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General
To the Top Monsters Wrath is a online turn/text based strategy game, very simular to games like Kings Of Chaos and War Of Hell, but with a supernatural theme. The gameplay remains just as simple but there are more elements added to it. This game is heavily based on strategy. Key Factors - 15 minute turns (10 minutes is to short, 30 minutes is way to long) - 96 Turns in a day - No Recruiter, No Credits, for fair gameplay - Events occur, effecting everyone or a single race Every 15 minutes (1 Turn) - Player recieves Income - Player recieves 1 Attack Turn (can gain upto 3) - Player recieves Mana (upgradedable) - A portion of players Income is Banked (upgradedable) Every 30 Minutes (2 Turns) - An Event will run Every Hour (4 Turns) - Player recieves Unit Production Head Start Every player starts with the following - 1,000 Men - $1,000,000 Banked Gold - 100 Turns Miltitary Stats Attack Force - For attacking other players Defense Force - For defending attacks from other players Stealth Force - For spying on other players - For defending spies from other players - For hiding your gold from players - For revealing other players gold amounts Magic Power - For destroying other players weapons - For killing other players soldiers - For preventing loss of weapons - For prevent loss of soldiers Supernatural Power - For Cursing other players - For gaining bonuses - Simular to War of Hells Monster Power
Races
To the Top There are 6 Races to choose from, that specialize in specific Stats: Alphas - Income Vampires - Attack Werewolves - Defense Reapers - Stealth Travelers - Magic Archangles - None Each Race has its own subtle colour scheme Alphas - Blue Vampires - Red Werewolves - Brown/Beige Reapers - Green Travelers - Purple Archangles - Orange - Every Race comes with different bonuses, there are 2 types of bonuses, Main and Secandary. - Alphas, Vampires, Werewolves, Reapers and Travelers, give you a Main Bonus and a Secondary Bonus. Archangles don't come with any bonuses, the player gets to choose them. Bonuses - Main Bonuses: Can only be applied to your Income, Strike, Defense, Spy or Magic. (just like War Of Hell). - Secondary Bonuses: Are smaller bonuses that dont effect your Stats, but give you advantages over other races. - All Bonuses increase by a percentage.
Bonuses
To the Top Race Bonuses: Alphas: - 25% Income - 10% Unit Production Vampires: - 25% Attack - 12% Casualty Conversion (Attacking) Werewolves: - 25% Defense - 20% Casualty Conversion (Defending) Reapers: - 25% Spy - 8% Bank Interest Travelers: - 25% Magic Power - 8% Cheaper Weapons Archangles: - 35% Players Choice Every Race comes with a set of Bonuses, but more bonuses can be applied to your stats via theBonuspage using Bonus Points to buy them, which Bonus Points you will gain through out the game. This is so that players can gain other bonuses if they want, since when a players selects a race then its final. Other Bonuses: Commander Bonus: 15% Income - As a Officer, you will get 15% of your Commanders Income - Commanders have to accept Officers before both players get their bonuses Officer Bonus: 5% Unit Production - As a Commander, you will get 5% of your Officers Unit Production Alliance Bonus: 20% Income - Alliance Income is every members Income added up, divided by the amount of members. - Alliances must have atleast 3 members to qualify for the Alliance Bonus. - Alliance Leader(s) have to accept membership requests before you get the Alliance bonus Main Bonuses Explained: Income - Increases the amount of gold a single Soldier will give your per turn. Strike - Increases the amount of Strike Action a single Trained Attack Soldier will give you - Increases the amount of Strike Action a single Attack Weapon will give you Defense - Increases the amount of Defense Action a single Trained Defense Soldier will give you - Increases the amount of Defense Action a single Defense Weapon will give you Spy - Increases the amount of Spy Action a single Trained Spy Soldier will give you - Increases the amount of Spy Action a single Spy Weapon will give you Magic - Increases the amount of Magic Action a single Trained Magic Soldier will give you - Increases the amount of Magic Action a single Magic Weapon will give you Secondary Bonuses Explained: Unit Production - Increases the amount of Soldiers you gain per turn, rounded downwards to the nearest whole. (10.2 = 10, 10.9 = 10) Bank Interest - Every 24 hours, players will get interest paid to their banks. So the amount of gold sitting in the bank at that time will be increased. Cheaper Weapons - All weapons are cheaper to purchase. When you want to buy weapons, they will be slightly cheaper. Sell back - All weapons are worth more. When you buy weapons, you can choose to sell them, but of course you cant get all of your gold back. But having this bonus allows you to get more gold back then usual. Attack Casualty Conversion - When you attack another player, you will convert a small percentage of soldiers that they loose. Those soldiers will become Untrained Soldiers in your Army. This means that you can gain small amounts of soldiers while attacking for gold. Defence Casualty Conversion - When another player attacks you, you will convert a small percentage of soldiers that they loose. Those soldiers will become Untrained Soldiers in your Army. This means that you can gain small amounts of soldiers when other players are attacking you and stealing your gold. When Player A attacks Player B, they will both loose soldiers. Player A looses Trained Attack Soldiers, while Player B looses Trained Defense Soldiers. Archangles Players who choose Archangles get - 35 points - Can only choose from Income, Strike, Defense, Spy or Magic - 1 point = 1% bonus There is no limit so a player can choose to spend it all on 1 Stat, or divide it between all the stats. ex. 35% Strike or 10% Income, 10% Strike, 10% Defense, 5% Spy. Archangles are the worst of the Races, because you dont get any of the Secondary Bonuses, but Archangles can take all game to choose their bonuses, which thats a big advantage, some players might find that worth it, others won't.
Training
To the Top
Armory
To the Top Main Points: - Attack, Defense, Spy and Magic have multiple purchasbale weapons, the cheaper the weapon the more efficient it is, but you need more men to hold them and the sell value is less - This means that buying cheaper weapons, will give you higher stats then if you spend the same amount of gold on more expensive weapons - The Weapon Efficency is displayed as the 'Difference', all weapons are compared to the most expensive and is displayed as a multiplier - The multiplier resembles how much more stats you get buying the cheaper weapons compared to the most expensive one - Legendary Weapons are hidden until they are unlocked by seeking all the Legends
Upgrades
To the Top Main Points: - The first Attack and Defense Upgrade; boosts the stat by 10%, every upgrade the boost increases - Every Spy and Magic Upgrade; boosts the stat roughly by 50 - The right column shows when you can recieve Bonus Points, for adding more bonuses Unit Production: - Unit Production starts off as 0 - Unit Production increases by 1 unit every upgrade - The first Upgrade costs $100,000 and increases by that much every upgrade - The Max Unit Production is 10,000 - To Upgrade Unit Production from 1 to 1,000 costs $5,000,000,000 - To Upgrade Unit Production from 1 to 10,000 costs $5,000,000,000,000 1 UP costs $100,000 2 UP costs $200,000... 5 UP costs $500,000... 10 UP costs $1,000,000... 100 UP costs $10,000,000... 1,000 UP costs $100,000,000... 10,000 UP costs $1,000,000,000...
Legends & Legendary
To the Top - Legends are Myths based heavily on speculation, very well hidden that most deny their existance. - A Legend is a dangerous supernatural creature or being. - Every Legend holds secrets, secrets which can only be revealed if they are found. These secrets are hidden bonuses or curses - Legends can be seeked, by sending Explorers on a Expedition to search Places which have remained unvisited for centuries Main Points: - Each Legend gives a bonus of some sort once it's been seeked - Each Legend requires mana and explorers in order to seek it - There are 6 Legend Tiers, the 1st Tier starts off unlocked, to unlock the next Tier all previous Tiers must be completed - For every Tier completed, extra bonuses are given - Legendary Upgrades and Weapons remain locked until all Legends of been seeked Legendary Upgrades: - When unlocked Legendary Upgrades will show up after the normal upgrades - The idea behind Legendary Upgrades is that they are highly unlikely to be Upgraded - Legendary Upgrades provide very big bonuses, this is the reason they are high priced - Legendary Upgrades are locked until the requirements are fulfilled (All Legends must be seeked) - These upgrades have a huge impact on an Alliance, in overall Score and Rank. - There are 6 upgradable Upgrades, all have a couple Legendary Upgrades - For every upgrade that is completely maxed, all Alliance members get +1% of the Alliance Income - Every member has the ability to add 6% to the Alliance Income Legendary Weapons: - Legendary Weapons are better then normal weapons - When unlocked Legendary Weaopns appear underneath the normal weapons
Events
To the Top Events: - Events start every half an hour - Events last for 15 minutes each - Events are synced to the games Turn, so a event will run from the start of a new turn, tuntil the end - 15 minutes break inbetween events - An Event occurs every 2nd turn - 24 Events in total, 2 Events every hour - 48 Events are cycled randomly everyday - Some events only affect specific races - When an Event is active, a noticted will show up at the top of the page with the name of the Event - There are no notices prior to an event, on which event it will be. - Events that give extra TBG, is purely based on your TBG and not your TBG Bonuses (Commander/Alliance) (?x) - The amount of times that Event occurs in a day : Alphas (2x) - Supreme Rush: Alphas gain 15% TBG every minute, 25% if online : Vampires (2x) - Overcast: Vampires gain 25% Strike (2x) - Blood Thirst: Vampires steal 50% extra gold : Werewolves (2x) - Full Moon: Werewolves gain 25% Defense and gold is harder to steal (2x) - Backlash: Werewolves gain 80% banked gold when attacked : Reapers (2x) - Nightmare: Reapers gain 30% Spy (2x) - Helltime: Reapers inflict 100% more casualties : Travelers (2x) - Colateral Damage: Travelers gain 40% Sabotage Damage : Archangels (2x) - All-Round: Archangels gain 15% of each stat : Everyone (4x) - Gold Rush: Everyone gains 10% TBG every minute, 20% if online (2x) - Multiplication: Everyone gains 10% Unit Production every minute, 20% if online (2x) - Turn-Around: Everyone gains 1 turn every 5 minutes, 5 if online (2x) - ShadowFall: Everyone steals 50% extra gold (2x) - No Limits: Army size limits are ingnored (1x) - Loot: Everyone gains 1% bank interest every minute, 2% if online (2x) - Halloween: All operations are anonymous (attack, recon, sabotage) (1x) - Trade-In: 100% sellback (2x) - Kashies: 10% off weapons costs, Travelers only get 5% (2x) - Upperhand: Everyone gains 25% Strike (2x) - Mayhem: Everyone gains 25% Sabotage Damage (2x) - Manslaughter: Everyone inflicts 50% more casualties (2x) - Smuggler: 50% gold banked from steals (when you attack half the gold stolen is banked) (2x) - Re-Animate The Dead: Fallen gain 50 gold every minute
Gold
To the Top Gold is split into 3 Categories Stash - Most of your Income is placed in your Stash - Your Stash is whats visible on the Battlefield, players can only steal from your Stash when attacking. Vault - The Vault is your Bank - Gold can not be put into your Vault or Taken out - There are only 2 ways, to increase the gold in your Vault - By adding some of your Income every turn into your Vault - Every 24 hours your Vault will get interest Deposit - When you sell weapons, the gold goes into your deposit - Upgrades can not be purchased by gold in your Deposit - Your deposit is cleared every 24 hours, whiped clean. So you have until the end of the day to spend the gold. Main Points: - When purchasing anything with gold, the gold will be taken in the order of your Stash > Vault > Deposit Apart from Upgrades which can't use gold from your Deposit - Vault Balance can be seen in a Spy mission - Players can send 10% of their Vault to a single player per week. Having a Stash, Vault and Deposit, allows players to - Keep a portion of their income safe from other players - Slowly and safely save up gold for the more expensive upgrades - Sell their weapons, without other players being able to take it, which promotes Sell Offs (multiple players selling their inventories and giving it to a single player) - Gold in the Deposit can't be used to purchase Upgrades, to prevent players from selling their Inventories to quickly and easily buy the higher upgrades.
Battle
To the Top There are 5 Battling modes Attack - Attack the player with full power, for stealing all their gold - Attacks cost 10 Attack turns - Full Casualties, can be converted (Secondary Bonus) Probe - Attacks the player with very little power, used for retieving their Defense Force when you can't spy on them - Probes cost 1 Attack Turn - Steals only 20% of their gold - Full Casualties, can't be converted. Probes can be used to further hurt the player Recon - Recons the player, and retrieves their stats - Recons cost 1 Attack Turn Sabotage - Player can choose which weapon to Sabotage - Sabotage cost 1 Attack Turn Curse - Every Legend has a Curse, which you can give to the player - Players can only give 1 curse to a single player within a 24 hour period - Players can only give 5 players a curse per day - A Player can't recieve the same curse twice. Main Notes: - All battle limits are reset every 24 hours Attack - Players can only Attack the same player 3 times - Players can only be Attacked 10 times Probe - Players can only Probe the same player 5 times - Players can only be Probed 15 times - Are also logged Recon - Players can only Recon the same player 5 times - Players can only be Reconed 15 times - Failed Recon attempts on a player will show up in their logs with your name - Successful Recon attempts on a player will show up in their logs but with no name Sabotage - Players can only Sabotage the same player 10 times - There are no limits to how many times a player can be sabotaged - Players can choose which weapons to sabotage - Every successful attempt, will destroy 0.5% of the choosen weapons - Each player can sabotage a max of 5% per day. - Failed Sabotage attempts on a player will show up in their logs with your name - Successful Sabotage attempts on a player will show up in their logs but with no name Gold Vision - Players who have less then 1/3 of your Stealth can't see your gold - If a player has more then 3 times your Stealth, you can't see their gold Defending: - The Player can only be hit a max of 25 times in a day (If a player gets attacked 25 times in a day, they will not be able to be attacked for the rest of the day) YOU GET TO KEEP ALL YOUR TBG Spying: - The Players Spy needs to be at least 75% of other players Spy in order to see their gold - The Players Spy needs to be at least 125% of other players Spy in order to hide their gold from other players - The Player can only Spy on the same player on the same day, 10 times Sabotaging: - When Sabotaging, you choose which weapons to sabotage and enter in the amount you want to sabotage. You can only sabotage 0.5% of the players weapon count per Sabotage attempt - The Player can only try 10 Sabotage attempts per player, per day
Alignment (Good/Evil) To the Top Main Points: - The Alignment setup is to create pros and cons for being the good guy or the bad guy. - Your Alignment Points range from 1,000 to -1,000 - If your Alignment Points are above 0 then they become Good Points - If your Alignment Points are below 0 then they become Evil Points - You start off with 0 Alignment Points - You recieve 2 Alignment Points every turn (pulls towards Good Alignment) - Every spy mission adds on 5 Alignment Points (pulls towards Good Alignment) - Every attack mission takes off 60 Alignment Points (pushes towards Evil Alignment) - Every sabotage attempt takes off 6 Alignment Points (pushes towards Evil Alignment) - Depending on your Alignment Points your; TBG and the amount of gold you steal, are increased and decreased - If you have 0 Alignment Points; TBG (x1.00) and Gold Stolen (x1.00) - If you have 1000 Alignment Points; TBG (x1.20) and Gold Stolen (x0.80) - If you have -1000 Alignment Points; TBG (x0.80) and Gold Stolen (x1.20)
Ideas
To the Top Additional Ideas: - Knowledge Upgrade effects all stats very slightly (Merge Witches with a specific Magic Weapon), merges give x1.005 (0.5%) everytime and gets more expensive - Daily Lottery, min and max amount of gold to buy ticket, the more gold you spend the higher the chance of winning (1st, 2nd, 3rd, 4th, 5th place) - Daily Battle Arena, min and max amount of gold to place bet, choose between 2 Monsters (make a list of supernatural bosses/gods), the winning side gets a share of the bets, the more you better the higher percentage of winnings you gain - Rock/Paper/Scissors type scenerios like mrmcfatty mentioned, maybe > Reapers have more impact on a Vampire, Travelers have more impact on Werewolves > Vampires have more impact on Alphas, Werewolves have more impact on Archangels > Archangels have higher impact on all races but just not as much (Not certain, I like a handicap on larger armies but the handicaps on RoC are just annoying, this also gives you a good reason to upgrade ahead) - Army sizes dont matter by default, (changable by upgrades) > Seige and Fort upgrades affect the amount of gold stolen > The higher your seige is compared to your opponents fort, the higher your TFF can be then your opponents to steal as much as possible > How much gold you can steal will be displayed as a multiplier when you attack someone, (x0.0 to x1.0, 1 by default). x0.8 means you will only steal 80% of their gold. > The idea is if you want to steal as much as you can, upgrade seige as much as you can, if you want to keep as much gold when someone attacks then upgrade fort as much as you can |
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Created by Johnny_3_Tears |