Seeker
- StormSaint373
- Posts: 1801
- Joined: Mon Nov 27, 2017 5:35 pm
- Location: USA, East Ohio
Seeker
Seeking not only to call out to unite the world against evil, but to turn evil upon itself...
Agents were dispatched to disrupt enemy movements, capture key positions and even act as ambassadors.
Human (Elite Argent) Tier 2
Gem Cost: 6
Cost: 5
Hp: 30
Attack: 13
Range: 1
Armor: 2
Pierce Armor: 2
Movement: 3,
Sight: 5
Action/Turn: 1
Dodge Arrows: 30%
Dodge Melee: 30%
Dodge Counter: 30%
Spell Resistance: 70%
Abilities:
Heal: heal rate (10), range 3
Convert: 30%, range 3
Bonuses:
Swordsmen, Spearmen, Archers, Skirmishers 50%
Undead 10%
Agents were dispatched to disrupt enemy movements, capture key positions and even act as ambassadors.
Human (Elite Argent) Tier 2
Gem Cost: 6
Cost: 5
Hp: 30
Attack: 13
Range: 1
Armor: 2
Pierce Armor: 2
Movement: 3,
Sight: 5
Action/Turn: 1
Dodge Arrows: 30%
Dodge Melee: 30%
Dodge Counter: 30%
Spell Resistance: 70%
Abilities:
Heal: heal rate (10), range 3
Convert: 30%, range 3
Bonuses:
Swordsmen, Spearmen, Archers, Skirmishers 50%
Undead 10%
- Attachments
-
- Seeker.png (1.19 KiB) Viewed 4951 times
Last edited by StormSaint373 on Wed Sep 26, 2018 1:21 pm, edited 7 times in total.
Beware the calm before the Tempest. . .
- StormSaint373
- Posts: 1801
- Joined: Mon Nov 27, 2017 5:35 pm
- Location: USA, East Ohio
Re: Seeker
Thought it would be a unique and interesting addition.
Beware the calm before the Tempest. . .
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
Re: Seeker
I do like it but maybe his arms need to be slightly more workable.
Wise, Might, Loyalty. Forever stands Warfell.
- StormSaint373
- Posts: 1801
- Joined: Mon Nov 27, 2017 5:35 pm
- Location: USA, East Ohio
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
Re: Seeker
You have to make his right arm which is holding the lantern a bit better without looking crooked.
Wise, Might, Loyalty. Forever stands Warfell.
- StormSaint373
- Posts: 1801
- Joined: Mon Nov 27, 2017 5:35 pm
- Location: USA, East Ohio
Re: Seeker
He is holding it forward without holding it in front of his face and obstructing his vision, off to the side a bit.
Beware the calm before the Tempest. . .
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
Re: Seeker
Well other than that it looks fine and what exactly are these for.
Wise, Might, Loyalty. Forever stands Warfell.
- StormSaint373
- Posts: 1801
- Joined: Mon Nov 27, 2017 5:35 pm
- Location: USA, East Ohio
Re: Seeker
Ok, I'll fix arm so it doesn't look wierd, but if I change lantern position... It will throw off shading.
I will post when completed.
I will post when completed.
Beware the calm before the Tempest. . .
- StormSaint373
- Posts: 1801
- Joined: Mon Nov 27, 2017 5:35 pm
- Location: USA, East Ohio
Re: Seeker
Try this!
- Attachments
-
- Seeker.png (1.21 KiB) Viewed 4585 times
Beware the calm before the Tempest. . .
- StormSaint373
- Posts: 1801
- Joined: Mon Nov 27, 2017 5:35 pm
- Location: USA, East Ohio
Re: Seeker
Reasons for stats:StormSaint373 wrote: ↑Wed Aug 29, 2018 5:58 pm Seeking not only to call out to unite the world against evil, but to turn evil upon itself...
Agents were dispatched to disrupt enemy movements, capture key positions and even act as ambassadors.
Human (Elite Argent) Tier 2
Gem Cost: 6
Cost: 5
Hp: 30
Attack: 13
Range: 1
Armor: 2
Pierce Armor: 2
Movement: 3
Sight: 5
Action/Turn: 2
Dodge Arrows: 30%
Dodge Melee: 30%
Dodge Counter: 30%
Spell Resistance: 70%
Abilities:
Heal: heal rate (10), range 3
Convert: 30%, range 3
Bonuses:
Swordsmen, Spearmen, Archers, Skirmishers, buildings 50%
Undead 10%
Moderate attack and hp for high cost unit, moderate armor and Dodge
No upgrades
Spells and ablities that allow for tactical advantage if used right, (Convert to break formations, Heal to allow continuous play without falling too far back)
Various bonuses, but not specialized vs any particular one.
So for comparison, similar to dwarf monk, just less Dodge, different abilities, and slightly higher hp and attack, with +1 cost
- Attachments
-
- Seeker.png (1.21 KiB) Viewed 4581 times
Last edited by StormSaint373 on Wed Sep 26, 2018 1:20 pm, edited 6 times in total.
Beware the calm before the Tempest. . .
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Seeker
5 turn cost is too low for suggested stats and abilities.
Either lower stats to dwarven mork's ones (because of convert - it can be a bit WAAAAAAAAY too powerful ability here) or increase cost to 7 turns.
Also remember that dwarven monk needs research first - clerigy - to be trainable.
And last thing - too much bonus to undeads for unit with veteran power.
Either lower stats to dwarven mork's ones (because of convert - it can be a bit WAAAAAAAAY too powerful ability here) or increase cost to 7 turns.
Also remember that dwarven monk needs research first - clerigy - to be trainable.
And last thing - too much bonus to undeads for unit with veteran power.
AoF Dev Co-Leadermakazuwr32 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...
© by Makazuwr32™.
- StormSaint373
- Posts: 1801
- Joined: Mon Nov 27, 2017 5:35 pm
- Location: USA, East Ohio
Re: Seeker
1. Raised cost to 7
2. All Argentum units (Sacred Tracker, Seeker, etc) a tech to unlock "The Coming of Dawn" cost 7 turns, still working on image. Took tech into account.
3. Lowered bonus to 10%, just so long as he gets a discernable bonus. Unless you want to have it completely removed...
2. All Argentum units (Sacred Tracker, Seeker, etc) a tech to unlock "The Coming of Dawn" cost 7 turns, still working on image. Took tech into account.
3. Lowered bonus to 10%, just so long as he gets a discernable bonus. Unless you want to have it completely removed...
Beware the calm before the Tempest. . .
- StormSaint373
- Posts: 1801
- Joined: Mon Nov 27, 2017 5:35 pm
- Location: USA, East Ohio
Re: Seeker
Personally, that is a flavor thing.
Tactically, it is to allow them to make semi-safe use of their convert ability.
Tactically, it is to allow them to make semi-safe use of their convert ability.
Beware the calm before the Tempest. . .
Re: Seeker
Umm, I think they shouldn't have it. It's one thing for a dwarf or orc to have it since its their home terrain, but for humans let's stick with just the sacred tracker having it. This guy doesn't need it because that's a little much to have vetraning, convert, and heal plus mountain walk to get away. Orcs Zurgo would be the only one that seems normal with vetraning and I'd prefer vetraning units to be modeled after him, this way they ain't op. Right now the dwarven monks pushing it but only is fine due to the extra cost and strict training area.
In other words, give vetraning to a less op unit like a hero or something. Maybe hero knight to make him more unique but not make him a unique unit.
In other words, give vetraning to a less op unit like a hero or something. Maybe hero knight to make him more unique but not make him a unique unit.
- StormSaint373
- Posts: 1801
- Joined: Mon Nov 27, 2017 5:35 pm
- Location: USA, East Ohio
Re: Seeker
Myrmadon sounds good to me!
Edited Stats:
• Removed mountainwalking
• Removed Veteran power
• Reduced cost to 6
Edited Stats:
• Removed mountainwalking
• Removed Veteran power
• Reduced cost to 6
Beware the calm before the Tempest. . .
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Seeker
Now you can increase heal rate to 10 and it will be fine for 5 turn unit.
AoF Dev Co-Leadermakazuwr32 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...
© by Makazuwr32™.
- StormSaint373
- Posts: 1801
- Joined: Mon Nov 27, 2017 5:35 pm
- Location: USA, East Ohio
Re: Seeker
Fixed. @Alexander, @@General Brave
Need your opinions on subject...
Need your opinions on subject...
Beware the calm before the Tempest. . .
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Seeker
Also what range for abilities?
Please post it as well.
Please post it as well.
AoF Dev Co-Leadermakazuwr32 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...
© by Makazuwr32™.
- StormSaint373
- Posts: 1801
- Joined: Mon Nov 27, 2017 5:35 pm
- Location: USA, East Ohio
- StormSaint373
- Posts: 1801
- Joined: Mon Nov 27, 2017 5:35 pm
- Location: USA, East Ohio
Re: Seeker
Finalized stats and image. The Seeker is ready @Alexander82StormSaint373 wrote: ↑Wed Aug 29, 2018 5:58 pm Seeking not only to call out to unite the world against evil, but to turn evil upon itself...
Agents were dispatched to disrupt enemy movements, capture key positions and even act as ambassadors.
Human (Elite Argent) Tier 2
Gem Cost: 6
Cost: 5
Hp: 30
Attack: 13
Range: 1
Armor: 2
Pierce Armor: 2
Movement: 3,
Sight: 5
Action/Turn: 1
Dodge Arrows: 30%
Dodge Melee: 30%
Dodge Counter: 30%
Spell Resistance: 70%
Abilities:
Heal: heal rate (10), range 3
Convert: 30%, range 3
Bonuses:
Swordsmen, Spearmen, Archers, Skirmishers 50%
Undead 10%
- Attachments
-
- Seeker.png (1.21 KiB) Viewed 4517 times
Beware the calm before the Tempest. . .
Re: Seeker
Finish
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"