These creatures need to all be chaos, or you need to use a morph spell ASAP, Salamander chaos: at start of battle, 35% chance to cast one of their spells Salamander ice: when your creatures take 15% of health in damage, cast one of their spells randomly Gargoyle stonehorn: your creature's chaos spells cast 2 more times, doesn't stack ![]() horde observer: 5% less damage per hordeĭ. horde nemesis: at start of battle, your horde share their max health, but 50% less damageĭ. Preferably you're going to want speed up, atk down personality, as speed's the one stat that's mehįused monsters (need to be chaos monsters)ĭ. Harpy queen: at the end of each enemy's turn, this creature has a chance to cast a spellĬentaur raider: when an enemy dies this ally attacks random foes 3xĪll these potent single ally traits will work on all six thanks to regalis, and with the diabolic horde mastery trait on an artifact, all allies will count as the same group (though care needs to be taken that they're all the same class, so if you change one of the 'fused' monsters, it NEEDS to be chaos - or maybe on the centaur given it's the odd man out as a 'just in case' if spellcasting's somehow unavailable) Gargoyle darkeye: after this creature casts a spell, it casts an additional chaos spell Occultist spider: after your other creatures manually cast a spell, this creature casts magic missile on a random enemy ![]() Koloss firebrand: this creature deals additional damage equal to the difference between current health and target's current health (tends to work like any damage source from a mon with this ability, if you've got like 1k more health than the foe, it will do 1k damage, that ignores defenses - my low hp koloss would hit for 0 damage due to being too weak atk wise, but at full health still did thousands of damage - basically your health - foe's health in damage) Regalis: at start of battle, your mons that belong to this class share their innate traits with each other (the ones grouped here - all six allies will have all the next five abilities at the same time) Plus the bloodmage which has bonuses to damage based on health lost, and health loss and restoration mechanics to magnify the firebrand effect to the point you shouldn't EVER be able to go high enough to be outclassed, as you'd level up insanely fast even at that point. TLDR: this is basically for funzies theorycrafting - this game is not scaled to actually need anything like this, it's just an insane thing i came up with (could use similar idea, trading melee stuff and hell knight, for bloodmage, just bloodmage already has hp related bonuses so it made it far stronger for admittedly no reason.)ĭiabolic horde healthstacking, koloss firebrand's extra damage based around hp you have compared to the foe, regalis giving 5 nice spellcasty traits to all allies, hp regen and hp restoration = damage to foes, even chance to cast spells at the start of battle
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