices are half off,but no spawns OR mercs. For the tough highbie who wants a challenge.
Turrets:
Super Timebomb:5 turns longer for 30 more damage.
Mega Timebomb:5 more turns for 30 more damage.
Ultra Timebomb:5 more for 30 more. Although at this point everything should die.
Horn:Use to sound the horn,giving all spawns +2 AB.
Special Summoner:When built,your spawns change to the following:
Fighter:Koopa Troopa
Rogue:Shy Guy
Wizard:Boo
All are 1 level above your average spawn.
Hijacked Spawner:Your spawns change to another team's. After 15 turns it breaks down.
Powerleveller:Your spawn rate slows to a crawl,but each spawn gains 5 levels.
Chance:1 use only. A 1d6 is rolled. Depending on the number,something happens.
1:Your towers take 30 damage.
2:All players lose half their health.
3:All spawns drop dead.
4:All enemy towers take 15 damage.
5:You gain 1000 gold per player.
6:1 base is utterly destroyed. The player is killed,all towers are demolished,and every spawn dies.
Named after that INFURIATING space in Mario Party that cost me games.
Exp Generator:Fragile,with 20 HP. Every turn you get 10 exp.
Breacher:Literally breaches open a base. Fires 5 fireballs(caster level assumed to be 7)at a base,and summons a random unnamed merc. Scraps self afterwards.
10-28-2005, 06:52 AM
JYAP
Systems:
Bank:At the cost of 2.5x the gold you're putting in there,you can store gold for some other time.
Spawner:You can buy extra spawners,to a max of 3. You can set each one to spawn fighter,rogue,or caster.
Quikshop:Buy for the round to be able to shop while fighting. The quikshop has weaker items however.
Turrets:
Solo:Solo only. No turrets either? You're hardcore man. EXP rate is multiplied by 1.5,but upon building this,no more turrets can be built.
Items:
Arrow of Combusting:On Hit cast Combust.
Multiplier(Longsword):-5 AB,On Hit spawn a Mephit. Mephit team only.
Dragon Pendant:Enables a certain breath weapon once a day. Draconics only.
Terrifier(Greatsword):+1d6 fire,on hit cause fear. Fiends only.
Cloak of the Shadows:Grants +20 hide/ms and HiPS,but -6 Con. Shadows only.
Events:
Holy crossovers,Batman!:A random crossover occurs. It's different depending on the crossover.
LOTR:The Fellowship spawns in the middle.
Star Wars:Darth Vader and a lot of Stormtroopers spawn in the middle.
The Hobbit:The dwarven expedition spawns in the middle.
Warlords Battlecry III:Spriggans. Thousands of them.
Right here!:JYAP,Felonious Monk,Dredoc,Song Bird,and Almuric all spawn. I mean the actual people,not their avatars.
EB:NOW it's their avatars.
Say,how's Annihilation going?
02-17-2006, 08:42 PM
Protoss119
Darth Vaaaadderrrrrr...~drools~
02-18-2006, 04:39 AM
Unregistered-JYAP
Really,how's Annihilation going? I'll drop everything and come back if there's a balanced EW. Serious!
02-18-2006, 05:11 AM
Unregistered-JYAP
More Turrets!
Necromancer: Undead only. When used,creates a zombie at where someone recently died. Self-destructs after 10 uses.
Counterfeit: Produces 5 gold a turn unless...(20 HP)
Security: Prevents base sabotage (i.e Virus turret) and stops the effects of all towers providing exp/gold until destroyed. 75 HP.
Golden EXP: Produces 5 gold and 10 exp per turn.
Super/Mega/Ultra Counterfeit/EXP Generator: Gain 10/15/20 gold/15/20/25 exp per turn. -10/-13/-19 HP.
Full Auto: 10 HP, but fires 5 1d6 bullets every round for 15 rounds. After 15 rounds it runs out of ammo and is cannon fodder.
Crossbow: 1d10 bullet,but can critical. If it does,10d10 damage.
Sniper: Hits a PC for 1d8 damage. Only targets PCs,from whatever range.
Super/Mega/Ultra Sniper: Add 1d8 more with each level.
Siege: Occasionally shoots a fireball randomly around the front of a enemy base. 50 HP.
Decoy: If Decoy is hit by direct damage,Decoy explodes and deals 30 damage to the attacking tower. 1 HP.
Spam: When used,a base without Security's towers are spammed with useless sex-themed crap and shut down for 5 rounds.
Pop-up: Occasionally keeps a turret from firing for 3 rounds. Security blocks this.
Thief: Steals 1 gold from all players' vaults per round. 10 HP.
Rogue: 3 gold instead. 5 HP.
Guardian: This tower draws fire from all direct damage towers until destroyed. 300 HP.
Armageddon: When built,a 30 turn countdown begins. At the end,EVERYTHING is destroyed. The player gets exp for everything killed x 2. Cannot be destroyed. Since everything is destroyed,the round ends automatically after it triggers.
Fog: Creates fogs everywhere on the battlefield,reducing enemy AB by 2.
Have fun. And please,not all the towers should be in.
02-18-2006, 08:51 AM
Protoss119
I haven't heard from Song Bird in a while, so I dunno.
Spawns:
Confederacy of Independent Systems: Battle Droids, Battle Droids, and more Battle Droids - these are superb ranged guys. Low HP, but great AB and all-around damage. Medium to fast spawn speed. The following units are part of the CIS spawns:
Battle Droid - carries a +1 light crossbow and bolts. Gets Rapid Reload feat.
Assault Droid - carries a -2 heavy crossbow with bolts that hit targets with a L1 fireball. Does NOT get Rapid Reload feat.
Assassin Droid - carries a +3 heavy crossbow with bolts that do 1d4 extra piercing damage. Does NOT get Rapid Reload feat.
Droid Engineer - carries this dagger that has -1 to damage and can repair turrets, etc. Can also man and fire turrets.
Mercs:
General Grievous - Carries two rapiers and has all the two-weapon fighting feats. Tough, but thankfully slow. Costs 3/4 as much as Thox.
Events:
OMFG it's cold - all mercs and spawns are frozen (stoned) and players take 1 Cold damage each round.
Cage - cages everyone in a certain area of the battlefield for 5 rounds. This makes them subject to ranged attacks.
02-19-2006, 06:42 PM
Unregistered-JYAP
;_;
Systems:
Favorite Shop: Sell items here to be added to the shop,so you don't need to go through all the other crap to get to the stuff you want/need/like.
Randomizer: Before choosing a race to fight with,choose this. The race will be randomly chosen and your turrets are automatically set up.
Workshop: Here,you can spend gold to create a monstrous customizeable golem to attack/defend/heal/nuke/serve/whatever.
Forge: Here,you can spend a metric ton of cash to create a customizeable weapon. I really mean the metric ton part.
Trainer: If you're willing to expose your base to whatever punishment your opponents can think of,you can go here to fight your own spawns. After awhile,your spawns will level up.
Races:
Dud: Only available from Randomizer. Basically what it says,so you're ****ed over if you get this. Only redeeming point is +5 gold a kill bonus.
Thief Guild: Thieves are too lazy to actually FIGHT. Instead,they go directly for the vault to steal gold. Of course,they have the staying power of a piece of styrofoam. All thieves are level 1 with very good stealth skills. Medium spawn rate.
Barbarians: KHAAAAAAAAAAAAAAAAAAAAAAN! The exact opposite of the thieves,the barbarians just want to kill crap! Incredibly strong(about 3 can take a dragon),but won't lay a finger on the turrets. Slow spawn rate.
Siege: There's a spawn slayer and a vault slayer. Why not a turret slayer? All damage turrets are unavailable(i.e. Gatling,Crossbow,Dragonslayer)and are replaced with special siege towers to assault the enemy turrets. Spawns? Those are for squares!
Turrets:
Dud: Pray you don't get this.
Ballista: Siege. 5 damage, 5 shots/turn.
Catapult: Siege. 20 damage, 1 shot/2 turns,hits all.
Battering Ram: Siege. 10 damage, 1 shot/round.
Trebuchet: Siege. 30 damage, 1 shot/3 turns.
Cannon: Siege. 15 damage, 1 shot/turn
Chainzap: Sends a jolt through a target for 1d6 damage. This jolt hits another target for the same amount,then another,then another,until every enemy spawn has been hit once. Short-circuits after use.
Flameguard: Drops a baselong Wall of Fire 3 walls thick. Incinerates itself.
Earthcrack: The entire arena is bombarded with a quake for 10d4 damage. Destroyed on use.
Flashfreeze: All PCs are frozen solid for 1 turn. Shatters on use.
Quick note: Siege towers have 50 HP. I WANT MY ACCOUNT!
02-20-2006, 05:44 AM
Protoss119
Almuric and I are working on a way to get your password to you.
Al, if you are reading this, post JYAP's password NOW, while he's still here.