Expansion Design: Rune Previews
Wednesday, December 31st, 2008Hello Poxnorans, Kaervas here. I’m going to be popping in from time to time in order to give you guys some insight and teasers for the expansions we’re working on here at Octopi. This time, I’m going to preview one of the runes in Expansion 9 for you and give you some insight into what goes into the conceptualization and creation of a playable rune. So, without further ado I give you the :
Undertortoise
Faction: Underdepths
Attack: 11
Defense: 26
Speed: 7
Damage: 6
Range: 1
Hit Points: 52
Size: Large
Race: Horror
Abilities:
o Attack: Physical - This unit makes a Physical attack at its Range. This is a basic attack.
o Antagonize - Target champion within 2 spaces can only target and attack this champion for the next 2 rounds.
o Planar Bound - This unit cannot be affected by certain spells and abilities which would relocate it or remove it from play.
o Turtle - This champion becomes Impervious (this champion may not take damage) and Pacified (this champion may not attack) and has 0 SPD until the end of the next turn.
o Defender 1 - Friendly champions within 2 spaces get +3 DEF.
Upgrades:
o Defender 2 - Friendly champions within 2 spaces get +6 DEF.
o Defender 3 - Friendly champions within 2 spaces get +9 DEF.
o Unstoppable - This Champion cannot be Stunned, Slowed, Ensnared, Paralyzed or Rooted, and is immune to Knockback. This unit is also immune to any effects that cause the loss of AP.
So, let me go into some of the thinking behind this guy. Underdepths is naturally one of the most melee heavy factions. This presents some difficulty for us, as we have to endeavor to keep things fresh and also stay true to their theme of deadly, close combat demons. Going into design of 9, one of the things that it was felt they lacked was a strong defensively themed close combatant - end result is the Undertortoise. Statistically the rune isn’t very complicated. It has very impressive defense and high hitpoints, emphasizing the defensive nature of the rune. Offensively it isn’t so hot, it primarily relies on the Underdepths bonus to do real damage - however, 11 damage in a full faction battlegroup is not negligible, especially because he can certainly stick around in a fight to get a few hits off. As a tortoise, he’s definitely not the quickest of runes, but since his role is primarily defensive he doesn’t have to be.
This champion, however, is not made to be used for his stats, rather his abilities. He has a few things going on in the ability area. First off is the combination of antagonize and turtle. As a 2×2 champion, he’s already quite good at roadblocking for the rest of your forces with his defensive stats. Antagonize allows him to defend your more fragile champs against a specific threat as well, including ranged units, which are normally quite hard to block off totally with positioning. Adding Turtle into the mix means that the antagonized champion won’t even be able to damage the Tortoise if it chooses to turtle up. Defender, then, was a natural choice to enhance the main purpose of the rune - as a 2×2 champion, he will cover a decently large area with the aura, and it will provide some impressive defenses on a few of UD’s key units - sheouls and nefari dragons, notably, will have 26, which as Sundered Lands has shown, can make a big difference. Unstoppable and Planar Bound round out his assortment, making it potentially very difficult to remove or disable the turtle.
Of course, even at this level the rune is not fully completed. We continue working on them until the day of release, and often we think of things to add or modify that will make the rune better. In addition, the champions are previewed to the Player Design Committee before the general beta, and often they’ll have ideas that didn’t occur to us. In particular with this rune, we’re still considering an upgrade ability to give him a buff when equipped with a heavy crossbow.
Hope you guys enjoyed this insight into our world.
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Kaervas Intern |



