Incoming Transmission
I am the Chief Medical Officer for the Blood League. An oxymoron, I know. Alien biology is fascinating. Less than 0.009% of the Milky Way has been explored, yet we have already discovered hundreds of thousands of intelligent species. Some with tentacles, some entirely gelatinous, some consisting of gas, some I cannot even explain.
But for sake of league parity, we are only allowing species of a bi-pedal nature(two arms, two legs, one head) to be allowed for competition in the Blood League. Competing species must possess a brain and central nervous system, use two legs for locomotion, and rely on muscle-matter for manipulating their environment.
Think if we allowed one species that felt no pain or took no damage to face another that did. It would be an unfair disaster.
Hlq'nik'knik
Blood League Chief Medical Officer
Species
There are 8 species in Age of Gladiators II, each with their own attribute bonus, as well as unique combat and non-combat abilities.
The species are as follows:
- Skeel – Hyper-active and inquisitive, sharing the same planet and common ancestor as the Vorccine
- Karthaarn – Coagulating blood and hardened exoskeletons, extremely adaptable
- Boorhaal – Hot-tempered and socially crude, extremely tough and durable
- Vorccine – Predatory and vicious, sharing the same planet and common ancestor as the Skeel
- Humans – Curious and robust, hailing from the Sol system
- Xissc – Reptilian species, possessing regenerative organs
- T’Shikt – Hive-minded, logical, insect species, fun at parties
- Hresh – Highly martial, warlike and unrelenting
Species - Bonuses
Each species has an attribute bonus suitable to their physical or mental make-up.
The bonuses are as follows:
- Skeel: +20 Speed
- Karthaarn: +20 Vitality
- Boorhaal: +20 Strength
- Human: +20 Intelligence
- Xissc: +20 Aggression
- Vorccine: +20 Agility
- T’Shikt: +20 Reflexes
- Hresh: +20 Stamina
These bonuses will help inform which kind of build you want to create with your various gladiators.
Species - Combat Abilities
Each species each have their own special ability that can be used during combat. The cooldown time in between uses is determined by the gladiator's Species Cooldown combat stat.
The combat abilities are as follows:
- Skeel Hyper Attack: 6 Extra Action Points (1 Turn)
- Karthaarn Fast Coagulation: Heals 300 Damage (1 Turn)
- Boohaal Brutal Attack: 10% Bonus To Critical Damage (1 Turn)
- Human Robust Nature: 3 Extra Action Points, 10% Bonus To Hit Chance (1 Turn)
- Xissc Cold Blooded: 20% Bonus to Critical Chance (1 Turn)
- Vorccine Barbaric Rage: 10% Bonus to Regular Damage (1 Turn)
- T'Shikt Hardened Exoskeleton: 50% Incoming Damage Reduction (1 Turn)
- Hresh Hyper Attack: 20% Bonus to Hit Chance (1 Turn)
These unique abilities add extra dimension to battle, so be sure to plan out your build around these.
Species - Non-Combat Abilities
As well, each species also possess their own out of combat passive abilities as well.
These abilities are as follows:
- Skeel Tinkerer: Equipped weapons decay much slower.
- Karthaarn Armorer: Equipped armor decays much slower.
- Boohaal Hardy Constitution: Does not suffer from sickness.
- Human Versatile: Gains training XP in both melee and ranged weapons.
- Xissc Regenerative Tissue: No critical or permanent injuries.
- Vorccine Fanatical: Does not suffer from fatigue.
- T'Shikt Hive Mentality: No morale loss.
- Hresh Martial Culture: Selected weapons training XP bonus.
Summary
In creating and designing the species in Age Of Gladiators II, I wanted to make sure each was unique in both their combat and non-combat abilities, as well as their attributes.
You will have the ability to make any gladiator you like, but there may be times when you want to play to the strengths of the species you are controlling!