The Veil - Concept.
- DoomsdayDragonfire
- Posts: 747
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The Veil - Concept.
The Idea here is to give more freedom to "Undead Faction Lovers", filling the Gap Betwen the living demons and the death. So avoid to say "Only Undeads for Undeads".
POOLS ARE HAPPENING EVERYDAY IN DISCORD ABOUT THIS TOPIC, SO STAY TUNED!
https://discord.gg/5M2jahJ
About The Veil:
These Humans got lured to the Darkness and now they offers their blood, mind and soul to the undeads for the promise of wealth and ethernal life!
The Veil will consists in spellcasters and assassins... For now, I'm thinking on 4 units + The Building at first - The "Cultist", the "Adept", the "Dark Priest" and the "Confessors". But no stats for them yet, just some toughts for abilities...
Stats:
The Cultists just joined The Veil! These newcomers know little about the dark arts but gladly offers their flesh and soul to the Death.
The Cultists Active effect: None
Cost:2
Hp:10
Attack Power:5
Range:1
Armor:1
Pierce Armor:1
Speed:4
Sight:5
Action:1
Spell resistance: 10%
Abilities: BackStab, Cloak cape (Tech research), capture on kill.
The Adept - A High grade cultist, doesn't fear what is in the shadows.
The Adept Active effect: None
Cost:3
Hp:16
Attack Power:10
Range:1
Armor:1
Pierce Armor:1
Speed:4
Sight:5
Action:1
Spell resistance: 15%
Abilities: Lightning arrow, Cloak cape (Tech research), Disbelief or Fear, capture on kill.
Dark Priest - Disillusioned with his faith, the dark priest now seeks answers to his questions in the darkness and shadows.
Dark priest Active effect: None
Cost:3
Hp:15
Attack Power:5
Range:1
Armor:1
Pierce Armor:1
Speed:4
Sight:5
Action:1
Spell resistance: 40%
Abilities: Dispel, Cloak Cape (Tech research), Renew (Tech research), Curse (Tech research), Doom spell (Tech research).
The Confessors - Individuals who does not fully accepted the darkness or those who are captured in battles.
The Confessors Active effect: Vanishing, 3 turns
Cost:1
Hp:9
Attack Power:1
Range:1
Armor:1
Pierce Armor:1
Speed:3
Sight:4
Action:1
Spell resistance: 0%
Mend rate:8
Veil HQ - These Humans got lured to the Darkness and now they offers their blood, mind and soul to the undeads for the promise of wealth and ethernal life!
Veil HQ Active effect: None
Cost: 5
HP: 65
Armor: 4
P.Armor: 65
Sight: 4
Storage: 3 units
Spell resistance 100%
========================================================================================================================
-Roles:
The Confessors - Acts as a multipurpose laboreur - Can help skeleton workers on buildings and mend stuff, but vanishes after 3 turns.
The Cultist - Main sect infantry - can cast dark magics.
The Adept - Can spell Curses and Dark magics, also, each kill made by him, can create slaves.
The Dark priest - Can spell both good and evil magic.
-Notes:
-If any of these die in battle, unlike other undead units, they will leave the corpse on the tile.
-Any undead can use "Eat Corpse" skill on these units anytime (That includes when they are alive, but leaving no bones then).
-None of these units can walk on water or over montains.
-They are mean to be cheap units and weak in overall.
-None of them can be converted by other teams as they will have a blood pact. (Presented as tech upgrade)
-Due Img Limit (at least for me), i just posted the basic human slave... The others are in the comments bellow.
-The list of techs/skills descriptions is in the comments bellow.
-...
POOLS ARE HAPPENING EVERYDAY IN DISCORD ABOUT THIS TOPIC, SO STAY TUNED!
https://discord.gg/5M2jahJ
About The Veil:
These Humans got lured to the Darkness and now they offers their blood, mind and soul to the undeads for the promise of wealth and ethernal life!
The Veil will consists in spellcasters and assassins... For now, I'm thinking on 4 units + The Building at first - The "Cultist", the "Adept", the "Dark Priest" and the "Confessors". But no stats for them yet, just some toughts for abilities...
Stats:
The Cultists just joined The Veil! These newcomers know little about the dark arts but gladly offers their flesh and soul to the Death.
The Cultists Active effect: None
Cost:2
Hp:10
Attack Power:5
Range:1
Armor:1
Pierce Armor:1
Speed:4
Sight:5
Action:1
Spell resistance: 10%
Abilities: BackStab, Cloak cape (Tech research), capture on kill.
The Adept - A High grade cultist, doesn't fear what is in the shadows.
The Adept Active effect: None
Cost:3
Hp:16
Attack Power:10
Range:1
Armor:1
Pierce Armor:1
Speed:4
Sight:5
Action:1
Spell resistance: 15%
Abilities: Lightning arrow, Cloak cape (Tech research), Disbelief or Fear, capture on kill.
Dark Priest - Disillusioned with his faith, the dark priest now seeks answers to his questions in the darkness and shadows.
Dark priest Active effect: None
Cost:3
Hp:15
Attack Power:5
Range:1
Armor:1
Pierce Armor:1
Speed:4
Sight:5
Action:1
Spell resistance: 40%
Abilities: Dispel, Cloak Cape (Tech research), Renew (Tech research), Curse (Tech research), Doom spell (Tech research).
The Confessors - Individuals who does not fully accepted the darkness or those who are captured in battles.
The Confessors Active effect: Vanishing, 3 turns
Cost:1
Hp:9
Attack Power:1
Range:1
Armor:1
Pierce Armor:1
Speed:3
Sight:4
Action:1
Spell resistance: 0%
Mend rate:8
Veil HQ - These Humans got lured to the Darkness and now they offers their blood, mind and soul to the undeads for the promise of wealth and ethernal life!
Veil HQ Active effect: None
Cost: 5
HP: 65
Armor: 4
P.Armor: 65
Sight: 4
Storage: 3 units
Spell resistance 100%
========================================================================================================================
-Roles:
The Confessors - Acts as a multipurpose laboreur - Can help skeleton workers on buildings and mend stuff, but vanishes after 3 turns.
The Cultist - Main sect infantry - can cast dark magics.
The Adept - Can spell Curses and Dark magics, also, each kill made by him, can create slaves.
The Dark priest - Can spell both good and evil magic.
-Notes:
-If any of these die in battle, unlike other undead units, they will leave the corpse on the tile.
-Any undead can use "Eat Corpse" skill on these units anytime (That includes when they are alive, but leaving no bones then).
-None of these units can walk on water or over montains.
-They are mean to be cheap units and weak in overall.
-None of them can be converted by other teams as they will have a blood pact. (Presented as tech upgrade)
-Due Img Limit (at least for me), i just posted the basic human slave... The others are in the comments bellow.
-The list of techs/skills descriptions is in the comments bellow.
-...
Last edited by DoomsdayDragonfire on Thu Aug 16, 2018 1:45 am, edited 6 times in total.
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- General Brave
- Posts: 4587
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- Location: The Four Point Military Academy.
Re: Sect - Concept.
Definitely a good concept, we might need to refined the images a bit and some of the units could change. Overall this is perfect for the living aspect of the undead.
Wise, Might, Loyalty. Forever stands Warfell.
Re: Sect - Concept.
Big undead lover here considering my main so I differently agree with this idea
Please check out my doom spell, disbelief spell, and hyponsis spell I suggested in undead technology. Those spells might be able to work with these units
Please check out my doom spell, disbelief spell, and hyponsis spell I suggested in undead technology. Those spells might be able to work with these units
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
- General Brave
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- makazuwr32
- Posts: 4470
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Re: Sect - Concept.
I have some ideas of cultists for undeads:
Blight mage
Cultist of the damned
Altar of the damned
Butcher - can be created by blight mage
Heretic
Possesed mage
Blight mage
Cultist of the damned
Altar of the damned
Butcher - can be created by blight mage
Heretic
Possesed mage
makazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amPlease when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.
Re: Sect - Concept.
Excellent! That could give more use for dark Altar
But there could be problem with slaves when fighting orcs or scaledfolks
But there could be problem with slaves when fighting orcs or scaledfolks
Im not coming. Im impending
- Lynx Shafir
- Posts: 1528
- Joined: Mon May 28, 2018 4:24 am
Re: Sect - Concept.
Why?
Wear your scars with pride 'cos each has a story to tell .
What your scars tell about you?
What your scars tell about you?
- Lynx Shafir
- Posts: 1528
- Joined: Mon May 28, 2018 4:24 am
Re: Sect - Concept.
So what is the idea of slaves.?
Wear your scars with pride 'cos each has a story to tell .
What your scars tell about you?
What your scars tell about you?
- LordOfAles
- Posts: 3659
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Re: Sect - Concept.
I say they can server like workers with high mend rate.
The Crusade never ends...
- DoomsdayDragonfire
- Posts: 747
- Joined: Tue Sep 06, 2016 6:20 am
- Location: Terra - Brasil
Re: Sect - Concept.
They seem promissing. I will check them out.
Loved them, mainly the butcher and the blight mage, and would be nice to merge some aspects of these ideas... But let me point a problem with most of those ideas, the high turn-cost/efficiency they do demmand to be placed in the field. I plan something really cheap and basic to the basic members of the sect, these basic units would have a cost limit of max 4 turns to be made (Starting with human slaves with 1 turn build, 2-3 turns for cultists, 3-4 turns for the adepts and 3-4 turns to the dark priest). But that does't mean that damned cultists cannot to be implemented as advanced units later on... But let's focus on giving a basis for the idea first, then we can plan to add improved units for it.makazuwr32 wrote: ↑Sat Aug 04, 2018 6:20 amI have some ideas of cultists for undeads:
Blight mage
Cultist of the damned
Altar of the damned
Butcher - can be created by blight mage
Heretic
Possesed mage
I see, fighting against diferent species and spawning humans could be weird.
I might work on the images anyway, there are 3 slaves, so i could put the human and 2 races or make variants to each race for it... The problem with the second would be on the implementation, where - how the devs would spawn specific slaves of each faction after kills?.
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- makazuwr32
- Posts: 4470
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- Location: Moscow, Russia
Re: Sect - Concept.
they have 3/4/4/5 turns cost.
as for altar it can be changed to normal building with 5 turns cost. Ofc stats will be adjusted.
as for altar it can be changed to normal building with 5 turns cost. Ofc stats will be adjusted.
makazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amPlease when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.
- DoomsdayDragonfire
- Posts: 747
- Joined: Tue Sep 06, 2016 6:20 am
- Location: Terra - Brasil
Re: Sect - Concept.
Good, its not like i have the stats for all these guys yet but would be nice to get some reference to start.makazuwr32 wrote: ↑Sat Aug 04, 2018 2:41 pmthey have 3/4/4/5 turns cost.
as for altar it can be changed to normal building with 5 turns cost. Ofc stats will be adjusted.
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- DoomsdayDragonfire
- Posts: 747
- Joined: Tue Sep 06, 2016 6:20 am
- Location: Terra - Brasil
Re: Sect - Concept.
... So i made one for each faction, i think it might be usefull elsewhere aswell.
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- General Brave
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Re: Sect - Concept.
Good. Also it seems like they have capture triplets.
Wise, Might, Loyalty. Forever stands Warfell.
- DoomsdayDragonfire
- Posts: 747
- Joined: Tue Sep 06, 2016 6:20 am
- Location: Terra - Brasil
Re: Sect - Concept.
Yep, i guess this is it for now, those are the imgs for them, now it is time to work on their stats 
Also i need to make the building... i plan something with dome structure for it, like the cathedral Santa Maria del Fiore from Florence, but darker, old and abandoned... I would thank if someone else do that for me.

Also i need to make the building... i plan something with dome structure for it, like the cathedral Santa Maria del Fiore from Florence, but darker, old and abandoned... I would thank if someone else do that for me.

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- General Brave
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Re: Sect - Concept.
That if I find images close to that.
Wise, Might, Loyalty. Forever stands Warfell.
- DoomsdayDragonfire
- Posts: 747
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- DoomsdayDragonfire
- Posts: 747
- Joined: Tue Sep 06, 2016 6:20 am
- Location: Terra - Brasil
Re: Sect - Concept.
As requested on discord, here it is the Stats, skills and techs. (I will keep this up to date and the main topic as this one gets improved)
The Cultists.
Active effect: None
Cost:2
Hp:10
Attack Power:5
Range:1
Armor:1
Pierce Armor:1
Speed:4
Sight:5
Action:1
Spell resistance: 10%
Abilities: BackStab, Cloak cape (Tech research), capture on kill.
The Adept.
Active effect: None
Cost:3
Hp:16
Attack Power:10
Range:1
Armor:1
Pierce Armor:1
Speed:4
Sight:5
Action:1
Spell resistance: 15%
Abilities: Lightning arrow, Cloak cape (Tech research), Disbelief or Fear, capture on kill.
Dark priest.
Active effect: None
Cost:3
Hp:15
Attack Power:5
Range:1
Armor:1
Pierce Armor:1
Speed:4
Sight:5
Action:1
Spell resistance: 40%
Abilities: Dispel, Cloak Cape (Tech research), Renew (Tech research), Curse (Tech research), Doom spell (Tech research).
Confessors - (better know as Slaves... i guess i need to change the name to something else...).
Active effect: Vanishing, 3 turns
Cost:1
Hp:9
Attack Power:1
Range:1
Armor:1
Pierce Armor:1
Speed:3
Sight:4
Action:1
Spell resistance: 0%
Mend rate:8
Sect HQ - Building
Active effect: None
Cost: 5
HP: 65
Armor: 4
P.Armor: 65
Sight: 4
Storage: 3 units
Spell resistance 100%
==================================================================
Sect Tech Pack.
In game - Researcheables.
Blood pact. (7 turns)
Similar to human loyalty, but for undeads.
Dark Arts. (4 turns)
Increase sect units damage by +1
Improved Dark Arts. (4 turns)
Increase sect units damage by +2
Advanced Dark Arts. (4 turns)
Increase sect units damage by +3
Made in bones 1. (4 turns)
Increase pierce armor by +1
Made in bones 2. (4 turns)
Increase pierce armor by +2
Made in bones 3. (4 turns)
Increase pierce armor by +3
6th sense. (3 turns)
Enable sect units to detect stealth.
Cloack cape. (4\5 turns)
Grants stealth to all Sect units. (As skill)
Evil Devotion. (7 turns)
Adds +1 action for turn to all Sect units.
Ancient Studies. (5\6\7 turns)
Adds veterancy bonus to all Sect units.
===================================================================
-Spells/skills
-Capture on kill. (passive)
If the attack is the killing blow, turns the target on slave.
-Cloak cape. (active skill) 3 turns cooldown (Needs tech research)
Grants stealth for 3 rounds.
-Backstab. (active skill) 3 turns cooldown
Damage based attack +2, ignores defense, inflict bleeding/or poison.
-Dispel. (active skill) 2 turns cooldown
Instantly reduce vanishing to 0, leaving corpse behind.
-Renew. (active skill) 5 turns cooldown
Reset all skill cooldowns for desired unit.
The Cultists.
Active effect: None
Cost:2
Hp:10
Attack Power:5
Range:1
Armor:1
Pierce Armor:1
Speed:4
Sight:5
Action:1
Spell resistance: 10%
Abilities: BackStab, Cloak cape (Tech research), capture on kill.
The Adept.
Active effect: None
Cost:3
Hp:16
Attack Power:10
Range:1
Armor:1
Pierce Armor:1
Speed:4
Sight:5
Action:1
Spell resistance: 15%
Abilities: Lightning arrow, Cloak cape (Tech research), Disbelief or Fear, capture on kill.
Dark priest.
Active effect: None
Cost:3
Hp:15
Attack Power:5
Range:1
Armor:1
Pierce Armor:1
Speed:4
Sight:5
Action:1
Spell resistance: 40%
Abilities: Dispel, Cloak Cape (Tech research), Renew (Tech research), Curse (Tech research), Doom spell (Tech research).
Confessors - (better know as Slaves... i guess i need to change the name to something else...).
Active effect: Vanishing, 3 turns
Cost:1
Hp:9
Attack Power:1
Range:1
Armor:1
Pierce Armor:1
Speed:3
Sight:4
Action:1
Spell resistance: 0%
Mend rate:8
Sect HQ - Building
Active effect: None
Cost: 5
HP: 65
Armor: 4
P.Armor: 65
Sight: 4
Storage: 3 units
Spell resistance 100%
==================================================================
Sect Tech Pack.
In game - Researcheables.
Blood pact. (7 turns)
Similar to human loyalty, but for undeads.
Dark Arts. (4 turns)
Increase sect units damage by +1
Improved Dark Arts. (4 turns)
Increase sect units damage by +2
Advanced Dark Arts. (4 turns)
Increase sect units damage by +3
Made in bones 1. (4 turns)
Increase pierce armor by +1
Made in bones 2. (4 turns)
Increase pierce armor by +2
Made in bones 3. (4 turns)
Increase pierce armor by +3
6th sense. (3 turns)
Enable sect units to detect stealth.
Cloack cape. (4\5 turns)
Grants stealth to all Sect units. (As skill)
Evil Devotion. (7 turns)
Adds +1 action for turn to all Sect units.
Ancient Studies. (5\6\7 turns)
Adds veterancy bonus to all Sect units.
===================================================================
-Spells/skills
-Capture on kill. (passive)
If the attack is the killing blow, turns the target on slave.
-Cloak cape. (active skill) 3 turns cooldown (Needs tech research)
Grants stealth for 3 rounds.
-Backstab. (active skill) 3 turns cooldown
Damage based attack +2, ignores defense, inflict bleeding/or poison.
-Dispel. (active skill) 2 turns cooldown
Instantly reduce vanishing to 0, leaving corpse behind.
-Renew. (active skill) 5 turns cooldown
Reset all skill cooldowns for desired unit.
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- General Brave
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Re: Sect - Concept.
This is pretty good, I know I do see some problems.
Wise, Might, Loyalty. Forever stands Warfell.
- DoomsdayDragonfire
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- General Brave
- Posts: 4587
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- Location: The Four Point Military Academy.
- General Brave
- Posts: 4587
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
- General Brave
- Posts: 4587
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
Re: Sect - Concept.
I have discussed about it and decided that the slaves should be able to build, are money courier.
Wise, Might, Loyalty. Forever stands Warfell.
- DoomsdayDragonfire
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Re: The Veil - Concept.
As a pool winner, The sect is now The veil.
New pool is up to vote, about the name of the unit, go and vote people!
New pool is up to vote, about the name of the unit, go and vote people!
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Re: The Veil - Concept.
I just got discord ( don't know what to do yet )
But I notice war fell getting alot of attention and thought "hey sub races"
But I notice war fell getting alot of attention and thought "hey sub races"
Last edited by Tankhead on Mon Aug 20, 2018 6:29 pm, edited 1 time in total.
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- makazuwr32
- Posts: 4470
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Re: The Veil - Concept.
altar of the damned
Some of units proposed for that altar can be used for the Veil.
Links are provided.
Some of units proposed for that altar can be used for the Veil.
Links are provided.
makazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amPlease when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.
- General Brave
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Re: The Veil - Concept.
You can join the age of strategy Discord.
Wise, Might, Loyalty. Forever stands Warfell.
Re: The Veil - Concept.
Can you change topicDoomsdayDragonfire wrote: ↑Thu Aug 16, 2018 2:23 amAs a pool winner, The sect is now The veil.
New pool is up to vote, about the name of the unit, go and vote people!
Veil - sub race so people know
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- makazuwr32
- Posts: 4470
- Joined: Tue Oct 17, 2017 9:29 am
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Re: The Veil - Concept.
It can be but it is not yet for now.
General Brave was working for half of year on images for Warfell units and because of his input in adding more things to the AoF and high quality of images we will add them as subrace of humans.
General Brave was working for half of year on images for Warfell units and because of his input in adding more things to the AoF and high quality of images we will add them as subrace of humans.
makazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amPlease when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.