I love this idea. However, I feel that the skill set should be more like:
Level 1: Melee
Level 4: Protect
Level 6: Rebound
Level 8: Heal.
Heal helps this to tank hits a lot better in the long run. And it doesn't need to learn spells that late.

Name: Juggernaut
Stats:
Health: High
Attack: Above average
Defense: Low
Armour: High
Accuracy: Medium
Speed: Slow
Dexterity: Below average
Intelligence: Medium
Wage: High
His stats would be something like this.
Skills:Health: 6640
Strength: 519
Armour: 125
Dexterity: 80
Base Speed: 32
Level 1: Melee
Level 4: Defend
Level 8: Protect
Other than these abilities, the Juggernaut is immune for slaps from the Hand of Evil, though it still obviously makes him angry. He's also immune for the effects of wind attacks because his armour is far too heavy.
Skill information:
Level 1 Melee: Should speak for itself
Level 4 Defend: The Juggernaut put his shield at front, taking reduced damage from small projectiles and has a chance to ignore damage completely at the cost of reduced moving speed and a penalty to agility. Defend offers no protection against large projectiles such as meteor and affecting projectiles such as freeze and lightning.
Level 8 Protect: Same as DK1 protection, increases the casters' armor
Information:
Knights are already heavily armoured soldiers, however, these heavy knights, beter known as Juggernauts, take it to an extreme with their armour, standing being over a towering 2 meters and atleast twice as bulky as the standard Knight's suit. Some people claim it are actually heavily armoured giants, but Juggernauts are in fact normal people in a very large, special designed suit.
With these new abilities their suit offers, Juggernauts have been observed laughing off meteor and fireball attacks from powerful warlocks and smacking elderly bile demons and dragons in half. These walking tanks are truely the elites of the honorable knights.
I love this idea. However, I feel that the skill set should be more like:
Level 1: Melee
Level 4: Protect
Level 6: Rebound
Level 8: Heal.
Heal helps this to tank hits a lot better in the long run. And it doesn't need to learn spells that late.
The Awakening RPG
Skios the Brutal Arachnid Warrior
Realm: Faircoast Cavern
Level: 5
Gold: 0
Krua the Icy Arachnid Witch
Realm: Faircoast Cavern
Level: 6
Gold: 0
Voro the Warlock Vampire
Realm: Northland Iceland
Level: 3
Gold: 563
Thela the Psycho Mistress
Realm: Northland Iceland
Level: 2
Gold: 0
Ouroboros & Ragnarok, the Bipolar Hellhound
Realm: Faircoast Cavern
Level: 1
Gold: 0
Not if it has Rebound...
The Awakening RPG
Skios the Brutal Arachnid Warrior
Realm: Faircoast Cavern
Level: 5
Gold: 0
Krua the Icy Arachnid Witch
Realm: Faircoast Cavern
Level: 6
Gold: 0
Voro the Warlock Vampire
Realm: Northland Iceland
Level: 3
Gold: 563
Thela the Psycho Mistress
Realm: Northland Iceland
Level: 2
Gold: 0
Ouroboros & Ragnarok, the Bipolar Hellhound
Realm: Faircoast Cavern
Level: 1
Gold: 0
Sounds more like a Lord of the Land to me.
Probably why he gets it at level 10.
These units seem extremely deadly, but I can see that using a support creature such as the Dark Elf or Dark Mistress can easily take them out as he is too slow to catch them.
With a proper support to take out the enemy's support (Our's in other words) he will be a real behemoth in battle. So I hope he doesn't show up too terribly often with such a support. (Maybe once or twice towards the end of the final few levels)
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
Disagreed.
With stats like:
Health: High
Attack: Above average
Armour: High
Giving him Healing is like making Horny in Dk2 run and gain some brainpower.
Also, Defense is how well the Creature dodges, the Heavy Knight's defense should be low.
Otherwise, sounds like a real good opponent.![]()
Role Playing Characters
Ivan the Spider of Faircoast
Level: 5
Gold Held: 20
-------
Eixe the Goblin of Red Crystal Islands.
Level: 3
Gold Held: 50
-------
"YOU CAN'T HANDLE THE TRUTH!"
Well, I'm not sure if I should add in that order. Rebound at level 6 is pretty early (acceptable though if he's most of the time on the side of the Heroes).I love this idea. However, I feel that the skill set should be more like:
Level 1: Melee
Level 4: Protect
Level 6: Rebound
Level 8: Heal.
Heal helps this to tank hits a lot better in the long run. And it doesn't need to learn spells that late.
Correct, pretty summes it up.Probably why he gets it at level 10.
These units seem extremely deadly, but I can see that using a support creature such as the Dark Elf or Dark Mistress can easily take them out as he is too slow to catch them.
With a proper support to take out the enemy's support (Our's in other words) he will be a real behemoth in battle. So I hope he doesn't show up too terribly often with such a support. (Maybe once or twice towards the end of the final few levels)
Corrected, I always confuse those two ones.Also, Defense is how well the Creature dodges, the Heavy Knight's defense should be low.Also, I've made a DK1 comparison of the Heavy Knight's would-be-stats to the (normal) Knight and Giant. What do you guys think of it?
KNIGHT
Health = 3943
Strength = 332
Armour = 100
Dexterity = 150
BaseSpeed = 40GIANT
Health = 2698
Strength = 415
Armour = 60
Dexterity = 60
BaseSpeed = 32HEAVY KNIGHT
Health = 4461
Strength = 382
Armour = 120
Dexterity = 80
BaseSpeed = 30
I was thinking more along the lines of
making it more of a counterpart of the Horned Reaper:Heavy Knight
Health: 6640
Strength: 519
Armour: 125
Dexterity: 80
Base Speed: 32
Heavy Knights are, imo, supposed to be the mightiest of all heroes, with only the Avatar being stronger than them.Horned Reaper
Health: 8300
Strength: 622
Armor: 70
Dexterity: 160
Base Speed: 96
And on the rebound part: Knights in DK1 had Rebound as early as level 4, and their rebounding of attacks is supposed to be part of their armor,
so I don't see any reason to only include it at a very late level.
Alternatively, just drop every move aside from Melee and Heal and make it a simplistic yet extremely powerful fighter.
Last edited by Mothrayas; January 24th, 2010 at 20:28.
The Awakening RPG
Skios the Brutal Arachnid Warrior
Realm: Faircoast Cavern
Level: 5
Gold: 0
Krua the Icy Arachnid Witch
Realm: Faircoast Cavern
Level: 6
Gold: 0
Voro the Warlock Vampire
Realm: Northland Iceland
Level: 3
Gold: 563
Thela the Psycho Mistress
Realm: Northland Iceland
Level: 2
Gold: 0
Ouroboros & Ragnarok, the Bipolar Hellhound
Realm: Faircoast Cavern
Level: 1
Gold: 0
I can see your point regarding the stats, in DK1 ''normal'' Knights were only half as strong as Horned Reapers, so Heavy Knights are going to be more worthy adversaries.
Edit: I've also included they are immune for wind attacks, their armour is too heavy to be blown away.
Don't forget Heavy Knights are much stronger than normal Knights in close combat, and with having rebound at an early level virtually makes them invincible. Besides, their high health and armor already makes up for the lack of ranged weapons.And on the rebound part: Knights in DK1 had Rebound as early as level 4, and their rebounding of attacks is supposed to be part of their armor,
so I don't see any reason to only include it at a very late level.
What would you think about the weapon(s)? I personally was thinking on one hand a large kite shield and on the other hand a Greatsword like the Zweihänder. But I think dual swords can fit also pretty good.
You could also just drop rebound. Making it immune to most ranged attacks while also having gargantuan health is indeed a bit overpowering. I think it would look better without all those special effects surrounding him.
As for the weapon choice, I'd give it a Zweihänder and a Scutum.
Another idea: make it impossible to convert simply because the torturer can't do anything harmful. It would give it a truer status of being a 'boss' character.
The Awakening RPG
Skios the Brutal Arachnid Warrior
Realm: Faircoast Cavern
Level: 5
Gold: 0
Krua the Icy Arachnid Witch
Realm: Faircoast Cavern
Level: 6
Gold: 0
Voro the Warlock Vampire
Realm: Northland Iceland
Level: 3
Gold: 563
Thela the Psycho Mistress
Realm: Northland Iceland
Level: 2
Gold: 0
Ouroboros & Ragnarok, the Bipolar Hellhound
Realm: Faircoast Cavern
Level: 1
Gold: 0

