Hello! Welcome in Evilland - place of numbers, magic, gore, combat and lame jokes.
Required to play:
-Simple mathematics,
-Logical thinking,
-A bit of imagination,
-Knowledge of rules.Optionally
-Working YIM/MSN/AIM/Pesterchum contact (to poke and abuse the lagging players)The Rules:
Two teams of three/four players hack at themselves until there's only one team alive on the battlefield.
1. There cannot be two or more players in one team with the same Basic class.
2. There must be at least one player in the team with a class from 'Supporting' group.
3. There can be only one Elite Class in a team.
3a. If there's an Elite in Team 1 but Team 2 cannot have one (no one unlocked Elites yet), the Elite in Team 1 must turn into 'Basic' class. For the fair-play.Players from teams make moves in turns in Team 1 - Team 2 order.
Example:
Player A from Team 1
Player D from Team 2
Player B from Team 1
and so on.
1. A Player can make only two turns in a row (there are few exceptions of the rule)
Player A from Team 1
Player D from Team 2
Player A from Team 1
Player D from Team 2
If Player A takes another turn, his move will be ignored. Also, if players will reply to his move, their moves will also be ignored. Let's don't mess that, okay?
Also: please remember that we're scattered around the globe. Let's avoid a situation in which 4 players from 2 teams will rush through the combat while the rest of players are sleeping/working/doing stuff in real life.
The Team 1 always have the first move, until there's an exception (Passive Abilities of some Classes)Damage & Armor:
Let's look on Joey's the Warrior stats line:
Joey, Warrior, 40/40hp, 2/1, [3/3ap]
40/40hp - Actual/Maximum Health Points.
2/1 - Physical/Magical Armor.
[3/3ap] - Actual/Maximum Action Points.
Joey attacks John the Heretic with normal attack (not an ability).
John, Heretic, 22/25hp, 1/2, [25/25ap] 4-1=3dmg.
Joey's damage is 4, John's physical armor is 1. So he received 3 points of damage. Joey, in his turn, had to calculate and deal damage, and also set John's HP to proper number.
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The Damage Formula:
X - Y (+/- x1...xN) = Z
X = Power of the attacking player' attack or ability.
Y = Attacked player' armor level.
x1...xN = Various modifiers to the Damage (Various abilities, like Bard's Song, increase damage).
Z = Amount of Damage dealt to the Attacked player.
==============================Rounding of Numbers.
In Evilland, against all logic and laws of mathematics, all of the numbers are rounded down. Example: 2.75 turns into 2.
REVENGE a.k.a The Last Move.
It's an attack/ability that's available to mortally wounded character, who have 0, -1, or -2 Health Points (if he got lower in one hit, we assume he got split in two or hacked to pieces. Or something ;P)
Last Move (REVENGE!) can be applied at any time - even if it's other Team turn or the Player already took two turns in a row.
If a Last Move is an ability that would normally cost some Action Points, it's free of costs for Last Move.
And, at last, if (for example) Joey the Warrior used his Last Move, his HP changes to: dead/40hp
Warrior - Attack x2
Barbarian - Attack x2
Swordman - Attack on All enemies, physical armor not counted.
Paladin - Dum Gyft's Hammer, cast twice.
Monk - Attack x3, physical armor not counted.
Sapper - ---*
Samurai - Kiri on All enemies.
Ninja - Shurikens, used twice.
Berserker - Attack x2
M.Knight - Attack x2, counted armor is Magical.
Lancer - Attack x2
Ranger - Attack x2
Bard - Choose one Song - that Song is played until the end of the battle.
Dum Gyft' Priest - 'Touch' cast on all living companions (except himself, of course).
Heretic - Two spells of his list (except Bloodplay) cast for free.
Druid - Rootrage, cast twice.
Conjujer - Fireywall on companion until the end of the battle.
Mimic - Free use of any ability (except healing) that was used at any point of the battle.
Astrologist - Meteorite on All enemies.
Anubis' Mystic - Firestorm for free.
Inquisitor - Purge on All enemies.
Action PointsAction Points is the stuff that allows players to use Abilities, if they have enough of them (points, not abilities
).
Normal attack (with Base DMG) doesn't reduce AP.
AP ISN'T RECOVERABLE IN ANY WAY DURING THE BATTLE!
Passive Abilities doesn't cost any AP's.
Remember John the Heretic? Well, he casts a Fireyball now.
Attack line on Joey isn't needed, but look here:
John, Heretic, 22/25hp, 1/2, [2
3/25ap]
See? Fireyball' cost is 2 AP, and thus the amount of John's AP was reduced by 2.
AbilitiesEvery class have many abilities (look at them!), at those abilities are put into two groups:
-Abilities
-Passive Abilities
Abilities are all those special attacks, spells, enchantments and so on.
Passive Abilities are those abilities that are triggered only under certain circumstances, mostly if Player' HP is below some number. Some of them determine who starts the battle. Immunities also count as 'Passive Abilities'.
'Abilities' have also a few tags:
(Magic) - If this ability deals any damage, the Armor used in damage dealing formula is the Magical Armor of the attacked player. Also, direct abilities with (Magic) tag (like Fireyball or Majick) bypass 'Defender'.
(Poison) - This ability puts 'Poison' status on the attacked player.
(AP:X) - This ability costs X Action Points to use. If the ability lacks this tag, it's a 'Passive Ability'.
You put the (Ability) after someone's stats line, like here:
Eve, Dum Gyft's Priest, 30/30hp, 1/2, [18/18ap] (Shield)
If there's two or more Players that can use the same ability, you put (Ability - Name of the Player that used the ability).
Eve, Dum Gyft's Priest, 30/30hp, 1/2, [18/18ap] (Shield - Eve)
Caveat about Defender:If there are two players that can become a Defender, and one of them starts Defending the other, that one cannot Defend! It's a security measure to disallow 'Defender's chains'.
Elites:There are quite few Elite classes - to unlock them, you must have play through (not necessarily win) in 5 battles, using certain Basic classes.
What are Elites? Well... something better than the Basic ones, yes
Bad Stuff:Poison - Poisoned player (stats line, (Poisoned)), receives 1 point of damage with each move he make.
Poison IS NOT cumulative!
Poison can be cured with few abilities, also, it dissappears automatically when the poisoned player Health Points get to 0 or lower amount.
And now, what Players love: Character classes!
Battle classes: (12:B6:E6)Warrior - Your generic meatshield with a pointy stick or heavy axe, who save innocent virgins from the monstrous monsters. Or innocent monsters from angry virgins
Health Points: 40
Armor: 2/1
Basic DMG: 4
Action Points: 3
Abilities:
Battle Cry (AP:0) - The Warrior looses out a loud scream (fell and terrible!), and performs a furious attack that bypasses enemy' physical armor. However, the Battle Cry strains his voice cords, and Warrior loses 1 HP.
Defender (AP:1) - The Warrior defends his companion. To attack the defended player, the enemy must get rid of the Defender first (Warrior). Of course, 'Defender' can fight during the time he defends someone. 'Defender' doesn't work against abilities with (Magic) tag and abilities that attack more than one person (e.g Grenade).
"Die, b**ch!" - The wounded Warrior (HP lower than 20) gets very pissed. He gets 1 point to his basic DMG to the end of the battle or until he dies. "Die, b**ch!" is triggered only once during the battle.
------Barbarian - A mountain of muscles with a big, heavy weapon in his grip. Clad in animal skins, this individuals live in small groups in remote lands of Evilland, and the climate, weather and the constant possibility of dying horribly forced them to work on their bodies.
Health Points: 50
Armor: 1/0
Basic DMG: 5
Action Points: 0
Abilities:
Battle Cry (AP:0) - The Barbarian looses out a loud scream (fell and terrible!), and performs a furious attack that bypasses enemy' physical armor. However, the Battle Cry strains his voice cords, and Barbarian loses 1 HP.
Iron Skin - The Barbarian's desire to survive is stronger than the desire to kill. When their HP falls below 25, they receive 1 point to their Physical Armor to the remainder of the battle - or until they die. Iron Skin is triggered only once during the battle.
Toughness - As you already know, Barbarians live in very harsh lands. Thanks to that, they developed a nice immunity to Poison status.
------Swordman - A Warrior who went into elven way of swordplay called 'fencing'. His way of killing is more finesse, and he concetrates on his agility rather than brute force. Swordmen mainly use pointy blades, like rapiers.
Health Points: 35
Armor: 2/1
Basic DMG: 3
Action Points: 14
Abilities:
Critical Strike (AP:2) - Swordmen' beloved trick. They concentrate and strike directly into enemy chest, neck or stomach, dealing double damage.
Defender (AP:1) - The Swordman defends his companion. To attack the defended player, the enemy must get rid of the Defender first (Swordman). Of course, 'Defender' can fight during the time he defends someone. 'Defender' doesn't work against abilities with (Magic) tag and abilities that attack more than one person (e.g Grenade).
Piercing Strike (AP:1) - Another trick used by Swordmen. Every piece of armor have that small holes, and it's the place where the Swordman sticks his word into, bypassing enemy' armor and dealing full amount of damage.
Feline Agility - Thanks to their quick reflex and swift movement, Swordman starts the Battle first.
------Paladin - This one devoted individual stepped into path of Battle. They're a dangerous force to reckon with even when they're outnumbered. A full plate armor and heavy weapon, the Hammer being most common, they deal with villains, monsters and occasional Heretic that stands on their way. Dum Gyft watch over those guys, lending them divine powers. Or maybe that's just Magic?
Health Points: 40
Armor: 3/1
Basic DMG: 4
Action Points: 7
Abilities:
Defender (AP:1) - The Paladin defends his companion. To attack the defended player, the enemy must get rid of the Defender first (Paladin). Of course, 'Defender' can fight during the time he defends someone. 'Defender' doesn't work against abilities with (Magic) tag and abilities that attack more than one person (e.g Grenade).
Divine Help (AP:0) - After Paladin' health goes low (below 20), he can call for help of Dum Gyft - who cures the body from Poison and restores 10 Health Points. This ability can be used only once during the battle.
Dum Gyft' Hammer (AP:1)(Magic) - A bolt of magical energy, labeled 'Divine' by those devotees. Deals 4 points of magical damage to one enemy.
------Monk - Those people lead strange lives: living in small societies, they devote themselves to extreme body and mind training, feeding themselves with strange herbs they grow. There are very few monasteries scattered in the mountains, and the only one built in a city is the Monastery of Fugg in the Ecapital.
Health Points: 45
Armor: 1/1
Basic DMG: 2
Action Points: 12
Abilities:
Healing Herbs (AP:1) - Monks always carry some of their herbs with them. They can use them to cure Poison and restore 3 Health Points of their wounded companion.
Poke of Thunder (AP:1) - A mighty ability, trained by Monks from the early apprenticeship. This technique concentrates on poking the chest around the heart. The force is trasnferred directly into one's body, dealing double damage while bypassing armor.
Tornado' Slap (AP:2) - Humilitating technique, but also quite dangerous one - the Monk runs and slaps all his opponents, dealing full damage to them.
Toughness - Immunity to Poison. The extreme body training and the diet based on *very* strange herbs seem to do the trick.
------Sapper - Explosives got discovered by Dwarves, but they quite quickly became popular - to the point that Chief Engineering Advisor of The Kings of Evilland have to sign a paper before one can put their hands on shooting sticks or the dreaded Grenades.
Health Points: 35
Armor: 1/1
Basic DMG: 3
Action Points: 14
Abilities:
Grenade (AP:2) - A small, black metal ball containing a (un)healthy dose of explosives. It explodes quite quickly, dealing 4 points of damage (Physical armor counted!) to all enemies.
Ka-BOOm (AP:2) - The Last Trick of Sappers - they lit the knots of all of their explosives and hurl themselves into one enemy. While sacrificing themselves in the process, they deal damage equal to: Actual Sapper' Health - Target' Physical armor. A Sapper can use this ability while his/her Health is between 1 and 9 HP.
Precise Shot (AP:0) - From the Book of Boom-Boom: "Additional bag of the powder into the shooting stick barrel. Then, lift the stick on the height of your eyes and pull the trigger! Blam!" This ability deals full damage, also, unlike similar Battle Cry, the Precise Shot DOES bypass Defenders! Also, deals 1 point of damage to the Sapper.
------Samurai - A caste of Warriors sworn to protect the one they serve. Usually Chief Advisors, Ministers or Kings of Evilland. Rarely, they leave their Masters to seek a new one or a honorable death in a battle. Clad in scale armor, they fight with long, heavy Katanas.
Elite Class - To unlock this Class, one must have played through at least 5 battles, and:
Warrior must be used 2 times.
Paladin must be used 2 times.
Health Points: 40
Armor: 2/1
Basic DMG: 4
Action Points: 11
Abilities:
Concentration (AP:0) - Gathering of energy and calming of the mind. This simple technique allows Samurai to use Kiri in his next turn.
Defender (AP:1) - The Samurai defends his companion. To attack the defended player, the enemy must get rid of the Defender first (Samurai). Of course, 'Defender' can fight during the time he defends someone. 'Defender' doesn't work against abilities with (Magic) tag and abilities that attack more than one person (e.g Grenade).
Iainuki (AP:2) - A swift strike that hits two enemies for Basic DMG.
Kiri (AP:3) - Strange technique wrapped in myths and legends. Some say it's Magic. This attack can both just cut someone's skin or cut their arm off. The damage dealt by Kiri is equal to the right digit of target' actual HP. Example: Player X have 37 HP, so Kiri will deal 7 points of damage.
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Ninja - The stealthy assasins, the opposite of Samurai - these guys learned their dirty tricks from Annals of A'chuh, ancient assasin hero of Evilrabia, and also excel in poisons and poisonous herbs. They say that there's a whole mountain fortress dedicated to train the Ninja. They say that many tried to find that place. They say that no one of those were found alive again.
Elite Class - To unlock this Class, one must have played through at least 5 battles, and:
Swordman must be used 3 times.
Druid must be used 1 time.
Health Points: 35
Armor: 1/1
Basic DMG: 3
Action Points: 13
Abilities:
Ball of Powder (AP:3) - A small bag of strange, choking powder. After tossing, it explodes into a cloud of dust, and somehow lowers enemy physical armor by 1 to the remainder of the battle. They say it's some kind of Magic.
Kozuka (AP:2)(Poison) - Three poison-coated needles thrown at enemy - they deal 3 points of Physical damage and Poison the target.
Shurikens (AP:1) - Two small star-shaped throwing weapons. A Ninja can throw both at one enemy for exactly 4 points of damage, or toss both at different targets, dealing 2 points of damage to them.
Superior Evading - Ninja are skilled in ways of stealth to that point, that every direct Physical damage they receive is evaded completely. Magic and physical attacks directed at groups (e.g Grenade) still hurt them. Samurai' Kiri is other way to hurt a Ninja.
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Berserker - "I IZ GONA KIL U, WEAKLING! TREMBL BEFOR MY AX AND MY SORD AND MY FIST! AND THEN I KIL UR FAMILY AND CHILDRENZ AND DRINK THEIR BLOD! AND THEN I WIL KIL THEM AGAYN!"
Elite Class - To unlock this Class, one must have played through at least 5 battles, and:
Warrior must be used 2 times.
Barbarian must be used 1 time.
Swordman must be used 1 time.
Health Points: 40
Armor: 1/1
Basic DMG: 5
Action Points: 8
Abilities:
Critical Strike (AP:2) - Berserkers hurt people. With this ability, they hurt them for double damage.
"ARRGH!" - Berserkers get more than pissed when their companion die - and thus they get 1 point to their Basic DMG to the end of the battle.
Iron Skin - These guys live to kill, not to get killed. Their skin thicken when their HP get below 20, and they receive 1 point to their Physical armor to the end of the battle. Iron Skin is triggered only once during the battle.
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Mystical Knight - They were Paladins once, you know? Then, they began reading unholy books and gain knowledge about Magic, alchemy, physics, Magic.. (one hour later) ...optics and how to draw in charcoal. Did I mentioned Magic?
Elite Class - To unlock this Class, one must have played through at least 5 battles, and:
Paladin must be used 2 times.
Conjujer must be used 2 times.
Health Points: 35
Armor: 2/2
Basic DMG: 3
Action Points: 13
Abilities:
Critical Strike (AP:2) - Thanks to the knowledge about anatomy and fencing, Mystical Knights can deal double damage in one strike.
Energize (AP:2)(Magic) - Mystical Knights can enchant and transform their blades into shaped piece of energy. After they add (Energize) tag after their stats line, their normal attacks deal Magical, not physical damage. When they remove (Energize) tag, it means their blade turn into metal one and they again deal physical damage.
Magic Missle (AP:0)(Magic) - Woo! How can someone not love those small, pinkish bolts of energy hitting an enemy in face? The weakest spell - deals 3 points of Magical damage.
Majick (AP:1)(Magic) - Very strange magical thing. No one remembers which of Heretics or Conjujers made that one. It... just appeared in their books. It deals damage equal to this formula: Target' Magical Armor +1.
Mystical Barrier (AP:1)(Magic) - Mystical Knight can envelop his companion in a strange layer of energy, increasing both of their Armors by 1 point. Mystical Knight can support only one Mystical Barrier at a time, but this doesn't remove his ability to cast other spells.
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Lancer - Fanatical Warrior that believes he is a descendant of a Dragon and thus he should be able to fly. Lancer trains jumping with his lance, sometimes even from a high cliff. I don't have to mention how that ends, yes? Still, they're capable of jumping on great heights, then fall down at their enemy and impale him/her with their lance.
Elite Class - To unlock this Class, one must have played through at least 5 battles, and:
Warrior must be used 3 times.
Monk must be used 1 time.
Health Points: 40
Armor: 2/1
Basic DMG: 4
Action Points: 14
Abilities:
Battle Cry (AP:0) - The Lancer looses out a loud scream (fell and terrible!), and performs a furious attack that bypasses enemy' physical armor. However, the Battle Cry strains his voice cords, and Lancer loses 1 HP.
Defender (AP:1) - The Lancer defends his companion. To attack the defended player, the enemy must get rid of the Defender first (Lancer). Of course, 'Defender' can fight during the time he defends someone. 'Defender' doesn't work against abilities with (Magic) tag and abilities that attack more than one person (e.g Grenade).
Jump (AP:4) - Trademark ability of the Lancers. Using their Lance, they jump high into the skies, and after a (long) while, they fall down at their target. The damage formula is: Basic DMG x2 +1. This is a two-turn ability: On the first turn, Lancer jump (they add (Jump) line to their stats' line). In the next, they fall down (remove the tag) and deal damage to their enemy. Between the First and Second turn of the Jump, Lancers are invulnerable. If a Lancer who performs Jump is a Defender, Defender is automatically canceled.
Toughness - Immunity to Poison, eh? Maybe there's some of Dragon Blood in their veins, after all...
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Ranger - Extremely dangerous and cunning opponent. Thanks to technology of the Evilland, the obsolete bows and throwing weapons were replaced with steam-powered crossbows. Rangers are master hunters and proficient warriors, and thanks to their skills in herbalism and survival, they're pretty dangerous even when outnumbered.
Elite Class - To unlock this Class, one must have played through at least 5 battles, and:
Barbarian must be used 2 times.
Sapper must be used 1 time.
Druid must be used 1 time.
Health Points: 40
Armor: 2/1
Basic DMG: 4
Action Points: 5
Abilities:
Healing Herbs (AP:1) - They live in forest, not in cities. Thus, they've learned how to find and prepare the healing stuff. They can use them to cure Poison and restore 3 Health Points of their wounded companion.
Precise Shot (AP:0) - Don't look on Rangers' fingers. Honestly. They can do a precise shot that will bypass armor, but for that, they have to use their own fingers as a trigger for their bowstring/steam-chamber gears. You ever tried to put your finger in the... nevermind. This ability deals full damage, also, unlike similar Battle Cry, the Precise Shot DOES bypass Defenders! Also, deals 1 point of damage to the Ranger.
The Target (AP:1) - One of the enemies is Ranger's main Targer now. When he attacks The Target, Ranger' basic DMG is raised by 1. Ranger can have only one 'Target' at a time.
Toughness - All those nights under the raining sky, in the swamp, in the winter, surrounded by killer-mushrooms made the Ranger immune to poison.
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'Supporting' classes: (8:B5:E3)Bard - This cheerful, musical fella isn't suited for close combat. For any combat, that's it. However, don't underestimate Bard' songs - some of them have strange, magical, beneficial effects. When he doesn't have instruments with himself, he sings acapella.
Health Points: 35
Armor: 1/1
Basic DMG: 2
Action Points: 5
Abilities:
Bard's Song (AP:1) - This song inspires Bard' companions to perfom greater deeds and fight better (for justice, future and so on). All of their attacks receive +1 bonus, that's added at the end of damage formula (see x1...xN in Rules). The abilities which damage isn't increased are: Gravitation, Grenade, Kiri, Shurikens, Divine Punishment. Bard cannot do anything else while singing, and if he does, the song is automatically canceled. Also, his songs DOESN'T affect him!
Ode to Apollo (AP:1) - This is a soul-soothing song dedicated to some old, forgotten deity of medicine by the name of Apollo. When Bard' companion makes a turn, his/her health is restored by 1 point. Bard cannot do anything else while singing, and if he does, the song is automatically canceled. Also, his songs DOESN'T affect him!
Shadows' Anthem (AP:1) - This gloom, dark-mooded song is very, very strange. Bard' companions start to instinctively evade attacks, just like they have 'Superior Evading' of the Ninjas. Bard cannot do anything else while singing, and if he does, the song is automatically canceled. Also, his songs DOESN'T affect him!
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Dum Gyft' Priest - A devout who follows the Cult of Dum Gyft. Beside their clerical traditions', hate of Magic and meddling with Evilland politics, those people are main healers in towns or adveturing parties. Their powers are 'Divine' (or so they say), and come directly from the Dum Gyft.
Health Points: 25
Armor: 1/2
Basic DMG: 2
Action Points: 18
Abilities:
Divine Help (AP:0)(Magic) - After Priest' health goes low (below 15), he can call for help of Dum Gyft - who cures the body from Poison and restores 10 Health Points. This ability can be used only once during the battle.
Divine Shielding (AP:2)(Magic) - An incantation that raises both Armors of whole Priest' team by 1 point. Dum Gyft' Priest cannot do anything else than mutter the words of the spell, and if he does, the spell is automatically canceled.
Rest in Peace (AP:1) - A short prayer to Dum Gyft, asking for grabbing the dying' person soul ASAP, so the living can rest in peace. When used on an enemy with 0, -1 or -2 HP, it turns their HP into 'dead/Xhp', thus disabling the Last Move a.k.a Revenge. ALSO! Rest in Peace can be used in ANY moment - even if it's enemies turn.
Touch (AP:2)(Magic) - Dum Gyft' Priest touches his wounded companion, transferring all of the good energy to that person' body, curing Poison and restoring 5 Health Points.
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Heretic - Ah, the Heretics. The counter-force of Dum Gyft' Cult, these outcasts and misfits live at the Large Evil Island, in the Tower of Evil, where they conduct their magical experiments, and do magic stuff in general. There was several wars between Heretics and Evilland - especially when Dum Gyft' cultists had control over Evilland army, ministers and the King himself.
Health Points: 25
Armor: 1/2
Basic DMG: 2
Action Points: 25
Abilities:
Biology (AP:2)(Magic)(Poison) - Somewhere else, Biology is a science about animals, plants, fungi and whatnot. In Evilland, it's a very nasty spells, that Poison enemy, not including giving him a cold, fever and a bit of flu. Also, deals 3 points of magical damage.
Bloodplay (AP:2)(Magic) - Because of this spell, Heretics are sometimes treated as Vampires. This spell deals 4 points of magical damage AND restores Heretic' HP by the amount of the damage dealt.
Fireyball (AP:2)(Magic) - Your generic ball of flame death. Developed in ancient times, this simple, yet potent spell is still a most popular spell cast by Heretics. It deals 6 points of magical damage.
Magic Missle (AP:0)(Magic) - Woo! How can someone not love those small, pinkish bolts of energy hitting an enemy in face? The weakest spell - deals 3 points of Magical damage.
Wave of Energy (AP:3)(Magic) - A very powerful spell capable of dealing enormous amount of damage. Heretic creates a wave of energy, which then hit the enemy' team like a wave of water, dealing 4 points of damage to every opponent.
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Druid - Those folks' live high in the mountains, were they tend to their small herbal crops and keep a nice diet of herbs, shrooms, greens and, of course, tea. They're most often dressed in white robes, sport long, silvery beards and have an circlet of leaves on their heads.
Health Points: 30
Armor: 1/1
Basic DMG: 2
Action Points: 13
Abilities:
Healing Herbs (AP:1) - Druids, of course, are masters of herbalism and grow their own healing herbs. They can use them to cure Poison and restore 3 Health Points of their wounded companion.
Rootrage (AP:2)(Poison) - Angered Druid can animate his farm plot, which attacks one enemy, dealing 3 points of damage and poisoning the target.
The Root of EVIL! (Ap:1) - It's something nasty. Druid animates a poisonous vine, that wraps around enemy' leg and stabs it, injecting a weaking poison, that reduces the amount of Action Points by 3.
Vegetable' Soup (Ap:1) - A healthy soup made from various, nutritious vegetables. It helps children grow and makes Druid' companion stronger. All of their attacks receive +1 bonus, that's added at the end of damage formula (see x1...xN in Rules). The abilities which damage isn't increased are: Gravitation, Grenade, Kiri, Shurikens, Divine Punishment. Druid must tend to the soup all the time and cannot do anything else - if he does, the soup goes awry and he have to make another one. Also, the soup doesn't have any effect upon the Druid.
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Conjujer - A branch of Heretics' that started to use their Magic in a way to create prolonged effects, rather than instant fireyballs and such. They excel in enchanting, both positive and negative.
Health Points: 30
Armor: 1/2
Basic DMG: 2
Action Points: 13
Abilities:
Aura (AP:2)(Magic) - The opposite of Priest's Divine Shielding - this spell lowers both armors of enemy team by 1 point. Conjujer cannot do anything else than mutter the words of the spell, and if he does, the spell is automatically canceled.
Enchantment (AP:2)(Magic) - This spell magically molds and sharpens someone's weapon, raising the basic DMG by 1 point. Enchantments are not cumulative, and are cancelled the very moment in which Conjujer die.
Majick (AP:1)(Magic) - Very strange magical thing. No one remembers which of Heretics or Conjujers made that one. It... just appeared in their books. It deals damage equal to this formula: Target' Magical Armor +1.
Wall of Flame (AP:2)(Magic) - Conjujer creates a wall of flame in front of himself or one of his companions. It deals 4 points of magical damage to anyone that attacks person protected by Wall of Flame. Wall of Flame doesn't react to Magic and physical attacks directed at groups (e.g Grenade), and Samurai' Kiri bypasses the Wall of Flame.
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Mimic - They're strange people. Rather than develop their own spells of techniques, they literally mimic their' opponents moves, no matter if that's a simple, precise strike or meteorite cast from the air.
Elite Class - To unlock this Class, one must have played through at least 6 battles, and:
BATTLE classes must be used 3 times.
SUPPORTING classes must be used 3 times.Health Points: 30
Armor: 1/1
Basic DMG: 3
Action Points: 0
Abilities:
Copying (AP:0) - Mimic does the exact thing that the enemy made in previous turn. Triggering of Passive Abilities cannot be Copied, and Abilities with AP cost equal or greater to 4 cannot be Copied as well.
Slowpoke - Due to Mimic' sluggish movements and late arrival on the battlefield, his Team always starts as the last one.
------Astrologist - Ultimate scientists and wielders of strange powers. These brave men and women deal with fields of Time and Space Magic - everyone knows it's Magic and nothing else, but when an Astrologist summons a Meteorite, they excuse themself from that by 'it was bound to hit you!' or something along that line.
Elite Class - To unlock this Class, one must have played through at least 5 battles, and:
Heretic must be used 3 times.
Conjujer must be used 1 time.Health Points: 25
Armor: 1/2
Basic DMG: 2
Action Points: 30
Abilities:
Gravitation (AP:3)(Magic) - A spell that can be very dangerous, used on right time. It increases air pressure above and gravitational force below the target, dealing damage equal to 1/4th of target' actual HP amount (rounded down). Stronger characters (HP greater than 40) are immune to effects of Gravitation.
Haste (AP:4)(Magic) - This spell instantly increases caster' speed (or slows down the whole universe), enabling him to take two additional turns, but he cannot cast another Haste in any of them. Attention! One turn = one post!
Magic Missle (AP:0)(Magic) - Woo! How can someone not love those small, pinkish bolts of energy hitting an enemy in face? The weakest spell - deals 3 points of Magical damage.
Meteorite (AP:4)(Magic) - Astrologist calls a chunk of rock from the Universe to fall down on his enemy. Of course, Astrologists themselves have multiple theories of 'why it's not Magic'. Meteorite basic damage is 12, and this amount is reduced by amount of tens in target' HP and it's magical armor. Example: Meteorite hits a Warrior - he have 40 HP and Magical armor equal to 1, thus Meteorite will deal 12-4-1=7 points of damage.
Time&Space Manipulation - Thanks to this ability, Astrologist can decide which player from which Team starts the battle - he just have to tell the arbiter (Haspen
) about his choice.
------Anubis' Mystic - People say, that this cult died with Invasion of Chaos on Evilrabia, or after the fall of that exotic land. Some say, it was after Dum Gyft' Cult was set as the Evilland' official religion. Those are lies. In remote huts of the Greylands, or in oasises of the Desert of the Evil Shadows, Mystics still worship the jackal god Anubis, the Master of Sun and Fire. They say, that Mystics were already seen in the frontier towns of Evilland...
Elite Class - To unlock this Class, one must have played through at least 5 battles, and:
Dum Gyft' Priest must be used 2 times.
Heretic must be used 2 times.Health Points: 30
Armor: 1/2
Basic DMG: 3
Action Points: 19
Abilities:
Firestorm (AP:4)(Magic) - Mystic' calls a wave of fire to descend from the sky and cleanse the infidels. This powerful spell deals 5 points of Magical damage to All enemies.
Gift of Anubis (AP:2)(Magic) - Spell that raises someone' basic DMG by 2 points, but only for next 3 turns.
Ritual of Pyre (AP:2)(Magic) - A quick ritual, used to burn bodies. When used on an enemy with 0, -1 or -2 HP, it turns their HP into 'dead/Xhp', thus disabling the Last Move a.k.a Revenge. ALSO! Ritual of Pyre can be used in ANY moment - even if it's enemies turn. The fire that burns the body is extremely hot, and even sears the skin of dead' person companions, dealing 2 points of damage to them.
Sunshine (AP:1)(Magic) - A spell that restores 4 HP of the Mystic and cures his body from Poison.
Messenger of the Jackal - Thanks to the blessing of the God of Sun and Fire, Anubis' Mystic starts the battle first.
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List of Other Evilland' Threads:
Evilland' Group Slaughter Battle IICredits: For those three virtual people, Joey, John and Eve! Thank you, I hope you enjoyed your wounds!
Also, I want to personally thank letters X, Y, Z - you've done great job, guys
NOTE: For anyone that might be wondering:
No, I didn't made the game in 5 minutes for DF forum. It's English version of a forum game which I created for few Polish forums. Sadly, Evilland have that strange thing to depopulate the forums, and at the moment all forums on which Evilland was played are empty/abandonded.
I hope it won't do the same to this one
There is full, fantasy World of Evilland, complete with chronology, artifacts, RP-only classes, scenarios and all that written down at my harddrive - but that would require a sub-forum and plenty of space. Let's slaughter ourselves before we move to something more complex
Also, I would have to translate that stuff into English