Difference between revisions of "Skeleton"

From The Gazebo
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Coming soon
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Many of the maps used on The Gazebo are created by members of the community, and we are happy to accept submissions for new maps. However, creating a DvZ map can be a big undertaking, so before you get started please read this page carefully. This page sets out the main requirements for DvZ maps on The Gazebo, as well as important information you will need to be aware of while building. If you've not played our version of the game yet, we'd recommend playing a few games first so you can get a better feel for it.
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 +
== Mechanics ==
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 +
Before you even consider creating and submitting a map, please be aware of the following points:
 +
* We might never use your map. We'll review it, and where possible provide feedback to make it work, but many maps just don't suit our needs for one reason or another.
 +
* We don't test every map that's submitted to us. Please don't pester us to test your map.
 +
* If we do add your map, some players might dislike it and might express their distaste in chat. You can't please everyone, but it can be upsetting to get this kind of feedback if you're not used to it.
 +
* We will probably need to make changes to your map when we add it, and in the future to address balance issues and accommodate game updates. Some of these changes might be substantial, so please bear that in mind when submitting your map to us.
 +
 
 +
== Monster Role ==
 +
 
 +
== Dwarven Strategy ==
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 +
* Hallways should be a reasonable size for both dwarves to build in and defend, and for monsters to get past the dwarves.
 +
* Use Hidden Valley hallways as a baseline - if yours are significantly larger in width or height you need to make them smaller. If your hallways are smaller than Hidden Valley's, make sure there are plenty of other options for monsters to take to reach the shrine.
 +
 
 +
== Upgrades ==
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=== Tier 1 Upgrades ===
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{| class="wikitable"
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|-
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! Upgrade Name !! Description !! Mana Cost
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|-
 +
| Elven Force || Increases a Skeleton's base damage. || Upgrade Level x 10 mana
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|-
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| Elven Quiver || Increases the amount of arrows Skeletons spawn with. || Upgrade Level x 10 mana
 +
|}
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 +
=== Tier 2 Upgrades ===
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 +
{| class="wikitable"
 +
|-
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! Upgrade Name !! Description !! Mana Cost
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|-
 +
| Fire Skeleton || A Skeleton's arrows now light dwarves on fire. || 250 mana
 +
|-
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| Wither Skeleton || A Skeleton's arrows now wither dwarves. || 250 mana
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|-
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| Infiltrator Skeleton || A Skeleton's arrows will now poison dwarves. || 250 mana
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|-
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| Impact Skeleton || A Skeleton's arrows now knock back dwarves. || 250 mana
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|}
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=== Tier 3 Upgrades ===
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 +
==== Fire Skeleton ====
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 +
{| class="wikitable"
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|-
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! Upgrade Name !! Description !! Mana Cost
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|-
 +
| Dragon's Flame || Gives a Skeleton speed upon spawning. Subsequent levels increase the duration of the speed. || 50, 100, 125, 150, 200 mana
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|-
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| Volley Shot || Gives a Skeleton a chance to fire a volley of arrows from fully drawn shots. || 50, 100, 125, 150, 200 mana
 +
|}
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 +
==== Wither Skeleton ====
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 +
{| class="wikitable"
 +
|-
 +
! Upgrade Name !! Description !! Mana Cost
 +
|-
 +
| Sniper || Gives a Skeleton increased damage after hitting a dwarf for a short time on that same dwarf. Subsequent levels increase the amount of damage dealt. || 50, 100, 125, 150, 200 mana
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|-
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| Darkness Devours || Gives a Skeleton health when hitting a dwarf. Subsequent levels increase the amount of health gained. || 50, 100, 125, 150, 200 mana
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|}
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 +
==== Infiltrator Skeleton ====
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 +
{| class="wikitable"
 +
|-
 +
! Upgrade Name !! Description !! Mana Cost
 +
|-
 +
| Crippling Poison || A Skeleton's arrows now slow dwarves. Subsequent levels increase the amount dwarves are slowed. || 50, 100, 125, 150, 200 mana
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|-
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| Infiltrator || Gives a Skeleton's vines. Subsequent levels increase the number of vines. The final level also allows a Skeleton to pass through shrine protection. || 50, 100, 125, 150, 200 mana
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|}
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 +
==== Impact Skeleton ====
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 +
{| class="wikitable"
 +
|-
 +
! Upgrade Name !! Description !! Mana Cost
 +
|-
 +
| Siege Cannon || A Skeleton's arrows have a chance to destroy walls which scales with how far they pull the bow back. Subsequent levels increase this chance. || 50, 100, 125, 150, 200 mana
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|-
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| Arrow Barrier || Gives a Skeleton absorption hearts upon spawning. Subsequent levels increase the number of hearts.  || 50, 100, 125, 150, 200 mana
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|}
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 +
=== Tier 4 Upgrades ===
 +
 
 +
==== Fire Skeleton ====
 +
 
 +
{| class="wikitable"
 +
|-
 +
! Upgrade Name !! Description !! Mana Cost
 +
|-
 +
| Conflagration || Fire caused by a Skeleton's arrows spreads from dwarf to dwarf. || 500 mana
 +
|}
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 +
==== Wither Skeleton ====
 +
 
 +
{| class="wikitable"
 +
|-
 +
! Upgrade Name !! Description !! Mana Cost
 +
|-
 +
| Nether Skeleton || Increases a Skeleton's health to 15 hearts and changes their model to be a Wither Skeleton with a regular Skeleton skull. || 500 mana
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|}
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 +
==== Infiltrator Skeleton ====
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 +
{| class="wikitable"
 +
|-
 +
! Upgrade Name !! Description !! Mana Cost
 +
|-
 +
| Potent Formula || A Skeleton's arrows will now give dwarves Weakness II. || 500 mana
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|}
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 +
==== Impact Skeleton ====
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 +
{| class="wikitable"
 +
|-
 +
! Upgrade Name !! Description !! Mana Cost
 +
|-
 +
| Demolisher || Gives a Skeleton a 15% chance to fire an explosive arrow from fully drawn shots. These arrows will not deal additional damage, but does still deal knockback and destroys blocks. || 500 mana
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|}

Revision as of 00:40, 7 April 2020

Many of the maps used on The Gazebo are created by members of the community, and we are happy to accept submissions for new maps. However, creating a DvZ map can be a big undertaking, so before you get started please read this page carefully. This page sets out the main requirements for DvZ maps on The Gazebo, as well as important information you will need to be aware of while building. If you've not played our version of the game yet, we'd recommend playing a few games first so you can get a better feel for it.

Mechanics

Before you even consider creating and submitting a map, please be aware of the following points:

  • We might never use your map. We'll review it, and where possible provide feedback to make it work, but many maps just don't suit our needs for one reason or another.
  • We don't test every map that's submitted to us. Please don't pester us to test your map.
  • If we do add your map, some players might dislike it and might express their distaste in chat. You can't please everyone, but it can be upsetting to get this kind of feedback if you're not used to it.
  • We will probably need to make changes to your map when we add it, and in the future to address balance issues and accommodate game updates. Some of these changes might be substantial, so please bear that in mind when submitting your map to us.

Monster Role

Dwarven Strategy

  • Hallways should be a reasonable size for both dwarves to build in and defend, and for monsters to get past the dwarves.
  • Use Hidden Valley hallways as a baseline - if yours are significantly larger in width or height you need to make them smaller. If your hallways are smaller than Hidden Valley's, make sure there are plenty of other options for monsters to take to reach the shrine.

Upgrades

Tier 1 Upgrades

Upgrade Name Description Mana Cost
Elven Force Increases a Skeleton's base damage. Upgrade Level x 10 mana
Elven Quiver Increases the amount of arrows Skeletons spawn with. Upgrade Level x 10 mana

Tier 2 Upgrades

Upgrade Name Description Mana Cost
Fire Skeleton A Skeleton's arrows now light dwarves on fire. 250 mana
Wither Skeleton A Skeleton's arrows now wither dwarves. 250 mana
Infiltrator Skeleton A Skeleton's arrows will now poison dwarves. 250 mana
Impact Skeleton A Skeleton's arrows now knock back dwarves. 250 mana

Tier 3 Upgrades

Fire Skeleton

Upgrade Name Description Mana Cost
Dragon's Flame Gives a Skeleton speed upon spawning. Subsequent levels increase the duration of the speed. 50, 100, 125, 150, 200 mana
Volley Shot Gives a Skeleton a chance to fire a volley of arrows from fully drawn shots. 50, 100, 125, 150, 200 mana

Wither Skeleton

Upgrade Name Description Mana Cost
Sniper Gives a Skeleton increased damage after hitting a dwarf for a short time on that same dwarf. Subsequent levels increase the amount of damage dealt. 50, 100, 125, 150, 200 mana
Darkness Devours Gives a Skeleton health when hitting a dwarf. Subsequent levels increase the amount of health gained. 50, 100, 125, 150, 200 mana

Infiltrator Skeleton

Upgrade Name Description Mana Cost
Crippling Poison A Skeleton's arrows now slow dwarves. Subsequent levels increase the amount dwarves are slowed. 50, 100, 125, 150, 200 mana
Infiltrator Gives a Skeleton's vines. Subsequent levels increase the number of vines. The final level also allows a Skeleton to pass through shrine protection. 50, 100, 125, 150, 200 mana

Impact Skeleton

Upgrade Name Description Mana Cost
Siege Cannon A Skeleton's arrows have a chance to destroy walls which scales with how far they pull the bow back. Subsequent levels increase this chance. 50, 100, 125, 150, 200 mana
Arrow Barrier Gives a Skeleton absorption hearts upon spawning. Subsequent levels increase the number of hearts. 50, 100, 125, 150, 200 mana

Tier 4 Upgrades

Fire Skeleton

Upgrade Name Description Mana Cost
Conflagration Fire caused by a Skeleton's arrows spreads from dwarf to dwarf. 500 mana

Wither Skeleton

Upgrade Name Description Mana Cost
Nether Skeleton Increases a Skeleton's health to 15 hearts and changes their model to be a Wither Skeleton with a regular Skeleton skull. 500 mana

Infiltrator Skeleton

Upgrade Name Description Mana Cost
Potent Formula A Skeleton's arrows will now give dwarves Weakness II. 500 mana

Impact Skeleton

Upgrade Name Description Mana Cost
Demolisher Gives a Skeleton a 15% chance to fire an explosive arrow from fully drawn shots. These arrows will not deal additional damage, but does still deal knockback and destroys blocks. 500 mana