Monster skeletons

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makazuwr32
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Monster skeletons

Post by makazuwr32 » Fri Mar 15, 2019 3:26 pm

These skeletons were firstly raised as result of fails but were found quite useful and thus they began to be mass producted by liches and necromancers.

All these units are not affected by armored and golden skeleton upgrades.

I am providing 2 variants of stats for @Alexander82 so he will choose which will fit better.
makazuwr32 wrote:
Wed Feb 20, 2019 7:09 am
Also all these must be trainable in that monster factory building for undeads.
Giant skeleton shielder, can be raised from swordman corpse:
Cost - 3 turns
Hp - 30
Attack - 10
Armor - 2/9
Speed - 3 (1 in water)
Sight - 4
Spell resist - 20%
Standart bonus to buildings
Skeleton impailer, can be raised from pike corpse:
Cost - 3 turns
Hp - 22
Attack - 10
Actions/turn - 1
Range - 2 (1 large bone pike)
Armor - 0/2
No dodges
Speed - 3
Sight - 5
Spell resist - 20%
450% bonus against cavalry
Better archer, can be raised from archer corpse:
Skeleton elf archer
Cost - 3 turns
Hp - 11
Attack - 7, perfect accuracy
Range - 6
Armor - 0/2
Speed - 4
Sight - 9
Spell resist - 0%
100% bonus against flying
Skeleton centaur, can be raised from mounted corpse:
Skirmisher:
Cost - 5 turns
Hp - 25
Attack - 8
Range - 5
Actions/turn - 2
Armor - 0/6
Speed - 4
Sight - 8
Spell resist - 50%
50% bonus against archers
Skeleton 2 headed dragon, can be raised from dragon corpse:
Cost - 9 turns
Hp - 80
Attack - 18
Actions/turn - 2
Armor - 1/1
Speed - 5
Sight - 7
Spell resist - 30%
1% bonus against flying (full damage on counter against melee flying)
Abilities:
Poison breath
Fire breath
Last edited by makazuwr32 on Thu Apr 11, 2019 2:02 pm, edited 4 times in total.

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DoomsdayDragonfire
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Re: Monster skeletons

Post by DoomsdayDragonfire » Fri Mar 15, 2019 5:08 pm

Thats interesting, but i'm curious about how they would work... So would be nice if you could clear a few things...

1- You are suggesting them as produceable units on factories? Or spawnable on those reanimating spells from liches, necromancers or other undead risers? Or both ways?
1.1- If produceable (as you put a relative cost), where would they be produced?
1.2- Is there any pre-request for them to be produced?

2- If spawnable, what would be spawn chance for them?
2.1- Would these overlap the current units of normal reanimating methods?
2.2- Would them be added as advanced/upgraded reanimating spell or something?
2.3- would be required a new specific corpse formations/layouts to spawn them? (As 2 swordmans and 1 pikeman or 1 archer, 1 swordman, 1 pikeman...)

3- To allow these, would be required a tech/research?
3.1 If so, what would be requirements for it and where would it be researched?
...
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makazuwr32
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Re: Monster skeletons

Post by makazuwr32 » Fri Mar 15, 2019 7:27 pm

DoomsdayDragonfire wrote:
Fri Mar 15, 2019 5:08 pm
Thats interesting, but i'm curious about how they would work... So would be nice if you could clear a few things...

1- You are suggesting them as produceable units on factories? Or spawnable on those reanimating spells from liches, necromancers or other undead risers? Or both ways?
1.1- If produceable (as you put a relative cost), where would they be produced?
1.2- Is there any pre-request for them to be produced?

2- If spawnable, what would be spawn chance for them?
2.1- Would these overlap the current units of normal reanimating methods?
2.2- Would them be added as advanced/upgraded reanimating spell or something?
2.3- would be required a new specific corpse formations/layouts to spawn them? (As 2 swordmans and 1 pikeman or 1 archer, 1 swordman, 1 pikeman...)

3- To allow these, would be required a tech/research?
3.1 If so, what would be requirements for it and where would it be researched?
...
1. Both.
1.1. Butchery for monster units of undeads.
1.2. For production i think animation mastery as well as for raising them from the dead.

2. 30% chance to raise from the dead after researching current animation mastery. Here is more info about that.
2.1. No. They would expand.
2.2. Yes. It will be part of improvement of empowering of raise dead spell.
2.3. No. Trainable and raise dead spell.

3. & 3.1. Current animation mastery. Alas i think it must be researchable after empowered necromancy 1-2.

There are also planned mage type monster skeleton and i think that existing skeleton monster needs stat revamp.

But for those i have no ideas.
Alas alex said that he had some ideas for monster skeleton mage unit.

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DoomsdayDragonfire
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Re: Monster skeletons

Post by DoomsdayDragonfire » Fri Mar 15, 2019 8:36 pm

I see, that's looking really interesting, i would mention what would be made with the existing monster aswell, it is so underpowered nowdays... A boost on him would be very nice!

About the monster mage... Coincidently. I just made a post suggesting new stat parameters for units/effects on AOF, that will totally expand the horizon of all magic units on this game and ofc, bringing many new spells and effects to the game... So i think you can easily find a role for not only the monster mage but probably many other magic units in the game after that...

In general, i liked this expansion on skeleton monsters, and those details cleared a lot here. So i vote this up :lol:
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makazuwr32
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Re: Monster skeletons

Post by makazuwr32 » Sat Mar 16, 2019 7:23 am

That is up to alex but personally i don't want to expand current magic system.

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General Brave
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Re: Monster skeletons

Post by General Brave » Sun Mar 17, 2019 4:33 am

Interesting ideas, I would back a few of these.
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Alexander82
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Re: Monster skeletons

Post by Alexander82 » Tue Mar 26, 2019 8:51 am

Those stats seems good.

I will give you my preferences and we might go on eith that.

Also we might consider adding the fusion tech in the pack (so we might fuse 2 skeletons to obtains the related monster)

For the swordsman corpse I prefer the 3 turns variant

For the pikeman corpse I'd g for the big pike one, but both are nice

For the archer I like the 2nd variant

For the centaur I'm between the first and the second but I'd go more with the latter since range 3 might be a bit too low at higher levels.

Maybe raising actions to 2 and raising cost accordingly
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makazuwr32
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Re: Monster skeletons

Post by makazuwr32 » Tue Mar 26, 2019 9:22 am

Updated first post, removed extra variants, updated stats of skirmisher skeleton centaur.
I like idea of fusion tech.

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Lynx Shafir
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Re: Monster skeletons

Post by Lynx Shafir » Sat Mar 30, 2019 9:48 am

This is very similar to the "ancient beast" concept I planned to cursed mine using the scattered monster ideas that lay around in forum. I think I mentioned under Bone mammoth..
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside

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Lynx Shafir
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Re: Monster skeletons

Post by Lynx Shafir » Wed May 29, 2019 7:33 pm

Not sure what design you want but I put together this quickly..
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside

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StormSaint373
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Re: Monster skeletons

Post by StormSaint373 » Thu May 30, 2019 11:24 am

Here...
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Alexander82
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Re: Monster skeletons

Post by Alexander82 » Thu May 30, 2019 12:35 pm

As I wrote on discord I thought that @makazuwr32 wanted monsters with unique looks.

If he just want the basic monster equipped differently, i guess we can implement all of them in 5 minutes
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makazuwr32
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Re: Monster skeletons

Post by makazuwr32 » Sat Jun 01, 2019 1:32 pm

Lynx Shafir wrote:
Wed May 29, 2019 7:33 pm
Not sure what design you want but I put together this quickly..
This one it great.

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Savra
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Re: Monster skeletons

Post by Savra » Mon May 18, 2020 5:23 pm

How many of these are done.

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DoomsdayDragonfire
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Re: Monster skeletons

Post by DoomsdayDragonfire » Mon May 18, 2020 5:48 pm

Currently there is a list on Discord of how many units, @makazuwr32 should update the main post with them here...

About imgs, i made some concepts on Discord, i can post here if you want to get some idea about what to do.
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Savra
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Re: Monster skeletons

Post by Savra » Tue May 19, 2020 5:39 pm

Sure.

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Re: Monster skeletons

Post by DoomsdayDragonfire » Tue May 19, 2020 9:23 pm

Right, here some attempts that i made, Alex will post here what exactly they should be looking alike. And what else that still own no reference img.

Worker
Image

Swordman
Image

Archer (bow should be made on its arm, perhaps another head)
Image

Mounted swordman (centaur alike)
Image

Mounted mace/flailman (Monster horror)
Image

Mounted archer (ballista Horror)
Image

Monster dragon (it should be hidra alike or smt)
Image

Also i made 3 variations for pirate, tho none seens to be fitting:

This is a monster of abyssal deepths.
Image

This is a crawling fishman.
Image

This is a siren, tho it wasn't meant to be a monster.
Image
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Savra
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Re: Monster skeletons

Post by Savra » Fri May 22, 2020 5:35 pm

Hmm, I'll try some based on what is left and might get something for are sea fiend too.

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Savra
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Re: Monster skeletons

Post by Savra » Fri May 22, 2020 6:02 pm

How's this for monster fish skeleton?
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Alexander82
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Re: Monster skeletons

Post by Alexander82 » Fri May 22, 2020 9:48 pm

I'd like the lower part of the fish skeleton to be actually more fish like (so not normal legs)
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Alexander82
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Re: Monster skeletons

Post by Alexander82 » Fri May 22, 2020 9:51 pm

You might use that kind of approach for the lower part, so it looks like a fish who can also slowly walk on land with hand-like fins


Image
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Alexander82
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Re: Monster skeletons

Post by Alexander82 » Fri May 22, 2020 10:10 pm

DoomsdayDragonfire wrote:
Tue May 19, 2020 9:23 pm
Right, here some attempts that i made, Alex will post here what exactly they should be looking alike. And what else that still own no reference img.

Worker
Image
That is mostly fine
DoomsdayDragonfire wrote:
Tue May 19, 2020 9:23 pm
Swordman
Image
In that case I don't like much the blades shape. I think that you can give it arms while the blades will be in place of forearms
DoomsdayDragonfire wrote:
Tue May 19, 2020 9:23 pm
Archer (bow should be made on its arm, perhaps another head)
Image
Maybe crossbow arm could be more visible, also I'd like it 4 legged (so it looks more monster-like)
DoomsdayDragonfire wrote:
Tue May 19, 2020 9:23 pm
Mounted swordman (centaur alike)
Image
maybe that one could have a single big armblade (the unit could have trample I suppose)
DoomsdayDragonfire wrote:
Tue May 19, 2020 9:23 pm
Mounted mace/flailman (Monster horror)
Image
For maceman I'd like it a unit that is like a small ankylosaurus centaur. While the body should be smaller than a dinosaur, the mace on its tail should be bigger than the one of the dinosaur. The upper body could use some monstruous details as well (surprise me)

Image

DoomsdayDragonfire wrote:
Tue May 19, 2020 9:23 pm
Mounted archer (ballista Horror)
Image
I like that approach already, maybe just make the image overall clearer
DoomsdayDragonfire wrote:
Tue May 19, 2020 9:23 pm
Monster dragon (it should be hidra alike or smt)
Image
That could be fine, maybe just remove wings and maybe try to make it look more like a hydra (four legged and maybe even more heads and long necks)
DoomsdayDragonfire wrote:
Tue May 19, 2020 9:23 pm
Also i made 3 variations for pirate, tho none seens to be fitting:

This is a monster of abyssal deepths.
Image

This is a crawling fishman.
Image

This is a siren, tho it wasn't meant to be a monster.
Image
Here I wanted to use the upper head of the monster giving it claws with a lower fish-like part


About other units:

for thrower I wanted to make a skirmisher that throws bone javellins (he should also have monstruous features, so that it stand out compared to normal skeletons)

For spearman corpse we could have a halberdier-like unit (again a biiiig arm made out of a spine and a halberdlike tip for it. If you have other ideas you can try

For mounted spearman we might have a centaur-like unit with 2 spear arms similar to these
Image
but with spears in place of drills
they can still be made out of 2 spines

one ou our centaur-like unit could be 2-legged (I remember there was something like a horse chicken somewhere xD )
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Re: Monster skeletons

Post by Jerfoxman » Sat May 23, 2020 12:44 am

For the swordsman maybe like an mantis arm but with swords
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Alexander82
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Re: Monster skeletons

Post by Alexander82 » Sat May 23, 2020 6:35 am

Jerfoxman wrote:
Sat May 23, 2020 12:44 am
For the swordsman maybe like an mantis arm but with swords
that would be cool as well
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SirLuciano
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Re: Monster skeletons

Post by SirLuciano » Mon May 25, 2020 10:17 am

DoomsdayDragon you should also add a giant non floating skull called Laugh/Giggles which also buffs fellow undead around him...but he moves slow

His buff spell should be called

Maniacal Laugh
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makazuwr32
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Re: Monster skeletons

Post by makazuwr32 » Mon May 25, 2020 10:23 am

SirLuciano wrote:
Mon May 25, 2020 10:17 am
DoomsdayDragon you should also add a giant non floating skull called Laugh/Giggles which also buffs fellow undead around him...but he moves slow

His buff spell should be called

Maniacal Laugh
Undead Joker?
We need for new moon elves Batman than.

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SirLuciano
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Re: Monster skeletons

Post by SirLuciano » Mon May 25, 2020 11:28 am

:lol: :lol: :lol: :P :P
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Re: Monster skeletons

Post by SirLuciano » Mon May 25, 2020 11:29 am

On a serious note what I meant is a Giant Skull (normal skull) that laughs
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Jerfoxman
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Re: Monster skeletons

Post by Jerfoxman » Mon May 25, 2020 12:24 pm

Skills:tell joke at fellow undead
Don't work smart work intelligent

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QuadrupoleStrat
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Re: Monster skeletons

Post by QuadrupoleStrat » Mon May 25, 2020 4:19 pm

a Skeleton jester?

We already have it The Just kidding skeleton
I only see it in map editor though or I dont have the unit.

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