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Offline Keolino

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Re: 1.4 Starting areas http://elementscommunity.org/forum/index.php?topic=50781.msg1092919#msg1092919
« Reply #36 on: August 16, 2013, 04:18:48 PM »
Some new NPC entered :D

for LV 5 Areas, non-rare

Light
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Brave Warrior (40 HP)
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4t3 4t4 55k 55k 55k 55k 55n 55n 55n 55n 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l9 5l9 5l9 5l9 5l9 5l9 5le 5le 5lf 5lf 5ll 5ll 5ll 8pq

A worrior of the holy army, fighting to maintain peace in this world.

Flaming Angel (55 HP)
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55k 55k 55k 55q 55q 55q 562 5f0 5f0 5f0 5f0 5f6 5f6 5fb 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5le 5le 5le 5le 5le 5le 5lf 5lf 5lf 8pq

Fire Angels are the strongest angels in this world, and the holy force of heaven.

Life
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Spirit of the Forests (45 HP)
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5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bu 5bu 5bu 5bv 5bv 5bv 5c1 5c1 5c1 5c1 5c1 5c1 5i6 5i6 5i6 5i6 5jm 5jm 5jm 5jm 8pn

Small spirits are protecting these forests. You really shouldn't enter if you arent ready for a challenge.

Lively Cat (35 HP)
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4vq 4vq 4vq 4vq 4vq 4vq 50u 50u 50u 50u 50u 50u 50u 50u 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bu 5c0 5c7 5c7 5c7 5c7 5c7 5c7 5c8 8pn

Look at this lovely cat! But this cat is dangerous, it will scratch you!
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Offline moomoose

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Re: 1.4 Starting areas http://elementscommunity.org/forum/index.php?topic=50781.msg1093000#msg1093000
« Reply #37 on: August 16, 2013, 11:18:42 PM »
submitted four mooses for level 5 consideration, airmoose, lightmoose, livingmoose, firemoose
moose dont say moo.

Offline Keolino

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Re: 1.4 Starting areas http://elementscommunity.org/forum/index.php?topic=50781.msg1094038#msg1094038
« Reply #38 on: August 23, 2013, 08:06:57 AM »
Time to fill some holes 8)

normal NPC (Area 5):
Air
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Sevet (45 HP)
This warrior uses the fighting stile of seven weapons to crush his enemies until nothing remains.
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4t3 4t3 4t3 4t3 4t3 4t4 4t4 4t5 4t5 4tb 4tb 5oc 5oc 5oc 5oc 5od 5od 5od 5od 5od 5oi 5oi 5oi 5oi 5oi 5oi 5ok 5ok 8pr


Storm Caller (45 HP)
You shouldn't leave your house in the middle of the storm.
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5oc 5oc 5oc 5oc 5od 5od 5od 5od 5od 5od 5oh 5ok 5ok 5op 5op 5op 5pu 5pu 5pu 5pu 61o 61o 61o 61o 61p 61p 61p 61p 61p 61q 61q 625 625 625 8pr
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Offline Avenger

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Re: 1.4 Starting areas http://elementscommunity.org/forum/index.php?topic=50781.msg1094508#msg1094508
« Reply #39 on: August 25, 2013, 07:02:07 PM »
1.4 is fun! Submitted a high level light deck.
IMO, the 0 level decks like antlion herd are just a bit too weak. Anything that cannot beat 30 pillars shouldn't be in the game even as 0 level opponent :)

Offline Keolino

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Re: 1.4 Starting areas http://elementscommunity.org/forum/index.php?topic=50781.msg1094583#msg1094583
« Reply #40 on: August 26, 2013, 05:29:58 AM »
1.4 is fun! Submitted a high level light deck.
IMO, the 0 level decks like antlion herd are just a bit too weak. Anything that cannot beat 30 pillars shouldn't be in the game even as 0 level opponent :)

LV 0 means that a Deck is 15 Level below the fire starter deck and other starter decks. These Level 0 arenīt there to fight back. Maybe you shouldn't even consider them opponents...
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Offline Fippe94

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Re: 1.4 Starting areas http://elementscommunity.org/forum/index.php?topic=50781.msg1094584#msg1094584
« Reply #41 on: August 26, 2013, 05:46:40 AM »
I actually disagree. Even a lv 0 opponent should be at least theoratically able to beat something. I've seen small decks that are completely impossible to lose against, so it's not even fun to duel them... They are supposed to be easy, yes, but if you can't lose against them you might just as well be given money...
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Offline Kakerlake

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Re: 1.4 Starting areas http://elementscommunity.org/forum/index.php?topic=50781.msg1094593#msg1094593
« Reply #42 on: August 26, 2013, 07:02:05 AM »
IMO lvl 0 opponents are more like a tutorial for the game than an actual opponent. Like it is currently, there are loads of annoying popups, telling you how the game works.

Offline Keolino

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Re: 1.4 Starting areas http://elementscommunity.org/forum/index.php?topic=50781.msg1094594#msg1094594
« Reply #43 on: August 26, 2013, 07:20:52 AM »
I actually disagree. Even a lv 0 opponent should be at least theoratically able to beat something. I've seen small decks that are completely impossible to lose against, so it's not even fun to duel them... They are supposed to be easy, yes, but if you can't lose against them you might just as well be given money...

It's not the purpose of this opponents that you like beating them up. As Zanz said already, they are for newbies to battle their first one or their first two duels. Newbies which may not even now the conzept of Quanta (or donīt even now mana from magic) so they are completely clueless of what is even happening. They may not know that there are different card types, or whatever.

So like in most games, these tutorial-sandbags shouldn't be able to give you a hard time, even if you draw no card that can damage the opponent or his creatures for the first four or five turns. (Which might actually happen if you fight with the fire starter deck. And even after ten turns you may have only drawn one single ash eater)

But actually, it's not even useful talking to you guys, since you don't need to like (or fight) them anyway. (And about "free money" from them because they can't win against you: you get 2 :electrum for fighting them for 1 minute, 120 :electrum per hour if you hurry up, if you think about winning cards as well, it may be about 250 coins if you sell them (no rares, and mostly "weak" cards from winning), for an hour of really boring grinding.)



Putting everything what i stated aside, i too think that some of the weak decks need some extra cards to stop them from decking out to early. (Because that is something that should ABSOLUTELY NOT happen to a newbie in the middle of his first fight.) (they shouldnīt be stronger, just have some extra cards to last at least 15 turns (24 cards))
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Offline Fippe94

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Re: 1.4 Starting areas http://elementscommunity.org/forum/index.php?topic=50781.msg1094668#msg1094668
« Reply #44 on: August 26, 2013, 03:03:39 PM »
I agree, they shouldn't give you a hard time. They should be very easy to win. But, as Avenger said, I think they should be able to win against a 30 card pillar deck at least. That is, they should be at least theoretically able to deal 100 damage before they deck out.
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Offline Avenger

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Re: 1.4 Starting areas http://elementscommunity.org/forum/index.php?topic=50781.msg1094800#msg1094800
« Reply #45 on: August 27, 2013, 06:58:13 AM »
Yes, that's what i said, 30 cards should be a minimum for any npc decks.

Offline Marsu

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Re: 1.4 Starting areas http://elementscommunity.org/forum/index.php?topic=50781.msg1094810#msg1094810
« Reply #46 on: August 27, 2013, 09:19:54 AM »
It doesn't have to be 30, the option to create NPC deck with less cards does add a lot of variety. But I agree on the main part, some decks really have way to few cards, barely 15.

Offline storyteller

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Re: 1.4 Starting areas http://elementscommunity.org/forum/index.php?topic=50781.msg1098643#msg1098643
« Reply #47 on: September 22, 2013, 09:27:27 PM »
Im doing a series based on minerals and such the "-ite" series.


Pyrite 60 HP
What fools think they have found gold, when all that stands before them is a golem, shining in the glow of battle. Built to shine and take  up up time for the enemy to fight, these forgotten creations thrive on the energy expended by those that hunt them down.
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4t5 58q 58q 58q 58q 58q 58q 592 592 5ld 5lj 5lj 5lj 5lj 5lj 5mq 5mq 5mq 5mq 5rj 5rp 5rp 5rp 5rp 5rp 5rp 5t2 5t2 5t2 5t2 8pm

Aconite
Barylite
Hematite
Dolomite
Cryolite
Flourite

Manganite 80 HP
Manganite, a compound of manganese, is known to cause madness and hallucinations, the golems built of this stone exhibit similar properties. the artificer often used these creatures to attack mages who thought themselves intelligent or wise, laughing at their encroaching instability while fighting them.
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4t4 4vc 4vc 4vc 4vc 4vc 4vg 4vi 4vi 4vi 4vi 4vi 4vi 4vk 4vk 4vk 4vk 4vp 4vp 58q 58q 58q 58q 58q 58q 5aa 5aa 5aa 5aa 5aa 8pj
Mercurite


Ferrite 140 HP
Iron Itself, turned to living steel. Ferrite is one of the Mad Artificers most dangerous creations.
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6rk 6rk 778 778 778 778 778 778 778 778 778 778 778 778 778 778 77a 77a 77a 77a 77a 77a 77c 77c 77i 77i 77i 77i 77j 77j 77j 77j 77k 77k 77k 77k 77k 77k 77s 77s 8pm



etc
these are mostly golem/artifact heavy decks. I have a tiny story woven into the encounter descriptions, which zanz can play up on, or not as he chooses. I will post the decks and stats over the next few days within this post and then copy the final version of it at the end of the thread for discussion.

note (aconite is a plant not a mineral btw)
« Last Edit: October 10, 2013, 02:51:10 PM by storyteller »

 

blarg: