New Nation: The Monestary of the Way
I've been working on this new nation for a short while, I've finished the easy part, making the source file with the units and their abilities, and all that is left is the unit graphics and some play-testing. So, let my introduce you to "The Monastary of the Way".
Themed off of far eastern monks, the nation consists light to unarmed monks with less in the realm of armor, but higher levels in thier skills. Three of their seven units are sacred, with 1 of those Cap-Only. They only have 4 commanders, but they are all sacred, with three of them having levels of holy magic. All units have 10hp and a Str of 10 and a base resource cost of 1. Their equipment is all very low in resource costs, so they are cheep to mass produce, but can be quick to perish., They have an assassian, the ninja, and a single mage, the Wu Jen, who can be skilled in Air, Water, and/or Earth. The short list of their units/commanders are:
Unit 1 Monk Student (Fist, Fist, No Armor)(Att/Def both 10, Morale 12) (5g)
Unit 2 Initiate (Fist, Fist, Throwing Stars, Robes)(Att/Def/Mor & MR 11) (10g)
Unit 3 Staff Initiate (Quarterstaff, Kick, Throwing Stars, Robes)(Att/Def/Mor & MR 11) (10g)
Unit 4 Blade Initiate (Katana, Throwing Stars, Robes)(Att/Def/Mor & MR 11) (10g)
Unit 5 Staff Expert (Quarterstaff, Kick, Kick, Throwing Stars, Robes, Sacred)(Att/Def/Mor & MR 12) (25g)
Unit 6 Nightblade (Katana, Throwing Stars, Master's Robes, Stealthy, Sacred)(Att/Def/Mor & MR 12) (25g)
Unit 7 Master (Fist, Fist, Kick, Kick, Master's Stars, Master's Robes, Cap-Only, Sacred)(Att/Def/Mor & MR 13) (40g)
Commander 1 Ninja (Katana, Throwing Stars, Master's Robes, Sacred, Assassian, Stealthy, Spy)(Att/Def/Mor & MR 13) (50g)
Commander 2 Monestary Leader (Fist, Fist, Kick, Kick, Master's Stars, Master's Robes, Sacred, H2 magic, Good Leader)(Att/Def/Mor & MR 14)(100g)
Commander 3 Wu Jen(Fist, Robes, Sacred, H1 Magic & WAE 100/.75/.5/.25 Magic, PoorLeader) (Att/Def/Mor 11 & MR 15)(150g)
Commander 4 Grandmaster (Fist, Fist, Kick, Kick, Master's Stars, Grandmaster's Robes, Sacred, H3 Magic, poor leader)(Att/Def/Mor & MR 15) (250g)
The throwing stars almost all are equipped with are AP attacks but are a max damage of 1. They are included primarily for
appearence, but they can weaken their opponents and might cause morale checks.
I'm tempted to remove all magic items slots except the Misc slots from the commanders as a show of their beliefs, haven't decided yet.
They have 2 sites that in combination allow recruiting on Masters, Grandmasters and WuJen, while giving 1A1W1E mana.
The have 7 national summons, 4 unit and 3 commander.
The unit summons consist of:
Wandering One (similar to Master but with skills 1 higher)
Earth Spirits (Can throw bolders and strike with fists)
Water Spirits (Throw AP javelins of ice, strike w/ fists, amphibious)
Air spirits (Throw AN blasts of sand, and strike w/ lightning storms, flies)
The spirits all require 1 Holy + 1 Air/Water/Earth to cast, limiting them to the Wu Jen, but only cost 2 gems for 1+ to respond.
The commander summons are three unique dragons of Earth, Water, or Air and are powerful mages (E4 or W4 or A4) mages in their own right. Their mere presence summons a spirit of the appropriate element, and they can recruit another 2/turn if they aren't needed to do anything else. They are difficult and expensive to summon however, requiring someone skilled in 3 levels of the appropriate element and Holy 3, meaning only a Wu Jen profit or an empowered gransmaster can summon them, for the 75 Gem cost. Being unique, they can be resummoned when killed.
There are 3 hero's for this nation, the Master Ninja (as ninja w/ greater skills), the Great Wandering Master (a Holy 4 grandmaster), and an ancient Wu Jen (Holy 3 + 1 element at 3 (random)).
I want to add some national spells, but I don't know the spell effects # I need to use for them. (when can I find this?)
Those spells are:
Ki Meditation -- H1, Area 2+, Makes attacks magical
Focus Ki-- H3, Area 1+, attacks get Armor Piercing
Flow with the River -- W1, Area 1+, boost to increase Defense (+2)
Great Rapids -- W3, Entire army boost to Defense
Run like the Wind -- A1, Area 2+, boost to movement (+8 ap)
Windstorm -- A3, Entire Army Boost to movement
Roots of the Rock -- E1, Area 1+ Boost to Protection (+2)
Roots of the Mountain -- E3, Entire army Boosts to Protection (+2)
I have yet to decide which era to place the nation and they won't have any unique pretender, but I plan on making the oriental themed pretender's available to them.
Any thoughts?
Hopefully I'll get to the graphics soon.
Last edited by InfStorm; September 25th, 2009 at 12:13 PM..
Reason: typo's
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