[Traits - Wraith Specific]

I would like to see race specific traits, traits that would distinguish one race from another.

Example:

Life Drain (Wraiths) - Wraiths with this trait drain the life force of any champion they kill. This energy heals them. (rare, as few wraiths have this ability)

Mana Drain (Wraiths) - Magic users hit by a waith with this trait lose 1d4 mana, as the wraiths touch consumes some of the mana in their mana pool.

Mana Absorption (Wraiths, prerequisite is Mana Drain) - Mana drained from another increases the Wraith mana pool.

Wraith Fear (Wraiths) - 50% that untrained humans adjacent to a wraith unit are stricken by fear and rendered immobile for 1 turn, once per battle. (uncommon, for not all wraiths have a visage that strikes humans with fear)

Night Attack (Wraiths) - Wraith led armies have the option to attack enemy armies (just armies) at night. During a night battle the line of sight and attack range for all units is reduced to 3 tiles. (common, for Wraiths prefer to attack at night)

Death Mage - Common trait for wraiths and a rare trait for other races. Death mages raise the undead to walk the earth (skeletons, zombies, mummies), drain the life and man from the living, and call forth a dark fog to cover the battlefield. Selecting this trait reduces one's charisma and makes it harder (2x more expensive) to recruit human heros.

Death Mage Spells

  • Level 1: Summon Skeletons, can be cast multiple times (i.e. several skeletons creatures can serve you at one time) (moves 3 titles a turn)
  • Level 2: Summon Zombies - can be cast multiple times, stronger than skeleton but moves slower (moves 2 tile a turn)
  • Level 3: Summon Fog - covers the battlefield with a dense grey fog that reduces line of sight to two tiles. Players only see enemy units that are within 2 titles of the currently active unit.
  • Level 4: Summon Mummy, can be cast multiple times, strong, powerful undead creature, slow moving. Immune to air spells. Vulnerable to fire.
  • Level 4: Life Drain - damages recipient (1d4) effect can be stopped by enchanted items or magic protection spells
  • Level 5: Summon Darkness - covers the battlefield with a dense black fog that 1) reduces initiative of all non-wraith creatures and 2) reduces the line of sight of all creatures to one tile.
  • Level 5: Life Drain II - does more damage (1d6)
  • Level 6: Summon Skeleton Horde - summons unit of 12 skeletons
  • Level 7: Life Drain III - does mroe damage (1d8)
  • Level 7: Summon Greater Mummy - strong powerful undead with greater magical resistance (moves 2 titles a turn)
  • Level 8: Blight - drains life from the land, killing all vegetation
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Reply #1 Top

Black-Knight suggested a vampyre traits and I feel that this would work well with the race specific Wraith Traits of this thread.

Vampyre 1 (Wraiths). (Prerequisite: Life Drain). Wraiths with this trait move faster in battle (Move +2) and receive a +1 bonus to strength and a +1 bonus to constitution. However, they suffer from a -3 penalty to charisma as their skin takes on a deathly palor.

Vamprye 2 (Wraiths). (Prerequisite: Vampyre 1). Wraiths with this trait inspire fear and further increases their strength (+1) and constitution (+1).However, selecting this trait further causes their skin to tighten and they suffer an additional -2 penalty to charisma. 

In fact, I can see Wraith having a choice of three paths to follow;

a. Dark Battle Master - Calls upon the forces of darknes to secure victory in battle.
b. Master of the Undead - Necromancy - able to summon the undead to battle, construct graveyards and catacombs.

  • Graveyard - Required to summon skeleton or zombie units, multiple graveyards allow summoning of multiple undead units.
  • Catacombs - Required to summon Mummies (powerful, slow moving undead)
  • Note: Undead creatures are immune to fear

c. Vampyre - stronger, faster and ability to drain life force and mana from humans.