Changes for the Templars and Hospitaller - IMPLEMENTED
- General Brave
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Changes for the Templars and Hospitaller - IMPLEMENTED
So me and Storm discussed a bit, and we want to change them quite a bit. The Templars should be only built in the church, since they are supposedly fight against evil, has better stats, and should have Exorcism, Enchant burning and others spells that would make sense fighting against demons. Would have preferred the color switch but okay. Hospitaller things should be the healer Knights, if storm told me right.
Wise, Might, Loyalty. Forever stands Warfell.
- StormSaint373
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Re: Changes for the Templars and Hospitaller.
That's correct, Brave.
Beware the calm before the Tempest. . .
- General Brave
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Re: Changes for the Templars and Hospitaller.
So opinions.
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- Alexander82
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Re: Changes for the Templars and Hospitaller.
Yes. When I've made them I made the templars more on the "warrior side" with lower healing capacity, and hospitallers more on the "cleric side" with lower attack, more healing and exorcism.
So basically hospitallers were better in healing and spellcasting (higher spell range) and had more options against undeads, while Templars were good all round knights with some spells and a lesser healing capacity.
If you can post both current stats and suggested, it might be easyer to decide.
So basically hospitallers were better in healing and spellcasting (higher spell range) and had more options against undeads, while Templars were good all round knights with some spells and a lesser healing capacity.
If you can post both current stats and suggested, it might be easyer to decide.
Age of Fantasy design leader
- General Brave
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Re: Changes for the Templars and Hospitaller.
Templar.
Cost5
Hp46/46
Attack power16
Range1
Armor0
Pierce 0
Speed3
Sight5
Action1
Heal rate10
Spell resistance100%
Lightning weapon - 100%
Strengthen - 100%
Hospitaller.
Cost5
Hp34
Attack power12
Range1
Pierce0
Armor0
Speed3
Sight5
Action 1Heal rate15
Spell resistance100%.
Enchant burning - 100%
Disenchant - 100%
Exorcism - 100%
Heal - 100%
Infantry 2.
Cost5
Hp46/46
Attack power16
Range1
Armor0
Pierce 0
Speed3
Sight5
Action1
Heal rate10
Spell resistance100%
Lightning weapon - 100%
Strengthen - 100%
Hospitaller.
Cost5
Hp34
Attack power12
Range1
Pierce0
Armor0
Speed3
Sight5
Action 1Heal rate15
Spell resistance100%.
Enchant burning - 100%
Disenchant - 100%
Exorcism - 100%
Heal - 100%
Infantry 2.
Wise, Might, Loyalty. Forever stands Warfell.
- makazuwr32
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Re: Changes for the Templars and Hospitaller.
Wait hospitalier has heal rate 7.
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™.
- Alexander82
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Re: Changes for the Templars and Hospitaller.
Are those stats at level 1 or 3?
Age of Fantasy design leader
- makazuwr32
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Re: Changes for the Templars and Hospitaller.
Level 3 it seems.
I'll post here stats for all variants of them at level 1 a bit later.
I'll post here stats for all variants of them at level 1 a bit later.
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™.
- makazuwr32
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Re: Changes for the Templars and Hospitaller.
Here are current stats, including leveling and bonuses.
Templar, level 1:
Cost - 5 turns, trainable at church (must be at least).
Hp - 38 +4/level
Attack - 10 +3/level
Armor - 0/0
Speed - 3
Sight - 5
Spell resist - 100%
Heal rate - 6 +2/level (but he has no heal ability!)
Abilities:
Strengthen (self)
Lighting weapon
Standart bonus to buildings (exept megas) & +50% bonus to undeads, demons, casters.
Templar knight:
Cost - 7 turns, trainable at church
Hp - 50 +5/level
Attack - 12 +3/level
Armor - 0/0
Speed - 5 +1 on max level
Sight - 5 +1 on max level
Spell resist - 100%
Heal rate - 6 +2/level (still no healing ability)
Abilities:
Strengthen (self)
Lighting weapon
Standart bonus for all anti-foot cavalry & +50% bonus to undeads, demons, casters
Hospitalier
Cost - 5 turns, trainable at church
Hp - 26 +4/level
Attack - 8 +2/level
Armor - 0/0
Speed - 3
Sight - 5
Spell resist - 100%
Heal rate - 7 +4/level
Abilities:
Heal
Exorcism
Enchant burning
Disenchant
Standart bonus to buildings (including megas) & +150% bonus to skeletons.
Hospitalier knight
Cost - 7 turns, trainable at church
Hp - 35 +5/level
Attack - 10 +2/level
Armor - 0/0
Speed - 5 +1 on max level
Sight - 5 +1 on max level
Spell resist - 100%
Heal rate - 7 +4/level
Abilities:
Heal
Exorcism
Enchant burning
Disenchant
Standart bonus for all anti-foot cavalry & +150% bonus to skeletons
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™.
- Alexander82
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Re: Changes for the Templars and Hospitaller.
Can you check the healing value for the different levels of the hospitallers?
I tought that the healing rate would still give a healing action bu i was wrong
I tought that the healing rate would still give a healing action bu i was wrong
Age of Fantasy design leader
- makazuwr32
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- Location: Moscow, Russia
Re: Changes for the Templars and Hospitaller.
You mean how much they heal others or themselves?
If others than 7/11/15. Themselves i didn't test.
Also all hospitaliers have spell range for their spells 2.
If others than 7/11/15. Themselves i didn't test.
Also all hospitaliers have spell range for their spells 2.
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™.
- Alexander82
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Re: Changes for the Templars and Hospitaller.
ok then, to begin with, we should just add the heal spell to the templar
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- General Brave
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Re: Changes for the Templars and Hospitaller.
How far.
Wise, Might, Loyalty. Forever stands Warfell.
- Alexander82
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