Monk of the cold spirit order — ARCHIVED
- Sunrise Samurai
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Monk of the cold spirit order — ARCHIVED
Research cost 6, must research to build.
Cost 6
Hp 30
Armors 0
Power 6
Actions 3
Speed 4
Dodge counterattack: 100%
Dodge arrows: 30%
Spell resistance 70%
Spells: summon cold spirit (1 in target adjacent space) Spirit bomb (requires research, range 5. All cold spirits in radius 3 from target space explode in a chill wave, dealing damage and inflicting fear on everything within 2 spaces of themselves. Can target enemy cold spirits.)
Cold spirit
Hp 1
Power 6, fear on hit
Range 1
Speed 4 (flying)
Ai controlled (like green dragon) but no vanishing
Cost 6
Hp 30
Armors 0
Power 6
Actions 3
Speed 4
Dodge counterattack: 100%
Dodge arrows: 30%
Spell resistance 70%
Spells: summon cold spirit (1 in target adjacent space) Spirit bomb (requires research, range 5. All cold spirits in radius 3 from target space explode in a chill wave, dealing damage and inflicting fear on everything within 2 spaces of themselves. Can target enemy cold spirits.)
Cold spirit
Hp 1
Power 6, fear on hit
Range 1
Speed 4 (flying)
Ai controlled (like green dragon) but no vanishing
Last edited by Sunrise Samurai on Wed Sep 27, 2017 7:29 pm, edited 3 times in total.
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- Puss_in_Boots
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Re: Spiritmancer
If it's summonables are going to be one shotted, and create cheap and effective swarms, I suggest increasing spell range because I find 3 to be annoying for that.
Then decrease it's cost, as to be a fun alternative to the the necromancer path.
Then decrease it's cost, as to be a fun alternative to the the necromancer path.
OLÉ
- Sunrise Samurai
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Re: Spiritmancer
Sorry, raise dead at range 3. I didn't specify a range for the summons. And they are meant to support your troops, not replace, so we can't make the spiritmancer too cheap or else it will be too many to even one shot them all. Maybe 4 cost?
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- Puss_in_Boots
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Re: Spiritmancer
Sure, 4 is fine.
4 cost
4 range
It summons weaker units that fly
And the unit itself is quicker than the necromancer.
4 cost
4 range
It summons weaker units that fly
And the unit itself is quicker than the necromancer.
OLÉ
- Alexander82
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Re: Spiritmancer
What about 4 summons around the caster? Also they might be faster (like 5 or 6)
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- Alexander82
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Re: Spiritmancer
We might also add a tech to make them explode. Like them:
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- Sunrise Samurai
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Re: Spiritmancer
Edited: now summons 4 of them. Raised their speed to 4 to help give a chance to hit before being shot down. Added some power, and trample (for the explode factor) to make it worth shooting at. The big drawback is the ai control, so they charge in like lemmings whether you want them to or not.
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- Alexander82
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Re: Spiritmancer
I think we might start with normal attack. After that a first upgrade to increase speed or the amount of ghosts, the final upgrade fo explosions, what do you think?
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- Sunrise Samurai
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Re: Spiritmancer
Interesting. Upgrades would be a good idea. Start with 1 phantom, 3 speed, 5 power and no trample. First upgrade gives 4 phantoms, 4 speed, and the second upgrade gives 8 power and trample? Or did you have a different idea?
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- Alexander82
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Re: Spiritmancer
I'm having a more evil idea in mind...
What about a detonation spell that detonates all spirits in range? They are unpredictable since you can't control them, but if they reach the right spots...
What about a detonation spell that detonates all spirits in range? They are unpredictable since you can't control them, but if they reach the right spots...
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- Sunrise Samurai
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Re: Spiritmancer
You are evil. That being said, all spirits in range 9 from the spiritmancer maybe? And it acts just like goblin grenade. Might be a little hard to control though, if it can hurt your troops.
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- Puss_in_Boots
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Re: Spiritmancer
I think the spirit bomb should have some smaller power though. A ghastly pale explosion instead of the chemical explosion. Then give their explosion a range of 2. That way they aren't too harming for the enemy or your team.
OLÉ
- Alexander82
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Re: Spiritmancer
I agree with puss. Also I'd like more to have many less powerful ghosts than a few big fireball
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- Sunrise Samurai
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Re: Spiritmancer
Fixed. You can target the area you want the phantoms to explode around.
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- Alexander82
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Re: Spiritmancer
lol targeting enemy phantoms? This is probably not going to end well xD
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- Sunrise Samurai
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Re: Spiritmancer
Why ever not? It's not like they're as likely to be near the enemy troops as your own are or anything besides, they can do it back to you, so it's only fair right? Mwahaha it's just a case of a unit being it's own counter.
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- Alexander82
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Re: Spiritmancer
What i would have liked (but might be difficult to code) is some sort of chain reaction. When you kill one it explodes and makes other ghosts near it explode as well. But that might be too much of a downside against archers.
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- Sunrise Samurai
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Re: Spiritmancer
Eek. That would probably be hard no matter what. Too much drawback for a swarm creature.
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- Alexander82
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Re: Spiritmancer
Yeah, but that would be too fun to see xD
Also i've got an idea for the spiritmancer image.
I think to make it some sort of evil monk (like my old shaolin monk image) that uses his KI to summon spirits
Also i've got an idea for the spiritmancer image.
I think to make it some sort of evil monk (like my old shaolin monk image) that uses his KI to summon spirits
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- Alexander82
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- Sunrise Samurai
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Re: Spiritmancer
Interesting idea. If you could darken the robes a bit, I think it might work
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- Alexander82
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Re: Spiritmancer
Yeah. I was thinking dark and pale
Also it might have some basic combat skill
Also it might have some basic combat skill
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- Sunrise Samurai
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Re: Spiritmancer
Hmm. Maybe put cooldown 1 on all it's skills to prevent overuse, then 2 actions and power 8, plus 30% all dodge? Tentative idea anyway. What do you think?
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- Alexander82
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Re: Spiritmancer
I would make even 3 action and 6 damage and 80% dodge counter only (it is the most important part for multiattack units)
He might have some bonus against archers and/or infantry
I would then change the name in something like Dark monk or Death monk
He might have some bonus against archers and/or infantry
I would then change the name in something like Dark monk or Death monk
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- Sunrise Samurai
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Re: Spiritmancer
Ok. Maybe even immunity to counterattacks. I would say some ranged dodge chance though. See deflect arrows, d&d. It's a monk thing.
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- Alexander82
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Re: Spiritmancer
It is true but we might end up having more of a melee unit than a spellcaster lol xD
We might rethink cost or spell cooldown though.
Maybe add a kamehamehaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa xD
We might rethink cost or spell cooldown though.
Maybe add a kamehamehaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa xD
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- Alexander82
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Re: Spiritmancer
Alexander82 wrote: Maybe add a kamehamehaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa xD
or use that one for a saiy... human unit
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- Sunrise Samurai
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Re: Spiritmancer
Dwarf unit. I'm already thinking a few different types of dwarven monks already
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- Sunrise Samurai
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Re: Monk of the cold spirit order
Heavily edited. The monk idea probably changed the who concept. Summons 1 spirit at a time, for 3 actions per turn, translates to 3 summons if dedicated to that purpose.
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