King's Mage

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LordOfAles
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King's Mage

Post by LordOfAles » Sat Aug 04, 2018 11:04 pm

Description: Only the most talented and skilled mages are seletced to be king's court mages. Their spells are varied, powerful and unmatched.

Stats:
Cost: 10
Hp: 20
Attack: 5
Power Range: 7
Armor: 0/0
Spell Resistance: 100%
Speed: 3
Actions/Turn: 2
No bonuses
Abilities:
Fireball
Poisonball
Magic Arrow
Fear
Disenchant
Regeneration
Strenghten
Double Strike
Trample

Spell need no cooldown

This idea completely random.
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32_unit_human_kings_mage.png
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Last edited by LordOfAles on Sun Aug 05, 2018 3:31 pm, edited 1 time in total.
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General Brave
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Re: King's Mage

Post by General Brave » Sat Aug 04, 2018 11:29 pm

Perhaps it should have a staff.
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LordOfAles
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Re: King's Mage

Post by LordOfAles » Sat Aug 04, 2018 11:31 pm

Maybe. Althou powerful wizards don't need tools to prove how great their power is.
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General Brave
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Re: King's Mage

Post by General Brave » Sat Aug 04, 2018 11:35 pm

Then he shouldn't have a dagger eater.
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Re: King's Mage

Post by General Brave » Sat Aug 04, 2018 11:35 pm

Perhaps allow me to make the image a bit more better and it's stats.
Also I already made this idea.
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LordOfAles
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Re: King's Mage

Post by LordOfAles » Sat Aug 04, 2018 11:36 pm

Where
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General Brave
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Re: King's Mage

Post by General Brave » Sat Aug 04, 2018 11:40 pm

Wise, Might, Loyalty. Forever stands Warfell.

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LordOfAles
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Re: King's Mage

Post by LordOfAles » Sun Aug 05, 2018 12:28 am

Agreed. @Alexander82 merge please
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LordOfAles
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Re: King's Mage

Post by LordOfAles » Sun Aug 05, 2018 12:29 am

We can modify this image and agree about stats.
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General Brave
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Re: King's Mage

Post by General Brave » Sun Aug 05, 2018 12:39 am

I can agreed it should have a lot of spells, perhaps powerful versions of the regular ones.
Last edited by General Brave on Sun Aug 05, 2018 12:40 am, edited 1 time in total.
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LordOfAles
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Re: King's Mage

Post by LordOfAles » Sun Aug 05, 2018 12:39 am

I was wondering if it should have cooldowns on fireball and such
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General Brave
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Re: King's Mage

Post by General Brave » Sun Aug 05, 2018 12:41 am

You think it shouldn't?
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LordOfAles
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Re: King's Mage

Post by LordOfAles » Sun Aug 05, 2018 12:42 am

I think it should have no cooldown so it can be offensive and have self defense at all times. And be worth about 10 turn cost.
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Re: King's Mage

Post by General Brave » Sun Aug 05, 2018 12:43 am

Perhaps it should have three-4 action.
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Re: King's Mage

Post by LordOfAles » Sun Aug 05, 2018 12:46 am

In that case 10 cost. And not too op other stats.
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Re: King's Mage

Post by General Brave » Sun Aug 05, 2018 12:47 am

Perhaps it also should summon creatures.
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Re: King's Mage

Post by General Brave » Sun Aug 05, 2018 12:47 am

let's discuss what spells
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LordOfAles
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Re: King's Mage

Post by LordOfAles » Sun Aug 05, 2018 3:37 pm

Some kind of staff added
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LordOfAles
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Re: King's Mage

Post by LordOfAles » Sun Aug 05, 2018 3:44 pm

New stats
Cost: 10
Hp: 25
Attack: 5
Power Range: 7
Armor: 0/0
Spell Resistance: 100%
Speed: 3
Actions/Turn: 3
Unique Unit
No bonuses
Builders: Castle
Abilities:
Fireball
Poisonball
Magic Arrow
Fear
Summon Blue Dragon (vanishing 3, cooldown 3)
Disenchant
Disarmor
Lifelink
Regeneration
Strenghten
Double Strike
Trample
Arcane Shield (100% spell resistance to unit, lasts 3 turns)
Mageshield (+5/+5 Armor, lasts 3 turns)
Meteor Rain (30 damage, ignores armor, radius 6, burns burnable targets, cooldown 5)
Last edited by LordOfAles on Sun Aug 05, 2018 4:14 pm, edited 1 time in total.
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makazuwr32
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Re: King's Mage

Post by makazuwr32 » Sun Aug 05, 2018 3:59 pm

Well....
This unit is the most op one of all.

I completely against this unit in any form of.

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General Brave
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Re: King's Mage

Post by General Brave » Sun Aug 05, 2018 4:04 pm

I'm sure that the reason he made It.
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LordOfAles
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Re: King's Mage

Post by LordOfAles » Sun Aug 05, 2018 4:09 pm

In that case cost raised to 15 and unique unit.
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Re: King's Mage

Post by General Brave » Sun Aug 05, 2018 4:11 pm

No and yes.
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Re: King's Mage

Post by LordOfAles » Sun Aug 05, 2018 4:15 pm

Alright. Let's hear why mak doesn't like it now
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Lynx Shafir
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Re: King's Mage

Post by Lynx Shafir » Sun Aug 05, 2018 4:59 pm

Too many skills - more than a row, no CD
all sort of effect.
Such stats and 3 action I'm not surprised he doesn't like it.

Try something simpler, not for unique unit whit one of last skills what human casters don't have right now.
May work.
And only 1 action/turn
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General Brave
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Re: King's Mage

Post by General Brave » Sun Aug 05, 2018 5:13 pm

That would be something too downgrading.
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Re: King's Mage

Post by LordOfAles » Sun Aug 05, 2018 5:15 pm

Me and General discussed stats and that's why i posted it. It's 10 turn worth unit and easy to kill.
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Lynx Shafir
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Re: King's Mage

Post by Lynx Shafir » Sun Aug 05, 2018 5:23 pm

Considering its spell and actions and that u won't send it in front line it's not so easy to kill.
Its More than op in this form....
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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LordOfAles
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Re: King's Mage

Post by LordOfAles » Sun Aug 05, 2018 5:26 pm

Elves can easily kill him with ranged, Humans probably won't have enough troops to block all the orcs, Undead can resurrect behind enemy lines to reach him, Kobolds have their flying dragons and dwarves their boar riders. Also you will need a castle first, then spend 10 turns building it. And its unique.
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General Brave
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Re: King's Mage

Post by General Brave » Sun Aug 05, 2018 5:27 pm

That's why I suggested it should be a semi-assault unit. Make it spells have less range so it has to be close to the front line.
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