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 Post subject: Soul Eaters
PostPosted: Sun Sep 18, 2011 01:15 
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Name: Souleaters
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Alignment: Evil

Bonus/Penalties:


+50%worker train rate


[b Story:[/b]
With the wars of Elveron ravishing the lands, races slaughtering other races, hate drenching the atmosphere - the barrier between this world and the spirit world grows thinner. Feeding off hatred and the souls of the dead and damned, a few souleaters manage to slip through a crack between realms unnoticed.
Unfortunatley with the amount of conflict and fresh bodies - they are thriving, the more souls they consume the stronger they become and they are beginning to multiply. Once the souls of the dead are devoured it is the souls of the living next on the menu.




Military:

Code:
Name            Att  Def  Ret  Trn  Cas  Mage Spy  Cost
Imp              3    2   12    9   200              350g eats 1 soul
Banshee          4    3   12   12   80               520g eats 2 souls
Succubus         3    7   12   12   50               780g eats 3 souls
ArchDemon        9    9    9   12   30              1666g eats 4 souls
Ghoul            4    2        12   100   1         2800g
Nightmare                       9              2    2600g
Souls        ------------worker-------------         100g


(peasants are called worshippers)
Imps consume 1 soul so train as if normal
Banshees consume an additional soul (2 workers to train)
Succubus consume additional souls (3 workers to train)
ArchDemon consume additional souls (4 workers to train)


Racial Spells:

Sacrifice the Willing (instant) – costs (land)md +1 RUNE
75 of your worshippers sacrifice themselves to their unholy gods and become souls

Soul Food (ONE-TIME) – on next attack or defense 50% of all your casualties turn back into souls


Buildings:

Etherium (HOME) – grassland
cannot build goldmines



-----------------------------------------------------------
Pros and cons
+ low casualty rate on elite units
+ funky spell (sacrifice the willing)
+ would be fun with xp also
- very difficult to manage economy
- archdemon eats 4 souls to train but only takes up 1 housing slot so when pushing elites going to have to cast fertility to fill spaces
- would use a considerable amount of magic dust to maintain good economy
- would actually use/need high amount of GQ

----------------
change log
----------------
increased sacrificed the willing souls to 75
forgot about undead - some names the same - will rename

I thought this would be totally fun to play - might have to be very active though and would have push elites at right time with strategy. Various fun builds I think. Laugh and discuss :lol:

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Last edited by zxektok on Tue Sep 27, 2011 18:11, edited 2 times in total.

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 Post subject: Re: Soul Eaters
PostPosted: Sun Sep 18, 2011 02:08 
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Joined: Sun Apr 24, 2005 20:20
Posts: 6868
Location: Chi-Town
Your spells seems amazing.

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The Age of Despair :: Round 2 :: 1 El Norte
The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy
The Age of Wisdom :: Round 6 :: 1 Goblin Rings
The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup


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 Post subject: Re: Soul Eaters
PostPosted: Sun Sep 18, 2011 03:39 
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pro's and cons there, 1 of them has a rune cost....

soul food = 50% of cas = shouldnt have many if leets
7.5% casualties on attack - (alot of gold) 3.25% retrain as workers so still alot of wasted gold, still have to retrain them too and most that retrain are going to use more than 1 worker.....

more efficient than comparable to
Frostzorb, SELF, ONE-TIME
Increases offensive powers with 10%

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 Post subject: Re: Soul Eaters
PostPosted: Sun Sep 18, 2011 03:51 
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Joined: Sun Apr 24, 2005 20:20
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I like Sacrifice the Willing the most... could you explain how it works?

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The Age of Despair :: Round 2 :: 1 El Norte
The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy
The Age of Wisdom :: Round 6 :: 1 Goblin Rings
The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup


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 Post subject: Re: Soul Eaters
PostPosted: Sun Sep 18, 2011 04:00 
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in my head i had it as

600land= 1,200 md cost and 1 rune
converts 20 peasants nto 20 workers

gold cost of 20 workers is 20*100=2000gold
originally i had cost of spell (land size md + rune) but didnt want spell to be overpowered

without rune it would be overpowered i think

but 5 runes is either 50,000 imp points or an instant 100 workers - (10*landMD)


the military uses 2-4* normal workers and runes can be saved for pushes
just wanted to make race a bit more versatile and not overpowered for xpers
---------------------------------------
storyline wise : peasants are called worshippers -> 20 workers kill themselves with magic rune for their gods and you eat their souls...YUM

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 Post subject: Re: Soul Eaters
PostPosted: Sun Sep 18, 2011 05:05 
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You should rephrase the wording on the spell, then. =P

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The Age of Despair :: Round 2 :: 1 El Norte
The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy
The Age of Wisdom :: Round 6 :: 1 Goblin Rings
The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup


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 Post subject: Re: Soul Eaters
PostPosted: Tue Sep 20, 2011 02:14 
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did that cheers

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 Post subject: Re: Soul Eaters
PostPosted: Tue Sep 20, 2011 12:41 
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Joined: Mon Jun 19, 2006 21:58
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Location: Pirate. Yarrr
First off, md is worth more than gold, so paying 2x land for 2k gold gets useless practically instantly.

In addition, 50 000 imp points is worth about 2.5 times more than 100 workers, in terms of gold.

Not gonna use this spell dawg.


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 Post subject: Re: Soul Eaters
PostPosted: Tue Sep 27, 2011 18:07 
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originally had it at 50 workers at normal md - thought non xpers would complain

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