I’m currently playing with a very Burn-heavy team, featuring Pyro Grimoire at the star-player. A team which is quite a lot of fun, looks aestheticly pleasing and which I intend to roll untill I complete the Grimoire collection. But while researching my team I found out, much to my dismay, that not only is Burn severly undersupported without the Grimoire, but some of the Grimoire’s themselves are rather lackluster. Likewise it dawned on me that the Mummy family is rather anti-synergistic and includes opputunities for quite a few fun builds, if a few changes are made.
This thread is me posting a few suggestions for trait/spell changes and my reasons for why I think they (or something similar) should be added to the game.
Hence the title. Mummies, Burn and Grimoires galore.
Starting out with the Mummies. The family is cool but includes three problem children. Gimp Mummy has to actually connect in order to have any impact, but it has atrocious Speed and the benefit of actually hitting is rather… “meh”. Scourge Mummy does a rather poor job at punishing spellcasters and the punishment is, yet again, rather “meh”. And finally Mummy Lord is all over the place in terms of stats, as he needs high Defense, decent Speed AND Attack in order to really do anything. Yes, his is a combo-trait meant to be put onto artifacts, but the creature itself suffers severely for it.
Add to this that Mummies, and the Curse teams they try to encourage, can’t really… do anything, once your Curse is in place. Which makes the playstyle rather passive and bland.
My suggestions would be something along the lines of:
Gimp Mummy 1 - When this creature attacks or is attacked by a creature, that creature becomes Cursed for 3 turns. If that creature is already Cursed, it is damaged by the Curse (for half?).
Gimp Mummy 2 - When this creature attacks or is attacked by a creature, the creature becomes Cursed for 3 turns. If that creature is already Cursed, the entire enemy team becomes Cursed for 3 turns.
The former Mummy would allow players to use Curse as an offensive means of doing damage, the latter would help apply curse without the use of Damnation/Jinx and without forcing players to invest into Speed.
Scourge Mummy - Whenever Curse or Burn is applied to a creature, this Creature applies whichever of the two weren’t applied to that creature.
A simple mimic of Flamehook Pilwiz which opens up for a lot of possibilities. Curse/Mummy teams get a lot more milage out of the “Curse deals Int-damage” Rune, meaning they get an additional means of killing things. Burn teams get access to Nightmare/Doom Mummy synergy. Efreets become less reliant on having a Pyro Grimoire + Elder Grimoire combo going on and suddenly don’t “have” to be either Warlocks or Wizards or include a lot of Chaos creatures.
Mummy Lord 1 - Whenever this creature defends, a random enemy attacks it three times. Each of these attacks deal 40% damage.
Mummy Lord 2 - Whenever this creature defends, ALL Cursed creatures are damaged by their Curse (for half?).
The first one let’s Mummy Lord do what he wants to do without having to invest into Speed. Sure, he still has to invest into either Attack/Defense or Intelligence/Defense, but at the very least he’s only got two stats to worry about now. The latter allows players to go for the kill, using the Curse debuff.
And while I’m at it, I’d like to propose a couple of changes to Forbidden Grimoire. Who currently holds the title of “least used Grimoire”, which is a damn shame as it looks awesome and it was the first one revealed to the public. Forbidden Grimoire is obviously intended as support for Curse teams (Spell Lock forces the enemy to attack, Savage Roar makes Curse hit harder and Jinx applies it). The problem being that, unlike the other Grimoires, his spells are only marginally better than standard spells and he synergises incredibly poorly with the other Grimoires. Heck, Spell Lock is a worse Magic Suppression!
Jinx: All enemy creatures become Cursed for 3 turns. If those creatures are already Cursed they take (half?) Curse damage.
Savage Roar: Your creatures gain a large amount of Attack, but lose a moderate(!) amount of Defense.
Spell Lock 1: Remove all buffs and debuffs from the enemy team. They take damage dependent on the number of buffs and debuffs removed.
Spell Lock 2: Silence the enemy team and remove their buffs.
Spell Lock 3: Timewalking which affects all creatures.
The change to Jinx would make it a much more interesting alternative to Damnation. Savage Roar is bad in its current form because you’re sacrificing Defense (best stat in the game) for Attack (which is on more on less equal terms with Intelligence as the worst stat) on a 1-1 basis. And Spell Lock is bad because it’s just bad, but changing Spell Lock to do something unique like removing enemy buffs or causing a global Timewalk would make it so much more interesting and the creature far more playable.
Heck, I’d play Forbidden Grimoire in a heartbeat, if it had an enemy-only and an allies-only version of Mass Dispell.
And finally the Efreet tribe, and Burn in general, has some rather anti-synergistic options. Obsidian Efreet want burns to expire, but Pyro Grimoire and Ashbone Efreet both work against this goal. Most Burn related creatures aren’t Chaos, but only Chaos includes spells that apply it. And Ashbone Efreet is just overall rather poor because you really don’t want to bet on your burns lasting that long.
Ashbone Efreet 1: Whenever a Burn debuff deals damage, it has a 50% chance to trigger again. This effect can only activate once per turn and does not stack.
Ashbone Efreet 2: Whenever one of your Efreets cast a single target spell on an enemy, they have a 30% chance to cast Fireball at that target aswell. This trait does not stack.
Ashbone Efreet 3: Whenever a creature takes damage from Burn, it loses 25% Attack and Intelligence. This trait does not stack.
Ashbone 1 allows for Synergy with Frostfire Efreet and increases the deadlyness of Burn in general. Ashbone 2 helps apply Burn, promotes Intelligence and gives you a reason to run a lot of Efreets. And Ashbone 3 makes it easier for Burn teams, which are very Intelligence heavy, to stall the game.
And finally I’d like to suggest moving Fireball and Flamestrike to Sorcery and possibly moving, say, Spell Strike and Spell Breath, or Mind Control/Tricks, to Chaos. Sorcery has a much, much better reason to include Fire spells, than Chaos has. What with Sorcery including all manner of fire-based creatures (Djinn, Efreet, Phoenix, Dragon etc), the trope of a Wizard includes hurling fire at people and Burn being an Intelligence-based debuff and the Efreet tribe really needing some magic-support other than Timewalking. Fireball and Flamestrike both seem like decent traveling-candidates, as they’re both rather “standard-tropy” spells.
Also, I’d love to see spells that interact with various debuffs. Like say, a spell which causes Burns to deal one tick of damage and then expire, for Obsidian Efreet support and as a means of dispelling Burn. Or a spell which drains Mana from a creature with Silence.
That was… quite a bit of writing. But I’m done now! Huzzah! Time to go… pay my bills? Gah!