1. The Warrior: 250 health - Attacks inflict double damage
2. The Mage: 100 health - Attacks inflict triple damage. Everytime you're nominated, the first attack towards you always redirects to the opposing nominee.
3. The Rogue: 70 health - 3/4 chance of attacks missing. All attacks poison victims, causing them to receive 10 extra false every round they're still nominated.
4. The Death Knight: 150 health - Attacks heal 100% of their damage. Also has a 1 time use of entering a different dimension at the beginning of a round which will cause players to be unable to vote for you.
5. The Priest: 110 health - Instead of attacking the priest can heal an ally or itself for 50 health and cure any poisons/curses on them as well.
6. The Paladin: 150 health - Along with attacking, the paladin can either: (1) Heal an ally for 25 health, or (2) summon a fire ring around an ally, causing anyone that attacks them while they're nominated to receive 10 damage.
7. The Witch: 100 health - Once nominated, the Witch summons a clone of itself, causing it to have double health and double damage. Also, along with attacking the Witch can cause the clone to self destruct, causing the witch to lose its bonuses but it will inflict an extra 50 damage onto the opposing nominee that cannot be dodged.
8. The Hunter: 120 health - Each vote counts twice and can null 1 vote towards 1 person every round (including self). Must announce the nulling publicly
9. The Shaman: 130 health - Anyone that votes for the Shaman will be publicly revealed. Anyone who attacks the Shaman will be cursed, causing them to lose 1 voting slot (out of two) for everytime they attack. The curse will only last for the next round.
10. The Shadow Priest: 150 health - Instead of attacking the priest can curse a nominee, causing the victim to lose 10 health for every round they stay nominated and for their damage to be reduced by 75%.
11. The Druid: 120 health - Immune to poisons and curses. When the Druid is nominated it has a 1 time use of shape shifting into another player, causing that player to take the fall for everything and be nominated instead.
12. Archer - 130 health - Attacks cannot be dodged, reduced by curses, and they inflict double damage.
Berserker: 500,000 health / 80,000 damage. Attacks five times.
Special ability: Takes 50% less damage from attacks. Immune to mind controls and poisons. Dodge an attack (3 time use). Grab a barrage of Archer attacks towards you and throw them all back at the Archer or another player that cannot be dodged or redirected (1 time use). Grab one of the Archer's attacks and nullify the rest with it (1 time use). Cannot be healed. If an Archer attacks once at a time, the Berserker will dodge it. If the Berserker is in the top 3 of the winning circle it will automatically go back to full health at the beginning of the winning circle, at the beginning of it's turn, at the end of it's turn, and at the end of the round.
Archer: 280,000 health / 20,000 damage. Attacks twenty times.
Special ability: Takes 50% less damage from attacks. Immune to mind controls. Dodge an attack and hit the attacker back 10 times (4 time use). Bind a player causing them to be unable to use any active special abilities(excluding the Mage) or attack for the entire round at any time and attack them once(3 time use, the Berserker will receive 100,000 damage from these bindings, the Shadow Priest will receive 400,000 damage. Those in the Binding will be unable to receive healing or shields from other players. A player that dies in these bindings will be unable to be resurrected) Cause one of your attacks to inflict 300,000 damage that cannot be redirected and Berserker cannot reduce (3 time use).
Paladin: 260,000 health / 100,000 damage. Attacks twice. Inflicts double damage to the Shadow Priest.
Special ability: Takes 50% less damage from attacks and the Shadow Priest's drains. Instantly heal yourself or an ally at any time to full health (1 time use). Dodge an attack (12 time use). Cause one of your attacks to inflict 300,000 damage that cannot be redirected or reduced and the Paladin will be immune to mind controls and binds during this move (1 time use, cannot be doubled).
Shadow Priest: 320,000 health / 90,000 damage. Attack everyone you choose once.
Special ability: Takes 50% less damage from attacks. Immune to poisons and burns. All attacks count as drains, meaning they cannot be reduced, redirected, or dodged and will go towards the Shadow Priest's health. Curse a player causing you to drain 40,000 of their health everytime you receive damage (can only be activated during your turn in the winning circle or when a cursed player dies). Curse a player causing you to instantly drain 60,000 of their health and use it as damage for your attacks, will also heal you (can only be used during your turn in the winning circle). Interrupt a player's heal (4 time use, cannot work on Berserker). Interrupt a player's resurrect (1 time use). If you kill a player, cause their role to be a servant for you (3 time use). Cause one of your servants to blow up and cause 150,000 damage that cannot be redirected or reduced to everyone you choose
Mage: 80,000 health / 200,000 damage. Attack three times.
Special ability: Redirect an attack at any time (10 time use). Mind control a user at any time (2 time use, cannot be dodged). Create a vortex to have all damage you receive for a round to be transferred to someone else (1 time use, attacks can go back to the player). Instantly create a 200,000 shield for yourself at any time (1 time use). If the Archer sends a single attack out of its sixteen (one attack at a time) the Mage will nullify it. All attacks cause burning, meaning the victims will receive 40,000 damage at the end of every round. If the Mage is 1st in the winning circle, it will gain unlimited redirects temporarily.
Holy Priest: 80,000 health(200,000 SHIELD) / 100,000 damage. Inflicts double damage to the Shadow Priest.
Special ability: Immune to poisons and burns. Resurrect yourself or a fallen ally (2 time use). Instantly create a 200,000 shield for yourself and an ally (6 time use, can only be used once per round). Instantly heal your
Holy Priest: 80,000 health(200,000 SHIELD) / 100,000 damage. Inflicts double damage to the Shadow Priest.
Special ability: Immune to poisons and burns. Resurrect yourself or a fallen ally (2 time use). Instantly create a 200,000 shield for yourself and an ally (6 time use, can only be used once per round). Instantly heal yourself or an ally to full health at any time (3 time use). Everytime you're in the winning circle, heal yourself and an ally and place a shield on yourself and an ally or two allies. Cause your attack to inflict 300,000 damage that cannot be redirected (1 time use, cannot be doubled).
Rogue: 200,000 health / 30,000 damage. Attacks three times.
Special ability: Rogue attacks in stealth mode cannot be dodged. Dodge an attack and enter temporary stealth mode for one person's entire turn (2 time use). If the Rogue is in the top 3 of the winning circle it will enter stealth mode causing it to be ineligible of being attacked and the Rogue's attack damage will double. Rogue attacks leave the victims poisoned, causing them to endure 60,000 damage at the end of the round it's activated and at the beginning of every winning circle match afterwards. If the Rogue is 1st it will gain 2 clones temporarily to attack with it. The clones will protect the Rogue as well.
5 magic - Inflict 10 damage on a player.
10 magic - Inflict 20 damage on a player.
20 magic - Temporarily bind a player during their turn for 1 attack
20 magic - Inflict 30 damage on a player.
30 magic - Inflict 40 damage on a player.
40 magic - Redirect an attack to another player (can only be used once per round)
60 magic - Inflict 60 damage on a player and reduce their defense, strength, and attack for 30 the entire round.
72 magic - Freeze 1 player for an entire round and inflict 80 damage on them.
80 magic - Everytime a player attacks you, they receive 50% of the damage themselves.
94 magic - Freezes 3 players for an entire round and inflicts 80 damage on them.
Strength & attack is required to wield certain weapons. Each point in strength adds on to the damage you inflict to your foe. For example, a person with 5 strength wielding dual scimitars will actually inflict 25 damage instead of 20 damage because the sword requires 5 strength to wield.
Dual Scimitars - Inflicts 20 damage and attacks twice. Requires 10 attack and 5 strength
Longsword - Inflicts 30 damage. Requires 10 attack
Dragon dagger - Inflicts 40 damage. Special ability: Attack three times. Requires 60 attack
Godsword - Inflicts 100 damage. Special ability: Ignores all defense. Requires 70 attack
There will be two parts of the game. The first part involves everyone allocating stats & obtaining weapons, the second part will involve you all fighting each other. The second part will begin after 5 rounds.
Everytime you win in a challenge you have to allocate 30 points.
1st place - 50 point distribution
2nd place - 40 point distribution
3rd place - 30 point distribution
4th place - 20 point distribution
5th place - 10 point distribution
4 rounds of specialization and then attacking will begin.
Weapons obtained from attack, strength, and range can ALL be used in one attack while using magic as well (meaning someone can attack u
Weapons can be repeated.
Special abilities can only be used once per round.
Maximum health is 500 (from defense, hp, and strength)
1 attack - Iron dagger: Inflicts 5 damage
5 attack - Iron scimitar: Inflicts 10 damage
10 attack: Steel scimitar: Inflicts 20 damage
15 attack: Steel Longsword: Inflicts 20 damage and ignores all defenses
20 attack: Onyx Scimitar: Inflicts 30 damage
30 attack: Onyx Longsword: Inflicts 35 damage and ignores all defenses
40 attack: Dragon dagger: Inflicts 40 damage. Special ability: Attacks three times.
50 attack: Dragon Scimitar: Inflicts 100 damage. Special ability: Ignores all defenses
60 attack: Dragon longsword: Inflicts 100 damage and ignores all defenses.
70 attack: Godsword: Inflicts 200 damage, ignores all defenses, and cannot be redirected.
Strength will increase your health and add damage to your normal attacks.
1 strength = +1 to health, +1 to normal damage.
20 strength: Topaz machete - Inflicts 50 damage.
50 strength: Obsesian maul - Inflicts 200 damage.
80 strength - Satan's Battleaxe - Inflicts 300 damage.
Defense will reduce all damage you take and add to your health.
1 defense = +1 to damage reduction, +1 to health.
Health points will increase your health.
1 HP = +3 to health.
Range: Each point will increase the damage you inflict with bows. Range attacks can be used even while bonded (but not frozen).
5 range - Wood bow - Inflicts 5 damage
20 range - Oak bow - Inflicts 10 damage
30 range - Maple bow - Inflicts 20 damage.
50 Range: Magic bow - Inflicts 60 damage. Special ability: Attack three times.
60 range: Dark bow - Inflicts 80 damage and hits twice. Special ability: Ignores all defenses
60 range will give players the opportunity to dodge an attack once per round.
80 range will give players the opportunity to attack an opponent at the end of the round with your bow even if you didn't win.
100 range will give players the opportunity to dodge two attacks per round.
Binds can be used as a defense mechanism for mages when they're attacked. Freezes cannot
Magic cannot be reduced by defense. Magic attacks count as far range, thus even if binded the attack will land.
20 magic- Inflict 30 damage
30 magic - Bind a player from attacking you (can be used once per round)
40 magic - Inflict 80 damage
50 magic - Redirect an attack to another player (once per round)
60 magic - Inflict 180 damage and reduce the victim's melee and range attack dmg power by 30 for the entire round.
70 - Your bind can now be used twice per round
80 magic - Inflict 150 damage and freeze the victim for the entire round (is not a defense mechanism)
90 - Cause 50% of damage you receive from a player's attack to affect them as well (can be used once per round)
100 magic - Inflict 250 damage up to 3 people and freeze all of them for the entire round.
Each point in range will increase the damage of the attack. Example, a person with 100 Range using a Magic Bow will inflict 60
20 range - Maple bow - Inflicts 20 damage.
40 Range: Magic bow - Inflicts 60 damage. Special ability: Attack three times.
60 range: Dodge an attack once per round
70 range: Dark bow - Inflicts 80 damage and hits twice. Special ability: Inflict double damage and ignore all defenses.
90 range: Dodge two attacks per round instead of one.
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