Rune Mage

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makazuwr32
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Rune Mage

Post by makazuwr32 »

all Runes that are not affect current unit are immovable units with 5 hp, 20/20 armor and vanishing.

Rune mage:
Cost 6 turns, trainable at rune mansion only.
Hp - 18
Attack - 0 (can't attack)
Armor - 1/1
Speed - 3
Sight - 6
Spell Resist - 60%
Abilities:
Rune of True Sight - Places invisible rune with sight 9 and ability to see invisible units. Range - 5 tiles, cooldown - 2 turns, has vanishing 10.
Rune of Healing - Places rune that has healing aura (like elf wizard one with standart 3 tiles range of aura). Range - 2 tiles, cooldown - 5 turns, has vanishing 3.
Rune of Shielding - Places rune that has aura to give allied units around it +1/+1 to armors (range of aura - 3 tiles). Range - 2 tiles, cooldown - 4 turns, has vanishing 3.
Rune of thunderbolt - summons at target place invisible trap rune that deals 10 magic damage and applies slowing 1 to unit that stopped on it. Range - 2 tiles, cooldown - 3 turns. Trap rune has vanishing 4.
He will also have 2 more rune traps.

Can't get Doble Strike/Strenghten Buffs.
Can't be affected by blacksmith upgrades.

Image
Last edited by makazuwr32 on Mon Jan 21, 2019 9:38 am, edited 8 times in total.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Midonik
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Re: Rune Mage

Post by Midonik »

That should work without additional coding, and sounds good. However, isn't that mage little to tanky? 30 hp? How about 15 or something about that.
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makazuwr32
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Re: Rune Mage

Post by makazuwr32 »

Dwarven Priests have 25 hp and 2/1 armor while cost 3 turns.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
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Midonik
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Re: Rune Mage

Post by Midonik »

But he has rather weaker spells, with low (3 tiles) range and is meant to be unit able to both cast and fight. That one obviously isn't a unit to fight, given it has no attack. Only one of runes really have three tiles range, because all others have auras with additional range. So that is a mage support that can easily be keep far from front. Such units should be quite easy to kill once you break frontline, otherwise they are quite unbalanced.
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makazuwr32
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Re: Rune Mage

Post by makazuwr32 »

Lowered casting range of 2 runes.
And this one too is still pretty frontline.
At least i tried to make him so.

As for Dwarven Priest - he has great healing (15 hp!) and strenghten. And speed 3. And can get double strike buff.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Midonik
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Re: Rune Mage

Post by Midonik »

Well ok, we will see how it will work.
About double strike on any casters, that's insane.
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makazuwr32
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Re: Rune Mage

Post by makazuwr32 »

Also check out other units i suggest for Rune Mansion.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
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General Brave
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Re: Rune Mage

Post by General Brave »

This seems decent.
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makazuwr32
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Re: Rune Mage

Post by makazuwr32 »

Also range 2 tiles means that he has even lower range for some of abilities than dwarf cleric.
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Menselot
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Re: Rune Mage

Post by Menselot »

Lol we have already 2-3 units with the exact same keyword (runes)
I would start making an image for this but old cool ideas are forgotten and i want you to revisit those pages and unite the posts.
Not make new ones.

Rune smith:
http://www.androidutils.com/forum/viewt ... 68f103a2dd

Rune caster:
http://www.androidutils.com/forum/viewt ... 68f103a2dd
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makazuwr32
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Re: Rune Mage

Post by makazuwr32 »

I don't like older ideas: too many abilities, too varied ones
rune smith's ability that acts completely different for each unit will be really hard to coding, some effects are a bit too powerful (+heal rate for Priest/cleric or +health to dwarven warrior).
Rune caster's abilities are also way too powerful: for example "Abundance" casted on barracks will allow to spaqm 1 turn dwarven warriors, "Boulder" will allow to stop some units completely, "Breeze" is just too much for dwarves - +1 speed! JUST NO.

Also another no for rune caster is that EACH rune must be researched first. i rather research upgrade to clerics and after train some clerics.

And last one - dwarves have lots of buffing spells including this current mage's ones and Battle priest's, they don't even more as well as they don't need debuffing spells exept of slowing and disenchant.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Menselot
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Re: Rune Mage

Post by Menselot »

hmm ok because I really like the image you posted I will make a image.
But a unit named rune smith must be made because I already like the idea of dwarfs forging runes (can you go to the rune smith post and try make some new stats for them ? )
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makazuwr32
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Re: Rune Mage

Post by makazuwr32 »

I will make a mix of Rune Smith and Rune Caster along with few my personal ideas later.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Menselot
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Re: Rune Mage

Post by Menselot »

Thanks.
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makazuwr32
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Re: Rune Mage

Post by makazuwr32 »

He will become Unique unit (that you can get only one at any given time) but with great abilities.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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makazuwr32
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Re: Rune Mage

Post by makazuwr32 »

Updated first post.
Nerfed hp, rune of shielding's aura. Removed rune of etherealness.
Added first of 3 planned rune traps.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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makazuwr32
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Re: Rune Mage

Post by makazuwr32 »

Will be remade later.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
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MrLich
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Re: Rune Mage

Post by MrLich »

These spells are kinda weak for the cost, why not enable to add effects of current runes as a support ability, like adding rune of agility effect on shooters and throwers, rune of charge etc
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Re: Rune Mage

Post by makazuwr32 »

Let's say that it was a loong ago and that right now he will have different set of stats
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
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MrLich
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Re: Rune Mage

Post by MrLich »

I dont mean stats, rather the abilities specifics, also dunno if dwarfes need arcane mines if they will have gnomish ones
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Re: Rune Mage

Post by makazuwr32 »

They will need both.
Gnomish landmines will work only on contact (when unit steppes on them).

Runic landmines will also have a function to blow up and deal damage remotely when you need.

Also those abilities are weak right now because dwarves have got lots of stuff they did not have before when this was proposed.
Rune mage/wizard will be changed into sort of warlock of gnomes. Debuffing and damaging. He will be basically only actual debuffer/magic damager of basic dwarves (for now at least). I do not count runes on units alas.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
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MrLich
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Re: Rune Mage

Post by MrLich »

I guess rune of true sight will end up a necessity with addition of more invisible units, healing isnt exactly that useful compared to priest heal, armor will propably end up being something like barkskin, overall it will end as a very weird support that will do most work when your frontline is falling
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makazuwr32
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Re: Rune Mage

Post by makazuwr32 »

This rune mage will be offencive and debuffing caster.
Basically his spell list will be like this (not an actual spell list):
Disarmor
Slowing
Fireball
Magic missile
Thunderstorm
Weakness

Forget about spell list above.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
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MrLich
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Re: Rune Mage

Post by MrLich »

I see, so a mage, but on dwarfes
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Re: Rune Mage

Post by MrLich »

Guess i should scrap demilich idea, or change it, as its literally the same concept
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makazuwr32
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Re: Rune Mage

Post by makazuwr32 »

Demilich is idea for undeads, right?
Than why should you?

Alas it will be held up until magic update for sure.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
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MrLich
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Re: Rune Mage

Post by MrLich »

I mean it also has human mage ability set, only diffirence is that it flies, and its a lich, and has 1 lich ability
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makazuwr32
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Re: Rune Mage

Post by makazuwr32 »

I hope you understand that even human mage now and after magic update will be 2 completely different units. Like priest from aos and orc shaman from aof — this difference.
And range of possible abilities will be different and much wider.

As for abilities on rune mage:
That set is just a show you that this unit will have different orientation — debuffing and damaging enemy.
It is not that he will have exactly these abilities (apart from fireball (yet different from normal one) and magic missile (also different from regular) other abilities will be completely different from spell list above and i put those only as placeholders).
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
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MrLich
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Re: Rune Mage

Post by MrLich »

I see, demi still is similar to rune mage idea
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Re: Rune Mage

Post by MrLich »

Also propably no room in roster for it, as demiliches are essentially floating skulls with bigger year mileages than liches in any fantasy setting, and there is planned floating skull summon already
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