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Thread: Creature Spells & Abilities

  
  1. #1
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    Default Creature Spells & Abilities

    Here is a list of spells/abilities you can pick for your creature(s). When spells are upgraded, they generally deal more damage/have larger effect or have a longer effect time unless otherwise specified.



    Normal Spells

    Code:
    Attack              - Hits a target physically
    
    Flame Breath        - Alternative to 'Attack' (only for Dragons and Hell Hounds)
    
    ====================================================================================================
    
    Arrow               - Hits a target with an arrow from a distance
    
    Disruption          - Launches a dark projectile to the target
    
    Drain               - Drains health points from target
    
    Fart                - Spreads out poisonous gas from the creature's  that damages nearby creatures/heroes, including allies
                          (Bile Demons only)
    
    Fear                - Magic mimicing the Fear Trap that brings fear to all but the bravest of enemies, causing not only
                          hesitation and clumsiness but also a pair of yellow underwear
                          (Level 6 or above only)
    
    Fireball            - Fires a light damaging fiery projectile
    
    Fire Spit           - Shoots out a weaker version of the Fireball
    
    Flight Creature     - Allows an ally to fly
    
    Flight Group        - Allows the caster and two nearby allies to fly
                          (Level 6 or above only)
    
    Flight Self         - Allows the caster to fly
    
    Freeze              - Freezes target for a little time but doesn't do damage
    
    Grenade             - Bouncing projectile, pushback effect
    
    Guided Bolt         - Guided arrow that constantly aims a target
                          (Level 6 or above only)
    
    Hailstorm           - Hits all targets in the direction fired off
    
    Heal Creature       - Restores 5 to 25 percent health to an ally target. When upgraded, restores 10-40 percent health
    
    Heal Group          - Restores 5 to 20 percent health to the caster and two nearby ally targets. When upgraded, restores
                          5-35 percent health
                          (Level 6 or above only)
    
    Heal Self           - Restores 5 to 30 percent health to the caster. When upgraded, restores 15-45 percent health
    
    Ice Shard           - A slow ice based projectile attack that, although not very damaging, slows down the target slightly,
                          by 20% at the most
    
    Invisibility        - Turns the owner invisible for a short period of time, but becomes visible once attacking
    
    Lightning           - Electrical beam, may stun target for a short while
    
    Meteor              - Upgraded Fireball, pushback effect
    
    Missile             - Light damaging reptilian projectile
    
    Navigating Missile  - Guided reptilian projectile that constantly aims a target
                          (Level 6 or above only)
    
    Poison              - Poisons the target, disorientating it over time
    
    Poison Cloud        - Shoots a ball of toxic gas that spreads in the area, damaging any creatures/heroes, including allies
    
    Protect Creature    - Increases armor significantly of an ally target
    
    Protect Group       - Increases armor significantly to the caster and to two nearby ally targets for a short period of time
                          (Level 6 or above only)
    
    Protect Self        - Increases armor significantly to the caster for a short period of time
    
    Rebound             - Reflects incoming projectiles back at attackers
    
    Shine               - An "instant hit" attack that deals fairly light Holy damage. Especially effective against Undead
                          (Ghosts, Skeletons, and Vampires) but ineffective against Holy (Monk, Fairy, Priestess) enemies.
    
    Sight (passive)     - Allows the creature to see invisible things normally
    
    Slow                - Halves target speed
    
    Speed Creature      - Doubles the speed of a target
    
    Speed Self          - Doubles the speed of the owner
    
    Teleport            - Jumps to any position in a instant
    
    Tornado             - Creates a tornado that pulls all Creatures within the room towards it, catching all nearby Creatures
                          until it disperses. Lighter Creatures such as Flies or Beetles can be thrown out of the Tornado early
    
    Web                 - Shoots out a web that traps the target on spot for a little moment
      
    Whirlwind           - Blows away all creatures, except Bile Demons and Giants
    Remember that you can pick your creature's abilities that are within reason! A firefly can't learn for example how to fire a meteor and to cast World-of-Power.

    If you are not sure then feel free to contact Metal Gear Rex for help.
    Last edited by Metal Gear Rex; April 30th, 2012 at 23:31.


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  2. #2

    Default Re: Creature Spells & Abilities

    High Power Spells

    High Power Spells are significantly stronger than normal Spells and can only be obtained at Level 7 and above. Creatures can only get a single High Power spell when in Normal Status and a second one in Elite Status. High Power Spells are more so used by those who are primarily Spell Casters and not really seen in non Spell Casters.

    Code:
    Chicken             - Turns the target into a clucking chicken, preventing them from being able to fight for a brief period
                          of time. The effect time is barely longer than Freeze but still varies due to the debuff being purely
                          magic based rather than ice based. Buffs are still in effect and the Creature has full control over
                          their chickened body, but they're easier to injure due to a lack of armor. They cannot be eaten and
                          may be cured at the Temple. The caster can chicken only a single Creature at a time.
    
    Invulnerability     - Can be casted on either the user or an ally. Once casted, the effected Creature will be immune to all
                          damage for a *very* brief amount of time.
    
    Summon Skeleton     - Summons a "lesser Skeleton" that will fight for its summoner until it dies. Only a single Skeleton
                          can be summoned at any time. (Unless upgraded to two Skeletons) The summoned Skeleton can level up
                          and begins at Level 1. He cannot level up beyond the summoner. While summoned, the caster's other
                          Spells are significantly weaker than before and become even weaker when a second Skeleton is
                          summoned. The Summoned Skeleton's traits must be defined in the Profile and cannot be changed without
                          Game Master approval.
    
    Thunderstorm        - Summons a violent storm over a target for a moment
    
    Word of Power       - Does minor damage to the surrounding targets, pushback effect
    Last edited by Metal Gear Rex; April 7th, 2012 at 01:17.
    Dungeon Keeper 1 Patch: Sexier Beetles and Reaper Control [Currently on Hold]
    I like how HR is. Nearly Done with Quick Creature Revision. Playtesting through Deeper Dungeons - Thread/Level Revision on Hold
    Batezek can go to hell. Never playtesting there again.

    Dungeon Keeper 2 Patch: With More Balance and Pie [Updated: 5/18/12]
    Playtesting while Remaking Official Campaign.
    Screw the Change Log. Changes are so Drastic that it isn't relevant anymore.

    The Awakening: GM Powers Activate!
    Working on Secret Crystice x Emmra Story as Fanservice for Mothrayas

    Fun DK1 Fact:
    1 Armor = 0.390625% Damage Absorption
    5 Armor = 1.953125% Damage Absorption

    LOL, RAGEGUN, DRAGONFIST, LLW9, IMM0RAL, LQUIZ

  3. #3

    Default Re: Creature Spells & Abilities

    NPC Only Spells

    NPC Only Spells are what their name might imply, in that they're available for NPCs only. These are the stronger of abilities that aren't very "balanced" and shouldn't be obtained normally.

    Additionally, NPC Units are capable of breaking other rules, such as being able to obtain Spells regardless of their Level and capable of having multiple High Power Spells.

    Code:
    Invisibility Other   - Turns an ally invisible for a short period of time, but becomes visible once attacking
    
    Invisibility Group   - Turns the caster and two nearby allies invisible for a short period of time, but they become visible
                          once attacking.
    
    Rebound Other        - Creates a buffing effect for an ally that reflects incoming projectiles back at attackers
    
    Rebound Group        - Creates a buffing effect for the caster and two nearby allies that reflect incoming projectiles back
                          at attackers.
    
    Speed Group          - Doubles the speed of the caster and two nearby allies
    Dungeon Keeper 1 Patch: Sexier Beetles and Reaper Control [Currently on Hold]
    I like how HR is. Nearly Done with Quick Creature Revision. Playtesting through Deeper Dungeons - Thread/Level Revision on Hold
    Batezek can go to hell. Never playtesting there again.

    Dungeon Keeper 2 Patch: With More Balance and Pie [Updated: 5/18/12]
    Playtesting while Remaking Official Campaign.
    Screw the Change Log. Changes are so Drastic that it isn't relevant anymore.

    The Awakening: GM Powers Activate!
    Working on Secret Crystice x Emmra Story as Fanservice for Mothrayas

    Fun DK1 Fact:
    1 Armor = 0.390625% Damage Absorption
    5 Armor = 1.953125% Damage Absorption

    LOL, RAGEGUN, DRAGONFIST, LLW9, IMM0RAL, LQUIZ

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