WIP [RPG] The Summoners

Xienoph

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[RPG] Summoners of Abhassara

1. Goals & Features
I'm aiming for an RPG with high replayability. Some features that will
(hopefully) help to accomplish this:
  • Synergies between classes
  • Multiple builds per class
  • Quests that depends on completion on other quests. Completing some quests may
    enable / disable other quests

2. About the World
The map contains only one village in the middle of the map. Players will do any
kind of shopping, quest completions, and skill learning and upgrades in the
village.

There are two types of attacks and two types of armors: Normal and Siege
attacks, Fortified and Light armors. Normal attacks do half damage to fortified
armors, but full damage to light armors. Siege attacks do full damage to all
kind of armors. If an attack is ranged, it does 25% less damage than the melee
version.

Mech units usually have fortrified armor and no life regeneration.

All enemies and summons regenerate life at night only. Summoners have very low
life regeneration during the day and night.

Summoners (heroes) have much further (twice as long) sight range than their
summons. They have lower priority than summons, which means that enemies prefer
attacking the summons and are usually incapable of defeating enemies (unless
they use items).

3. Heroes
There are six heroes the player can pick from:
  • Melee and Ranged with Intelligence primary attribute
  • Melee and Ranged with Strength primary attribute
  • Melee and Ranged with Agility primary attribute

All heroes have 5 item slots. Hero's maximum level is 30, and they gain a skill
point for every level.

4. Summoning Classes
There are six summoner classes. Each class has different set of traits:
  • Micro / Macro
  • Massable / Single
  • Mobile / Immobile

Each summoning class has six abilities. To use an ability, the summoner must
equip the item related to the ability. Generally, summons abilities are used by
using the skill item.

Each class also has nine upgrades. Six of them strengthen the six abilities. The
other three are more "general" upgrades, such as "more life for all summons",
"more mana", etc.

No two heroes can use the same class. It's mainly for story and balance reasons
(partly laziness too ^^)

4a. YESOD (Traits: Massable, Micro, Mobile)
This class relies of repeated casting of spells. The summons have rather spells,
but since there are plenty of summons, they can repeatedly cast them.

Abilities:
  • Summon Lightnings: Summon Lightnings
  • Summon Blazes: Summon Blazes
  • Summon Holy Wagon: Summons Holy Wagon
  • Summon Frosts: Summons Frosts.
  • Banish: Allows summons to banish a target. Banished units cannot move.
  • Possession: Allow summons to possess non hero enemies.

Summons and their abilities:
  • Lightning (Mech): Low HP, Slow Speed, Light Armor, 2-3 mins, Med High MP
    • Lightning Strike: High damage to one enemy. Very short cooldown. Causes a
      very brief stun, which can disturb channeling targets.
    • Recharge: Channeled drain attack to one enemy. Lasts a long time.
    • Storm Form: Turns into Storm, a flying unit with ranged normal attack, but
      loses all other abilities. Attack is rather weak.
  • Blaze: Med High HP, Med Speed, Light Armor, 2-3 mins, Med Low MP
    • Ground Attack: Siege, Artilery type (line). Very high cooldown. Med damage
    • Flame Strike: Ground, organic units only. Only hits enemies.
    • Howl of Terror: Reduces defense and attack of enemies. Small AoE
  • Frost: Med Low HP, Med Speed, Light Armor, 2-3 mins, Med MP
    • Frost Armor: Slows down units that melee attack the target
    • Frost Attack: Frost attack. Pierce type. Med cooldown. Ground and air target.
      Low damage.
    • Frost Wave: Chain damage with high number of jumps, but damage is halved per
      jump.
  • Holy Wagon (Mech): High HP, Very Slow, Fortified Armor, 4-6 mins, Low MP
    • Protected Heal: Keeps a unit inside it while healing its HP and MP.
    • Sacrifice: Self destruct to heal nearby allies. More MP left means more
      healing per ally
    • Mana Flare

Upgrades:
  • Summon Lightnings: + Number summoned, + Duration, + Spell levels
  • Summon Blazes: + Number summoned, + Duration, + Spell levels
  • Summon Frosts: + Number summoned, + Duration, + Spell levels
  • Summon Holy Wagon: + Duration, + HP, + Spell levels
  • Possession: + Max level of possessable enemies
  • Banish: - Mana cost, - Cooldown
  • Increase Max MP by 50% (1 level, 5 points)
  • Increase Attack power (10 levels)
  • Enable Dark Ritual. (3 levels, 3 points per level): + Mana recovered

4b. HOD (Traits: Single, Semi Micro, Immobile)
This class is limited to one summon only. The summon (Hod) has a very long
attack range, but normal sight range. This class is very friendly to mechanical
units. Summoners of this class learn repair automatically.

Abilities:
  • Incinerate: Adds incinerate to Hod's attack
  • Drain Life: Drains all HP from an organic non hero. Long cooldown and cast
    time.
  • Star Fall: Star Fall with very large AoE. Ground only.
  • Anti Magic Shell: Lasts a long time. Shield has life. Very short cooldown
  • Corpse Tower: Allows Hod to summon Corpse Tower from corpses.
  • Owl Scout: Allows Hod to summon Owl Scout to follow a target

Summons and their abilities:
  • Corpse Tower (Mech): Very Low HP, Fortified Armor, 30 secs
    • Ground Attack: Long range attack with friendly splash.
  • Owl Scout (Air): Invulnerable, 0.5-1 mins
    • Locust: Invulnerable, unselectable
    • True Sight: Can see invisible units

Upgrades:
  • Incinerate: + Bonus Damage, + Death Explosion Damage
  • Drain Life: - Cooldown, - Mana Cost, - Casting time
  • Star Fall: + Damage, + Area of Effect, - Damage Interval
  • Anti Magic Shell: + Shield Life, + Range, + Hod's attack power
  • Corpse Tower: + Maximum number of towers, + Tower duration, + Cast range
  • Owl Scout: + Sight Range, + Summon Time, + Hod's attack power
  • Adept Summoning (10 levels): + Hod's Armor, + Hod's Attack Power
  • Remote Repair (1 level, 5 points): Allows summoner to repair from anywhere on the map
  • Increases sight range of Hod (3 levels, 3 points per level)

4c. NETZACH (Traits: Massable, Semi Macro, Mobile)
This class relies mainly on numbers of minions being summoned. No minions has
mana.

Abilities:
  • Summon Zerglings: Summon Zerglings.
  • Summon Bomblings: Summon Banelings.
  • Parasite: When targeted enemy dies, spawn Spiritlings. Autocast. Melee range.
  • Summon Beetlings: Summon Beetlings.
  • Summon Stonelings: Summon Stonelings.
  • Summon Traplings: Summon Traplings.

Summons and their abilities:
  • Zergling: Low HP, Slow Speed, Light Armor, 0.5-1 mins
    • Ground attack: Normal type. Very rapid
    • Air attack: Piercing type. Very rapid
  • Bombling: Med Low HP, Fast Speed, Light Armor, 0.5-1 mins
    • Suicide: Self explode. Low range. Med low damage. Autocast. Hit all except
      heroes and suicidal units.
    • Disguise: Burrows. Can move while burrowed, but movement speed is halved.
  • Beetling: Very Low HP, Med Speed, Light Armor, 0.5-1 mins
    • Inner Night: Increases recovery rate.
    • Ground attack: Normal type. Weak attack
    • Burrow: Burrows. Cannot move while burrowed, but Inner Night is still active
  • Stoneling: Med High HP, Very slow, Fortified Armor, 0.5-1 mins
    • Hardened Skin:Affects Melee attacks only
    • Air Attack: Siege type. Slow. Med damage (unpredictable). Low range.
  • Spiritling (Air): Very Low HP, Very Fast, Light Armor, 2-3 mins
    • Zergling Morph: Morph into Zerglings. Lifetime is shorter than normal
    • Beetling Morph: Morph into Beetlings. Lifetime is shorter than normal
    • Trapling Morph: Morph into Traplings. Lifetime is shorter than normal
  • Trapling (Mech): Med HP, Med, Fortified, 1-1.5 mins
    • Guard / Walk Mode: Switches between Guard / Walk mode
    • Trap (Trap Mode only): Same as Web. Autocast. Very long cooldown. No Mana.

Upgrades:
  • Summon Zerglings: + Number summoned, + Duration
  • Summon Bomblings: + Number summoned, + Duration, + Suicide damage
  • Summon Beetlings: + Number summoned, + Duration, + Inner Night Heal
  • Summon Stonelings: + Number summoned, - Hardened Skin Min Dmg, + Hardened Skin Nullfied Dmg
  • Parasite: + Number spawned, + Morphed unit duration, + Spiritling Duration
  • Summon Traplings: + Number summoned (2 +1), + Armor in trap mode (1 +1), - Trap cooldown (11 -0.1)
  • More HP for summons (3 levels, 3 points per level):
  • 50% Faster Movement Speed (1 level, 5 points)
  • Spiked Armor (10 levels): + Damage

4d. TIPHERET (Traits: Massable, Macro, Immobile)
Users playing this class will be fully controlling the summoner. The summons
do not need to be controlled. Unlike other classes, the summoner learns the
summon spells, so to summon, summoners do not use the skill items.

Assault:
  • Tentacles: Summon tentacles over a small area.
  • Mini Sauron: Summon Mini Saurons over a large area, in a ring
  • Mist: Summons 6 mists in a large area.
  • Treant Wall: Summon a wall of 5 Treants a small distance in front of the summoner.
  • Dark Swarm: Summons a Dark Swarms. Protects summonables from ranged attack.
  • Lure: Summons a lure tower. Throws a lure to lure nearby enemies.

Summons and their abilities:
  • Tentacle: Med HP, Immobile, Light Armor, 15 secs
    • Ground Attack: Normal melee. Very fast attack speed. Individual damage is
      weaker than average, but collectively, they're very strong.
  • Serpent Ward (Mech): Very Low HP, Immobile, Light Armor, 15 - 40 secs
    • Poison Atk: Stacking poison attack. Ground and air units. Very low initial
      damage. Has minimum distance. Slows down unit.
  • Lure Tower (Mech): Low HP, Immobile, Light, 30 secs, High MP
    • Faerie Fire: Very low cooldown time. Always autocast.
  • Treant: Med Low HP, Immobile, Fortified, 0.5-1 min
    • Ground attack: Normal. Very high damage. Only hits once. Very unpredictable.
    • Thorn Aura: Only applies to self.
  • Dark Swarm: Invincible, Immobile, Invincible, 5-35 secs
    • Dark Swarm: Protects nearby enemies from any ranged attacks
  • Mist (Air):Very Low HP, Immobile, Light, 0.5-1 min
    • Air attack: Siege type, splash. Very slow moving missile, missable. Very
      rapid. Damage is very random
    • Corpse Explode: Explodes corpses around the mist. High damage, very long
      cooldown.

Upgrades:
  • Summon Tentacles: + Number of tentacles, + Max HP, + Damage
  • Summon Serpent Ward: + Number of summons, + Poison attack damage per second, + Summon duration
  • Summon Lure Tower: - Lure Spell cooldown, + Faerie Fire level (more decrease in armor), + Area of effect
  • Summon Treants: + Attack power, + Thorns aura level (more damage reflected), + Max HP
  • Summon Dark Swarm: + Duration, + Cast Range, - Mana cost
  • Summon Mist: + Corpse explode damage, + Corpse explode area, + Air attack damage
  • Recall (3 levels, 3 points per level): Move all summons in an area to the
    caster's location, and move the caster to the targeted location. + AoE size.
  • More armor for summons (10 levels)
  • Increase attack speed (+50%) (1 level, 5 points)

4e. GEVURAH (Traits: Single, Macro, Mobile)
Coming Soon!
4f. CHESED (Traits: Single, Micro, Mobile)
Coming Soon!

5. Item System
Under Development
6. Story
ACT 1
The villagers are experiencing a very strange phenomenon: the sun doesn't rise
and the entire village is covered in a purple fog. On top of that, two days ago,
they heard a loud monstrous scream. Since then, the villagers have barricaded
themselves inside the village, and a patrol group has been assembled. You, the
players, are new recruits for this group.

Soon after you are recruited, a large beast appeared. It destroyed the
barricades very easily and walked right into the village. The guards and you
were powerless to stop it. Out of a sudden, time froze, and you are teleported
to an open tiled space.

A hooded man stood in front of a door. He gave you a Sephirot, orb with power to
summon creatures, before sending you right back to the village. Time became
unfrozen, and you, with your newfound power, defeated the beast. Upon the
beast's death, the sun rose, and the fog disappeared.

7. Screenshots

Was that difficult to read? Any suggestions to make it easier to read?

Clearly, all names are not final (except the summoning classes). They're just there so that I can think about them. Any name suggestions are welcome, for the summon names, upgrade names, and ability names. Notice that the summon classes use names of Sephirots. If possible, please make the summon and ability names related. As usual, Wikipedia is your best friend here.

Some ability names may not be consistent, since I've changed them a couple times. The information up there isn't guaranteed to be 100% accurate (I've done some adjusting on the fly), but the general purpose of the abilities are there.

Abilities for Gevurah and Chesed are done and implemented. I haven't got the time to put them up there.

Item system is a little complex. I'm still pondering about it and trying to get a feel for it.

Any ability suggestions are welcome.
 
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