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Card Game Update Posted on: February 16, 2011, at 02:10:27pm So my friend and I have finally teased out the 84 monsters in the deck, we have a small idea of what they will do, but we have not yet figured out what levels they will be, how strong they will be, what they will do, or how they affect other players. Themes do exist in the monster deck: undead monsters, certain types, certain elements have themes, etc. Dark: 1. Zombie - Dark - undead 2. Skeleton - Dark - undead 3. Vampire – Dark Earth - Undead 4. Zombie on fire – Dark Fire - undead 5. Poltergeist – Dark Wind - undead 6. Daemon Prince – Dark Fire 7. Dark Fire Dragon – Dark Fire Wind 8. Gremlin – Dark 9. Brutal Crab – Dark Water 10. The possessor - Dark - Brings back the last dead monster but also adds dark to the attribute, if the monster was also dark it gets +20. 11. Cerberus - Dark 12. Necromancer – Dark Fire Water - Brings out all undead monsters in the deck Water: 1. Mercury – Water Wind Dark - Planet 2. Ice Dragon – Water Light 3. Siren – Water Earth 4. Kraken - Water 5. Hydra – Water - If you do not attack with at least two weapons the Hydra gets a bonus of 6. Electric Eel – Water Light 7. Hammerhead Shark - Water 8. Killer Whale - Water 9. Infectious Plankton – Water 10. Dark Piranhas – Water Dark - Roll 2d6. The number you roll that`s how many you fight. 11. Swamp Thing – Water Wind 12. Puffer Fish - Water - If you attack it with water you get poisoned automatically Wind: 1. Eagle Man – Wind Earth 2. Tornado Warlock - Wind 3. Thunder Giant – Wind Light 4. Genie – Wind Dark 5. Phoenix – Wind Fire 6. Puffy little raincloud – Wind Water - Immune from physical attacks/weapons 7. Gryphon - Wind 8. Venus – Wind Fire Light - Planet 9. Thunder Dragon – Wind 10. Zombie Vulture – Wind Dark - Undead 11. Blizzard Wizard – Wind Water 12. Star scream – Wind Earth: 1. Rock People - Earth 2. Pack of Wolves - Earth 3. Venomous Blob – Earth Water 4. Dragon Ogre - Earth Fire 5. Centaur – Earth Light 6. Spider Queen – Earth Dark 7. Colony of Fire Ants – Earth Fire - Instantly burned 8. Minotaur - Earth 9. Insect Knight - Earth - Automatically at -5 10. The Trees – Earth Light Wind 11. Mammoth - Earth 12. Rat Man – Earth Dark - Automatically poisoned - Suppress Earth Weapons Fire: 1. Terrorist Bomber – Fire Earth - If you lose to him you lose three items and permanently burned 2. The Eternal Burning – Fire Dark - undead 3. Cave Dragon – Fire Earth 4. Inferno Warlock – Fire Wind 5. El Diablo - Fire Dark 6. The Sun – Fire Light 7. Fire Breathing Monstrosity – Fire 8. Blue Flame – Fire Water 9. Flame Swordsmen - Fire 10. Mars – Fire Earth Water - Planet 11. Army of Fireflies – Fire 12. Blazing Fox – Fire Light: 1. Angel – Light Wind - Undead 2. Mystical Fairy - Light 3. Warrior Monk – Light 4. Unholy priest – Light Dark 5. Zeus – Light Wind - Crusader 6. Jupiter – Light Water Earth - Planet 7. The Philosophical Jujitsu Master – Light Earth - Crusader 8. The Reaper – Light Fire - Crusader 9. Star – Light 10. Atlas – who holds the world - Light 11. Black Swan – Light Water - Crusader 12. The logos – Light Fire Wind - The machine who keeps the world in continuity Normal: 1. Goblin warrior - Normal 2. Goblin Brute - Normal 3. Goblin Attack Force - Normal 4. Goblin Shaman – Normal 5. Goblin archers – Normal 6. Goblin Ogres – Normal 7. Night Goblins – Normal 8. Fanatics – Normal 9. Wandering Marauder – Normal 10. Changeling - Normal 11. Foot Soldier- Normal 12. Killer Rabbit – Normal New ideas: There are three "affects" that affects players in the game, those being: 1. Poisoned - Player loses 5 health 2. Burned - Player is at minus 5 in their combats 3. Stunned - Player misses their next turn, every subsequent turn player must roll 3 or higher |