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New Demigod #1 Concepts

Feel free to add your ideas here

By on April 27, 2009 12:40:44 PM from Demigod Forums Demigod Forums

These are just my ideas, feel free to add.

Name of Demigod: TBD

Type of Demigod: General

General description: More of a classic wizard. Carries a staff, wears long robes.

Abilities:

 

Ability 1.

 

  1. Set totems that give friendly Demigods 20% more experience in a given area.  (level 1)
  2.  Totems  now also give friendly Demigods 20% more HP in a given area. Last 30 seconds. (level 3)
  3.  totems now also  give friendly Demigods 20% more attack damage in a given area. Lasts 30 seconds. (level 8).
  4. totelms now also give friendly demigods 20% more armor in a given area. (level 10)
Abiilty 2.
  1. Spell: Immunity. Makes friendly demigods immune from attacks for 2,3,4 seconds (depending on level).
Ability 3.
      1. Magic Missile. Sends 1,2,4,8 magic missles (depending on level) at a target area that does area damage.
 
Ability 5.
  1. Charm beast.  Causes 15%, 30%, 45% of enemy reinforcements to switch sides depending on level.
Ability 6.  Magic Armor. Provides 400, 800, 1200, 1600 armor depending on level.
 
Ability 7.  Melee Combat.  Base melee damage with staff adds 5 times level, 10 times level, 20 times level.
 
Ability 8. Money Purse. Provides 2, 4, 8 more gold per second to that player.
Thoughts?

 

+912 Karma | 292 Replies
April 27, 2009 3:53:05 PM from Demigod Forums Demigod Forums

Wizards? The unique and interesting Demigod designs are what got me interested in this game. Adding a boring Wizard in there isn't really what I was expecting to hear. Let's try something a bit more creative, eh?

April 27, 2009 4:00:39 PM from Demigod Forums Demigod Forums

Quoting Jorune2112,

Quoting Tsunamirain, reply 14Oh and I also want to add take your time with new concepts. I love how each original demigod is solid in their own unique way. Not saying you won't use any R&D, but I believe this game has a huge potential to stand above the crowd.

And yes, I know this is only a blueprint concept.


 

Totally agree. A 'classic' mage is like, bleh. I think Brad's been too long in Elemental I would want something frsh and different. I thought Torchbearer was the mage.

 

jorune

 

Torchbearer is just a pissed off dude with daddy issues that happens to control fire and ice.  He's not really a mage in the classic magical prowess results from scholarly pursuits sense.  I think a classic mage could be pretty cool, the question is how to make it fresh without being accused of 'ripping off' whatever.  I'd love to see more demigods with skills that require prediction, ie Boulder, Batswarm and rain of ice.

April 27, 2009 4:05:33 PM from Stardock Forums Stardock Forums

hmm  I dont think the totems would be fair only because Rook with his towers and Wizard with totems camped at the xp flag would be a disaster.  But a few skills I think he could use would be like a "levitate" type skill where he could lift a combatent out of a battle for so much time and it would increase over lvls. he could save a tm8 that way a heal/hurt cast that would heal friend or hurt foe, then he has to decide when and to whom, adds strat and powerplay.  ummm the blink thing could be made to blink in a small but unpredictable pattern in melee combat, kinda like hop in and out of dimension to deliver blows in a unspecified manner, but keep the area small at first with a set amount of damage delivered to surrounding units and it could increase with levels to more damage and a larger area.

April 27, 2009 4:17:07 PM from Demigod Forums Demigod Forums

I posted this demigod concept over in the Demigod Ideas section before seeing this thread. I don't know if you're looking for new demigod concepts in this thread, but I figured it was as good of a place as any to post it. Here's what I posted in the original thread. Please feel free to shoot it down.

So i've read a few of the of the other people's suggestions for demigods, and I was surprised no one (that I've read anyway) had yet suggested a Cthulian influenced demigod. Being a long time fan of Lovecraft's work, and seeing as to how his mythology would be easy to link to Demigod's, I'd like to propse the idea of a Cthulian demigod, Kul'Thar.

To those unfamiliar with the Lovecraft's work, here's a brief summary of his Cthulhu mythos.

Basically, Lovecraft defines gods as giant alien beings known as "ancient ones." Long ago, different "Ancient Ones" descended from the sky, and man being primitive and tribal worshipped these beings as gods because of their size, appearence, and supernatural powers. One of these Ancient Ones, "Cthulhu" was a god of chaos and madnes of sorts. He was worshipped by a number of cults throughout the world, who practiced a religion similar to Voodoo. Cthulhu basically weilds psychic powers which drive people insane, in fact the sheer visage of his avatar his avatar is horrifying enough to drive a man insane.

I was thinking Kul'Thar could have a similar background, he could be the demigod from the deep. He would be tall and bipedal, with green slimy skin and perhaps some tentacles on or around his face for good measure. I think a General type character would fit his character the best, his minions could be little creatures from the deep with fish-like faces, spines on their back, large fish eyes. I haven't thought of a mechanic for summoning them yet, but perhaps someone else could lend a hand with that.

I'd really like if Kul'thar completely relied on his units to do damage, and simply cast debuff and crowd control abilities. There doesn't appear to be a demigod that does this as of now. Erebus is the closest to being able to do this now, but he can hold his own as a single unit. I'd like if Kul'thar was completely unit damage based.

1. Fear: Fear causes the enemy demigod to lose control of their character for a breif moment and causes them to run in a random direction away from the battle for 2 seconds and reduces their armor. Each progressive level of Fear increases the time a demigod is feared with a cap of 5 possibly 7 seconds. At lvl 15, fear grants the ability madness.

        Madness: Top of the fear tree. With madness, the enemy demigod loses control of their character for 7 seconds and attacks his nearby allies. If he kills one of his allies in that 7 seconds, the kill goes to the demigod who cast madness.

2. Stench: Stench can be some kind of debuffing aura which surrounds the demigod. The aura could possibly reduce enemy armor, or possibly slow their movement within an acceptable range of the demigod.

3. Summon Unit: As this tree evolves he can summon more powerful units to compliment his army of small melee units. At level 15 his summon summons 5 basic unit(basic melee unit), 2 strong melee unit(like giants) , 2 ranged units (shoot slime/acid)

4. Increase unit damage/armor tree

5. Supernatural/tentacle Armor: Increases the armor rating making him more durable.

6. Hex: Casted ability increases the cooldown time for enemy demigod's abilities, and slows their movement. At level 15, this ability doubles the cooldown time.

7. General Minion Tree

Maybe also give him some kind of passive mana regen ability as well to help supplment his high mana usage.

April 27, 2009 4:20:50 PM from Demigod Forums Demigod Forums

Quoting HD300,
Wizards? The unique and interesting Demigod designs are what got me interested in this game. Adding a boring Wizard in there isn't really what I was expecting to hear. Let's try something a bit more creative, eh?

Wizards can varry from any form. You're saying a guy with a crossbow is unique? Common now we all can't have special looking units some need to be normal.

April 27, 2009 4:26:04 PM from Demigod Forums Demigod Forums

The wall building idea for the Tactician would be super OP without some sort of sane limitation.  You'd just use it to wall in your own creep waves and deny your enemies the xp, breaking down the walls later to unleash a huge swarm.

April 27, 2009 4:26:59 PM from Demigod Forums Demigod Forums

If "Bob" the mage does get in, I would change Magic Missile to something more like (Isaac's) Greater Missile Storm or Magic Missile Storm and have more missiles that do the same amount of damage overall

Also why mage over sorcerer?

April 27, 2009 4:29:15 PM from Demigod Forums Demigod Forums

Quoting Doggiedoodle,
The wall building idea for the Tactician would be super OP without some sort of sane limitation.  You'd just use it to wall in your own creep waves and deny your enemies the xp, breaking down the walls later to unleash a huge swarm.

Well maybe allied troops could pass through them or there would be one-way gates (so it doesn't look cheap graphically).

April 27, 2009 4:36:53 PM from Demigod Forums Demigod Forums

Quoting chadwich,

Quoting khemintiri, reply 6dont really need to point out the flavor issue as they probably will add the story later , a traditional wizard doesnt mean hes one of 5000 wizards

 

You're confusing your words.

 

He can be a "tradiationl" wizard (I.E. wizard hat, staff, long beard, etc) but still be one of emense power. They are different concepts.

 

no im not , i meant exactly what you said , read me sentence one more time

April 27, 2009 4:40:15 PM from Demigod Forums Demigod Forums

Quoting Crash486,
I posted this demigod concept over in the Demigod Ideas section before seeing this thread. I don't know if you're looking for new demigod concepts in this thread, but I figured it was as good of a place as any to post it. Here's what I posted in the original thread. Please feel free to shoot it down.




So i've read a few of the of the other people's suggestions for demigods, and I was surprised no one (that I've read anyway) had yet suggested a Cthulian influenced demigod. Being a long time fan of Lovecraft's work, and seeing as to how his mythology would be easy to link to Demigod's, I'd like to propse the idea of a Cthulian demigod, Kul'Thar.

To those unfamiliar with the Lovecraft's work, here's a brief summary of his Cthulhu mythos.

Basically, Lovecraft defines gods as giant alien beings known as "ancient ones." Long ago, different "Ancient Ones" descended from the sky, and man being primitive and tribal worshipped these beings as gods because of their size, appearence, and supernatural powers. One of these Ancient Ones, "Cthulhu" was a god of chaos and madnes of sorts. He was worshipped by a number of cults throughout the world, who practiced a religion similar to Voodoo. Cthulhu basically weilds psychic powers which drive people insane, in fact the sheer visage of his avatar his avatar is horrifying enough to drive a man insane.

I was thinking Kul'Thar could have a similar background, he could be the demigod from the deep. He would be tall and bipedal, with green slimy skin and perhaps some tentacles on or around his face for good measure. I think a General type character would fit his character the best, his minions could be little creatures from the deep with fish-like faces, spines on their back, large fish eyes. I haven't thought of a mechanic for summoning them yet, but perhaps someone else could lend a hand with that.

I'd really like if Kul'thar completely relied on his units to do damage, and simply cast debuff and crowd control abilities. There doesn't appear to be a demigod that does this as of now. Erebus is the closest to being able to do this now, but he can hold his own as a single unit. I'd like if Kul'thar was completely unit damage based.

1. Fear: Fear causes the enemy demigod to lose control of their character for a breif moment and causes them to run in a random direction away from the battle for 2 seconds and reduces their armor. Each progressive level of Fear increases the time a demigod is feared with a cap of 5 possibly 7 seconds. At lvl 15, fear grants the ability madness.

        Madness: Top of the fear tree. With madness, the enemy demigod loses control of their character for 7 seconds and attacks his nearby allies. If he kills one of his allies in that 7 seconds, the kill goes to the demigod who cast madness.

2. Stench: Stench can be some kind of debuffing aura which surrounds the demigod. The aura could possibly reduce enemy armor, or possibly slow their movement within an acceptable range of the demigod.

3. Summon Unit: As this tree evolves he can summon more powerful units to compliment his army of small melee units. At level 15 his summon summons 5 basic unit(basic melee unit), 2 strong melee unit(like giants) , 2 ranged units (shoot slime/acid)

4. Increase unit damage/armor tree

5. Supernatural/tentacle Armor: Increases the armor rating making him more durable.

6. Hex: Casted ability increases the cooldown time for enemy demigod's abilities, and slows their movement. At level 15, this ability doubles the cooldown time.

7. General Minion Tree

Maybe also give him some kind of passive mana regen ability as well to help supplment his high mana usage.


 

 

i usually dont say this but i really love this concept , 7 secs targeted disable can be to much to , max 5  at lvl 10 imo

April 27, 2009 4:40:20 PM from Stardock Forums Stardock Forums

Quoting Annatar11,
Rook is male? How can you tell? It must've been one hellishly sexy castle for the god to want to make him.

Have you read Rook's background information? You know, the storyline? Anywho yes he is male. A war hero dies and his body is laid in a bed in the heart of the castle. Just read his background...

April 27, 2009 4:46:22 PM from Demigod Forums Demigod Forums

Frogboy,

 

Are you looking for critiques of what you have, or entirely different ideas?

 

A few points:

1. An experience bonus would probably be pretty broken if used well.

2. Immunity isn't bad, but it certainly is pretty similar to Oak's Shield. What about a placeable area protection effect? That would be unique and very cool.

3. Magic Missile could be cool if animated properly. I might suggest a drunk missile style animation, culminating in the missiles exploding on the ground.

4. I like the money purse, but it should be available starting level 5 or so, rather than 1, so they don't get too much of a cemented advantage.

5. Charm beast would be really fun. I would also make it stun, but not convert, enemy general's minions.

6. The hero does seem like he may have potential for several builds, which is good.

7. You need your art guys to work overtime on this. A wizard could be cool, but I think you've done such an excellent job on the other demigods that you have set a pretty high bar for yourselves in terms of making a character unique and interesting.

April 27, 2009 4:51:36 PM from Demigod Forums Demigod Forums

Quoting Crash486,
I posted this demigod concept over in the Demigod Ideas section before seeing this thread. I don't know if you're looking for new demigod concepts in this thread, but I figured it was as good of a place as any to post it. Here's what I posted in the original thread. Please feel free to shoot it down.



So i've read a few of the of the other people's suggestions for demigods, and I was surprised no one (that I've read anyway) had yet suggested a Cthulian influenced demigod. Being a long time fan of Lovecraft's work, and seeing as to how his mythology would be easy to link to Demigod's, I'd like to propse the idea of a Cthulian demigod, Kul'Thar.

To those unfamiliar with the Lovecraft's work, here's a brief summary of his Cthulhu mythos.

Basically, Lovecraft defines gods as giant alien beings known as "ancient ones." Long ago, different "Ancient Ones" descended from the sky, and man being primitive and tribal worshipped these beings as gods because of their size, appearence, and supernatural powers. One of these Ancient Ones, "Cthulhu" was a god of chaos and madnes of sorts. He was worshipped by a number of cults throughout the world, who practiced a religion similar to Voodoo. Cthulhu basically weilds psychic powers which drive people insane, in fact the sheer visage of his avatar his avatar is horrifying enough to drive a man insane.

I was thinking Kul'Thar could have a similar background, he could be the demigod from the deep. He would be tall and bipedal, with green slimy skin and perhaps some tentacles on or around his face for good measure. I think a General type character would fit his character the best, his minions could be little creatures from the deep with fish-like faces, spines on their back, large fish eyes. I haven't thought of a mechanic for summoning them yet, but perhaps someone else could lend a hand with that.

I'd really like if Kul'thar completely relied on his units to do damage, and simply cast debuff and crowd control abilities. There doesn't appear to be a demigod that does this as of now. Erebus is the closest to being able to do this now, but he can hold his own as a single unit. I'd like if Kul'thar was completely unit damage based.

1. Fear: Fear causes the enemy demigod to lose control of their character for a breif moment and causes them to run in a random direction away from the battle for 2 seconds and reduces their armor. Each progressive level of Fear increases the time a demigod is feared with a cap of 5 possibly 7 seconds. At lvl 15, fear grants the ability madness.

        Madness: Top of the fear tree. With madness, the enemy demigod loses control of their character for 7 seconds and attacks his nearby allies. If he kills one of his allies in that 7 seconds, the kill goes to the demigod who cast madness.

2. Stench: Stench can be some kind of debuffing aura which surrounds the demigod. The aura could possibly reduce enemy armor, or possibly slow their movement within an acceptable range of the demigod.

3. Summon Unit: As this tree evolves he can summon more powerful units to compliment his army of small melee units. At level 15 his summon summons 5 basic unit(basic melee unit), 2 strong melee unit(like giants) , 2 ranged units (shoot slime/acid)

4. Increase unit damage/armor tree

5. Supernatural/tentacle Armor: Increases the armor rating making him more durable.

6. Hex: Casted ability increases the cooldown time for enemy demigod's abilities, and slows their movement. At level 15, this ability doubles the cooldown time.

7. General Minion Tree

Maybe also give him some kind of passive mana regen ability as well to help supplment his high mana usage.


 

I really love this idea. Of course it needs a bit more balancing, but the concept itself is awesome, IMO.

April 27, 2009 4:57:57 PM from Demigod Forums Demigod Forums

Absolutely I want to see a support Demigod. Like, a Demigod who plays best when standing at the health crystal.

He would have an abililty, which would gain him a % of gold and EXP gained by creeps.

He would have abilities to recall teammates to him, and a few other teammate buffs:

He can increase mana/health regeneration (health for towers/creeps too)

He can teleport items.

He can rebuild destroyed towers. First just ToL, then archer towers, then Fortresses.

He can buff friendly creeps.

He can temporarily grant vision in an area of the map.

He can increase the rate of income of the team.

 

What I really don't want to see is another Sedna, another Oak, another Torchbearer. We already have those. Let's put some more RTS into the RTS/RPG.

April 27, 2009 5:12:06 PM from Demigod Forums Demigod Forums

Quoting b,
You're saying a guy with a crossbow is unique?
But it's a really big crossbow.

 

April 27, 2009 5:15:44 PM from Demigod Forums Demigod Forums

A guy with a clearly phallic substatory weapon is unique? 

April 27, 2009 5:20:58 PM from Demigod Forums Demigod Forums

Well, I gotta say that I love dragons, so here is my take on how a dragon could be made in Demigod:

 

Name of Demigod:  Dragon

Type:  assassin

General Description:  A sprawling wyrm bristling with horns and barbs, scaled from head to tail, with a massive wingspan.  Its girth keeps it landborn (most of the time) and it its razor claws are its primary weapon.

 

Ability 1:  Immolate

The dragon unleashes a plume of fire that washes over all enemies in a long column in front of it.  

Ability 2: Windstorm

Bracing itself against the ground, the dragon beats its wings to create a massive front of wind that sends knocks enemies off their feet and even pushes demigods in that direction.  Nearby enemies at the moment of activation are stunned and damaged.

Ability 3: Crush

With a tremendous leap, the dragon surges into the air, and using its wings guides itself to the target location, smashing it with all its weight.  Enemies caught in the target location are damaged and stunned.  A shadow appears as a warning before the dragon strikes, giving time to move out of the way.

Ability 4: Incendiary Wrath

The dragon is enveloped by a visage of flame, damaging any foe who attacks it while reducing the damage received.  This ability drains mana very quickly.

Ability 5:  Regal Splendour

When the dragon's health is above 50%, it benefits from faster ability cooldowns and mana regeneration as a result of its tremendous pride.

Ability 6:  Feral Savagery

When the dragon's health is below 50%, it benefits from increased movement and attack speed as a result of its baser instinct.

Ability 7:  Tail Strike

The dragon's tail swings wildly in battle, attacking enemies that are behind the dragon.  The tail uses the dragon's regular attack damage, but does not attack as quickly.

 

April 27, 2009 5:22:48 PM from Demigod Forums Demigod Forums


Abilities:

 

Ability 1.

 


Set totems that give friendly Demigods 20% more experience in a given area.  (level 1)
 Totems  now also give friendly Demigods 20% more HP in a given area. Last 30 seconds. (level 3)
 totems now also  give friendly Demigods 20% more attack damage in a given area. Lasts 30 seconds. (level 8).
totelms now also give friendly demigods 20% more armor in a given area. (level 10) 

 


Change this ability to buffing its Minions and up the attack % considering minions have significantly less attack then demigods say 100% more damage. Take the experience out because minions don't gain experience

Edit: Please stop spamming this topic with your ideas for demigods and focus on Frogboys idea because his idea will more than likely be used, not yours. There is a thread for demigod ideas, go find it!

April 27, 2009 5:23:44 PM from Demigod Forums Demigod Forums

You guys should maybe try putting your Demigod ideas in here as well and not comment on everything people write?

April 27, 2009 5:26:48 PM from Demigod Forums Demigod Forums

I want a Hybrid (General-Assassin) Mage Type Demigod

1. Summon Golem: Summons a powerful Golem (cap remains at 1 golem even at higher levels, the golem simply increases in power with each level)

1.1 Fusion: Character fuses with the golem which increases his stats. Character losses control over any other minions while fused effectively turning him into an assassin type DG. Drains mana while activated, once mana is completely drained, will automatically unfuse with golem. Each level decreases the ability's mana drain,

1.1.a Unfuse: Manually deactivates fusion ability (No need to spend skill points for this skill, automatically replaces the Fusion icon while DG is fused.)

1.2 Bull Rush: makes the golem charge into enemies/structures at the cost of mana dealing and taking damage. Only takes damage if ramming against a building or another DG. DG will do the Bull Rush attack while fused.

1.3 Recontruct Golem: Heals Golem (and only the golem - ergo, must auto target golem to reduce micro management). Should have better HP:MP ratio and range compared to Sedna's heal since it can only target the Golem. DG will auto target self with this spell while fused

2. Mastery over Domains: Increases speed at which Flags are captured by this DG.

3. Mastery over Items: Decreases cooldown time of consumable and triggered items for this DG.

4. Mastery over the Citadel: Enables DG to purchase citadel upgrades at discounted prices. Each level further reduces citadel upgrade prices.

What do you think guys?

April 27, 2009 5:36:25 PM from Stardock Forums Stardock Forums

I think, if workable, the new character should be female.  We've got a 2 to 6 ration of females to males so far.   Only Sedna and the Queen of Thorns are in. 

 

The new female-demigod should also be wearing armor of some kind, just to contrast visually with the skin-and-cleavage look of Sedna and Thorny.   Take this DeviantArt image as an example of what I'm talking about:

 

Female Paladin

April 27, 2009 6:10:23 PM from Demigod Forums Demigod Forums

I love the concept of adding a traditional "Merlin" style wizard, but I don't think the abilities you have listed seem to mesh well with that concept. It seems like you have two different Demigods in mind. I think the Totem/Charm Beast abilities mesh better with a more Nature/Druid archtype.

I would rather see a General Demigod of the Wizard archtype to have lumbering golems as his minions. Perhaps he summons less compaired to other generals, but they are much more powerful on their own.

Spell: Immunity. Makes friendly demigods immune from attacks for 2,3,4 seconds (depending on level).

I also agree with previous posters that this abilitiy is too much like the Shields already used by other Demigods like Oak and the QoT. I would rather see diversity promoted and have this new Demigod given a different support ability. (Invisability, Teleport/Blink, Mana Sphion, etc.)

1. Magic Missile. Sends 1,2,4,8 magic missles (depending on level) at a target area that does area damage.

 

I like the idea of a classic Magic Missle ability. A type of "arcane" magic to differer from the classic fire and ice damage already taken by the Torch Bearer. I'm not sure I like the idea of Magic missle being an AoE type effect. Perhaps it would be better if it was a single target effect. But to make it different from Fireball, I'm not sure. Perhaps if the Damage was higher but the AoE effect was very localized. Something that required more aim to pull off I guess, much like Boulder Throw. When I think of a classic Wizard style General Demigod, I'm thinking he should play like the Torch Bearer's counterpart. The Torch Bearer has many great AoE spells and is an Assassin. Perhaps this Wizard shoudl have some great single target spells and is a General.

Ability 6.  Magic Armor. Provides 400, 800, 1200, 1600 armor depending on level.
 
Ability 7.  Melee Combat.  Base melee damage with staff adds 5 times level, 10 times level, 20 times level.

Are these passive buffs? Like for a melee based Wizard? Sounds ok for a diverse build, but personally I don't know if I like it. It could work though.

Ability 8. Money Purse. Provides 2, 4, 8 more gold per second to that player.

I like the idea, but balance would be tricky. An ability that helps your citadel and your gear more by sacrificing levels for other direct abilities would be very interesting. I would just change the name. Money Purse is just kinda...meh.

 

Overall, I like the archtype, but save the Totems and Beast charming for another Demigod class.

  We've got a 2 to 6 ration of females to males so far.   Only Sedna and the Queen of Thorns are in.

 

Eh, I could care less. I'm a guy and I always had a thing about prentending I'm a woman in a video game. I'd rather have more male or asexual Demigods

 

April 27, 2009 6:16:28 PM from Demigod Forums Demigod Forums

Totems would be neat simply if you could tele to them like rook towers.

But that demigod mostly soundsl ike there wouldn't be much skill involved in playing. And converting half of giants would be extremely strong.

The only attack is that aoe so you're left just auto attacking and having converted weak mobs attack.  Seems rather.. easymode.

 

I would like to see a Deus Ex demigod that uses mechanical sorts of abilities though.

April 27, 2009 6:18:42 PM from Demigod Forums Demigod Forums

Quoting Magus-K,
I like the concept and the powers.  I do think that this doesn't quite meet the requirements of a standard mage.  Maybe a slight cosmetic change toward a Druid Concept.

[...]


For a more "Pure Mage" concept,

[...]


Absolutely agree! Totems don't fit a classic wizard style character. Either change the totems to enchantment circles or something or overhaul the whole artistic concept to a shaman / druid like character.

Quoting Darvin3,
Well, I gotta say that I love dragons, so here is my take on how a dragon could be made in Demigod:

YES! If they had a dragon demigod he'd be the only char I'd play

April 27, 2009 6:39:06 PM from Demigod Forums Demigod Forums

Quoting takashi_k,

The new female-demigod should also be wearing armor of some kind, just to contrast visually with the skin-and-cleavage look of Sedna and Thorny.   Take this DeviantArt image as an example of what I'm talking about:



Well, here's an ide:

 

demigod name:  The Maid

type: general

ability 1: Undying Loyalty (passive)

The maid retains a cadre of undying knights who heed her every command.  When they fall in battle, they shall be reborn shortly at her side.  So long as she stands, the loyalty of her followers shall never die.  Increasing ranks in this skill decreases the time necessary for the knights to return to life and increases their power in battle.

ability 2: Aurora of Purity (passive)

The maid is surrounded by an aurora of light that protects nearby brutes and minions from damage, causing them to vastly more difficult to kill.  This does not benefit demigods.

ability 3: Martyr

All nearby friendlies receive 50% reduced damage, but the maid receives half of all the damage blocked by this ability.  The maid receives a 25% reduction to all damage she receives while in this state.

ability 4: Persistance

The maid creates a symbol of persistance.  All friendlies in an area around the symbol are affected by it.  Should they be struck by an amount of damage that is fatal, the damage of that attack is significantly reduced, potentially allowing them to survive.

ability 5:  Great Mustering (prerequisite: undying loyalty)

When activated, the Maid's undying knights stop respawning.  When all have died, twice as many are summoned instantly.  These will persist until they die.  Knights will not respawn above their normal maximum numbers.

ability 6: Seal of Blades

Target enemy demigod is surrounded by a prison of glowing swords, preventing them from moving, attacking, or using special abilities, but also preventing others from attacking them.

ability 7:  Divine Wrath (passive)

When the maid attacks a demigod, it is marked for divine wrath.  Immediately after it finishes casting any spell while under the effect of divine wrath, the demigod is stunned for a short duration and damaged for a small amount.

ability 8: Castigate (passive)

After a demigod attacks the maid, it is marked with castigation.  It suffers increased mana cost and casting time for all its spells and abilities.

 

 

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