What does this mean for me? You will always be able to play your favorite games on Kongregate. However, certain site features may suddenly stop working and leave you with a severely degraded experience.
What should I do? We strongly urge all our users to upgrade to modern browsers for a better experience and improved security.
We suggest you install the latest version of one of these browsers:
For some reason reading that gave me *this* idea. Yeah, don't ask me either.
**High Elves**
*Skydiving Healer*
Flight is what enables Elven healers to get where they need to be in time. Nobody really cares about the detail that many of these elven heroes have been jealous of fairies and their gift to fly for their entire lives.
7cd Rare
Mage
-/7 Flying, Heal 2, Rebirth
I have no real idea for Subdue yet, but I do agree that we can use another card with that ability.
**Spider People**
*Hera*
She lures her victims in, subdues them, and then slaughters them. She prefers her Atlantean name over her birthname.
7cd Epic
Infantry (Melee)
3/7 Subdue, Poison Aura, Bane
Legendary: 6cd, 4/8
I got an idea for Subdue.
**Nameless Horde**
*Lilith, the Succubus Queen*
Unlike other succubi, Lilith prefers to grant her victims immortality to make her curses last an eternity. Literally.
10cd Epic
Flying Infantry (Melee)
3/8, Curse, Drain Curse 2, Sadism
Legendary 3/11, Drain Curse 3
- Drain Curse X: Drain X Attack and X HP from all Cursed enemy creatures.
- Sadism: Gains 1 Attack for every 10 HP your hero has lost during this battle.
Sometimes, it is just fun to merge some cliches into one of the most cruel monsters you can imagine.
Her little lore tidbit also reveals most Succubi only apply curses to feed themselves and then kill their victims, but Lilith... well, not so much.
Edit:
**Dark Elves**
*Exploring Mek*
These hardy scout Meks have been designed to fight amongst the elements.
5cd Legendary
Mek (Melee)
2/10 Machine, Shockproof, Fireproof
One heck of a tank for its cooldown. Vyona approves!
This is thanks to a brainstorm on kong chat, credits to me, Gladeshadow, JetDarkwave, TrollPhisher and mmvili
.
.
Crature type: Mollusk, main faction atlantean and featuring new mechanichs
.
.
Abilities:
.
.
Cristalize: Gives one alied mollusk stonefrom for 1 turn every turn
Sanctuary: Improves healing by 1 for all units
Waterproof: This unit is immune to water damage
Copycat: When this unit kills a enemy unit, put a coppy of killed unit into your deck
Douse: Removes burning of one unit per turn
Encrust: This unit does not move from the spot it entered in OR this unit will stay in the position it comes into play in
Pinch: Target uses its first skill (if applicable) on it's own hero.
Flee: Moves this unit to the end of your row each turn
Tactical: This unit will ramdomly swap places with an ally next to it at the start of its turn
Guard Dragon: Gives Guarded to one friendly Dragon for 1 turn
Dragon Blood: This unit will insert itself next to a dragon
Mark Target: Once this unit hits a enemy, all other ranged units will target the same enemy
Villain: This unit gains +1/+1 for every enemy unit with Champion
Frame: Removes champion ability from one enemy unit every turn, deals 2 damage if ability is successfully removed
Devour Mollusk: Consume one allied Mollusk, gain +2 attack and +4 health
Warscent: If this unit is next to a beast or cavalry unit it gains +1 attack
Rotten: Deals 2 damage to enemy hero if swallowed or to allied unit if consumed
Parry: Reduces attacks against this unit by this unit attack value
Gamble: This unit will either atttack twice or not at all
.
.
.
Units:
.
.
Brain Coral: type mollusk/wall: wall, sanctuary, Encrust
Clownfish: type infantry: copycat
Waterspout: type wall: Wall, Douse, Tactical
Angry Clam: type mollusk: Entrap, Encrust
Sea Urchin: type mollusk: Encrust, retaliate
Lobster: type mollusk/infantry: Pinch
Dragonkin: type infantry: Dragon Blood, Guard Dragon
Crumbling Golem: type infantry: When killed, turns into a Rubble Golem
Rubble Golem: type infantry: 0/3
Fisherman: type infantry: Devour Mollusk
Blue Whale: type beast: 0/16
Rotten Oyster: type mollusk: Rotten
.
.
.
Equipments:
.
.
Triton Trident: Reduces target unit's attack to zero. Activates every three tunrs
"Tasty Steak": Removes Wolfpack from one enemy wolf every turn
Diversity: Causes genocide spell every three turns
Carrots: All creatures with frenzy gain +2 health
Wizard Hat: Search your deck for a spell card every six turns and move it to Staging OR Draw a Spell card from your deck every 6 turns
.
.
.
Spells:
.
.
High Tide: First four cards in enemy staging area are returned to that player's deck
Shuffle: moves 2 enemies to random position in battlefield
Inspired Speach: gives all alied units fearless
Wow, some very interesting new ideas posted here! I will try to write some responses next time I have some downtime. I am travelling at the moment so I hope you will excuse me if I'm a bit out of touch for the next 5 days or so (we should be patching in that time as well).
Cheers and thanks for the ideas!
-- Sir V
Some ideas of new gameplay, plus wishlist for the general direction of the game, all of course subject to a balancing exercice. Straight to the point:
Generally (wishlist):
- More importance to faction (substain orc, champion dark elf, inspire atlanteans)
- More timer mechanics like hatch, evolve and trigger
- More heroes suitable for defence
Hero skills:
- Sinkhole: Every turn, destroy the ennemy units in 5th and 6th position
- Fortify: Every turn play a random wall
- Time Lord: Decrease the time counter of X units by Y (hatch, trigger, evolve)
- Survivor: Cancel any lethal damage, and mill the corresponding amount of card from your draw deck
- Four arms: Activate equipments twice per turn. [the dude has 4 arms, so uses 4 equipments. For the sake of simplicity say he uses two equip twice as efficiently]
- Phase out: Every X turns, gains aegis aura for Y turns
Unit skills:
- Grow: Time counter to evolve a Rare dragon into an Epic
- Lunatic: Gain X strengh and Y life for each debuff on this unit
- Recurring V1: When this unit is played, add a copy of it to your stagging area, unless there is already one
- Recurring V2: When this unit is destroyed, add a copy of it to your stagging area, unless there is already one
Equipment:
- Incubator: Every X turns, decrease the time counter of a unit by Y
giggle it's been so long
Bellowing Gremlin, 5
Nameless Horde - Imp
1 pow, 5 def
Curse, Cacophony (only one Spell can enter play from staging each turn)
nameless hordes only have one wall, so
Edge of the Abyss, 4
Nameless Horde - Wall
nul pow 6 def
Wall, Seal Fate (if a Cursed unit damages this unit, destroy that unit and heal this 1 def)
elves only have one wall, so
Twilight Fortress, 7
High Elves - Wall
nul pow 10 def
Wall, Summon Duskwalker
Maenad, 5
Atlanteans - Infantry
3 pow 3 def
Aegis Aura, Wound 2 (opponents and players damaged by this unit become wounded)
(teh joke is that classical description of Maenads would fit Frenzy, Drain but that's already a card and totally un-atlantean in ability)
Kassandra
Atlanteans - Support
1 pow, 8 def
Heal 2, Bless (each turn, one of your units gains Blessed. Blessed units get +2 bonus to every ability they have that can include a number, ie, Hasten 2 becomes Hasten 4)
Diogenes, 6
Atlanteans - Support
null pow 4 def
Persuasive Aura (when an enemy unit physically damages this, remove its buffs, debuffs and specials)
Renounce (when this enters play, if you have any equipment, destroy a piece at random and set your hero's life total to what it started as)
Coiled Mek, 8
Dark Elves - Mek
2 pow 8 def
Machine, Zap 2, Feedback Loop (if this unit fights or zaps a target with Absorb, remove Absorb)
and here's my dream champion
Qinshi
Spider People
moderate army size, low health
Exoskeleton (Whenever Qinshi is damaged, summon a random wall)
Mesmerise (Each turn, picks an opposing unit, removes Rage and Frenzy from it and forces it to attack all surrounding units)
(updated Dec 1st)
thematic cool stuff:
...a ranged Demonic Hordes unit called "Evil Eye" with Detect and Curse
...a Mycosian unit called "Puffball" with one health, Immune, and a new ability that makes it cast Corrosive Nova when it dies
...a Dark Elven constructor apprentice with a new ability which resets your "On the first turn/at the beginning of the duel" equipment so that it fires again
...a Beast or Support unit called "Magpie" with a new ability which randomizes both of your equipment slots every turn
...a unit named "Sphinx" with a new ability which when it hits the opposing hero in melee, changes them to a random other hero but remembers their HP
a dark elf-aligned champion with power over snow, using these abilities:
Avalanche: each turn, a random opposing unit takes 3 damage and loses one of its abilities at random. neighbouring units take 1 damage.
Snowblind: Units with printed Stealth gain Hide when they are played.