Cryomancer

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LordOfAles
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Cryomancer

Post by LordOfAles » Mon Dec 04, 2017 4:05 pm

https://www.google.me/search?q=cryomanc ... mMM:&isa=y
Stats:
Attack: 3
Armor: 0/4
Hp: 15
Speed: 2
Sight: 6
Range: 1
Actions: 3
Bonuses: None
Abilities:
Slowing
Ice bridge (no cooldown, vanishing 3, spell range 4)
Ice wall (cooldown 1, vanishing 3, spell range 3)
Ice bolt (cooldown 1, spell range 6)
Builders: Crypt
Cost: 4
Last edited by LordOfAles on Sat Feb 17, 2018 2:03 pm, edited 2 times in total.
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Typhoon
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Re: Cryomancer

Post by Typhoon » Mon Dec 04, 2017 5:51 pm

Yeah! +1
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DoomCarrot
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Re: Cryomancer

Post by DoomCarrot » Mon Dec 18, 2017 3:36 pm

This is a really cool idea that needs more love lol. It would give undead more options when faced with a water map.
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Menselot
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Re: Cryomancer

Post by Menselot » Mon Dec 18, 2017 4:50 pm

Nice +1
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MightyGuy
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Re: Cryomancer

Post by MightyGuy » Tue Dec 19, 2017 11:20 am

Nice Idea..
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Puss_in_Boots
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Re: Cryomancer

Post by Puss_in_Boots » Fri Feb 16, 2018 4:29 am

I think it is a bit expensive for it's spells. It's more of a utility unit. I would like to see the cost to be reduced to 3. Also too slow, give it 3 speed. :)
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Ayush Tiwari
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Re: Cryomancer

Post by Ayush Tiwari » Fri Feb 16, 2018 10:06 am

TO JUSTICE

I like the name,and the first image that appears on that link :lol:

Yes,speed should be 3,and I love the ability,undeads needed a strong 'magician'
And we need something good to vote....
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Sunrise Samurai
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Re: Cryomancer

Post by Sunrise Samurai » Fri Feb 16, 2018 12:00 pm

Give it something else to do:
Ice bolt- 5 damage to a single target, cumulative -1 speed for 2 turns. Cooldown 1 (can't use all 3 actions to attack.)
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Puss_in_Boots
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Re: Cryomancer

Post by Puss_in_Boots » Fri Feb 16, 2018 2:18 pm

Yeah, it needed an offensive spell. Although, that spell sounds a weaker rip off of banshee scream. :lol:
It's still a good one.
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Ayush Tiwari
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Re: Cryomancer

Post by Ayush Tiwari » Sat Feb 17, 2018 10:21 am

Ice wall-A spell,which requires tech "Ice Wall" ,of cost 5 turns,it can make weak walls like palisades,with 2 turns cooldown.
This will lead to another thing,called "melting",which is....
Melting:After the ice wall is attack by any weapon,with fire,it melts,and decreases movement all nearby units to -1 for 2 turns,and is finally over.
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Midonik
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Re: Cryomancer

Post by Midonik » Sat Feb 17, 2018 11:00 am

I think that spawn ice,ice bolt and ice wall are possible without many coding,but melting mechanic sound like a really time consuming job.
Also,LoA,by "power range" 5 you mean that is has 5 tiles of area effect? Or it's range of slowing spell or something?
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Sunrise Samurai
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Re: Cryomancer

Post by Sunrise Samurai » Sat Feb 17, 2018 11:01 am

I think ice wall and ice bridge should just be very weak to fire based attacks. I see no reason to make ice wall require a tech even. Just cooldown 1 and vanishing 3.

Final spell list:
Ice bridge (no cooldown, vanishing 3)
Ice wall (cooldown 1, vanishing 3)
Ice bolt (cooldown 1)

Not a bad list actually.
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Re: Cryomancer

Post by Midonik » Sat Feb 17, 2018 11:08 am

Add slowing too.
I aggre to give bonus against ice wall/bridge to unit using fire weapons (ex. fire archer), that will make sense. Vashining is good idea too,same as cooldown. Ice bolt is OK.
You should add ranges of spell to that list
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LordOfAles
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Re: Cryomancer

Post by LordOfAles » Sat Feb 17, 2018 12:58 pm

Power range is 5, so every spell has 5 range
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makazuwr32
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Re: Cryomancer

Post by makazuwr32 » Sat Feb 17, 2018 1:01 pm

Power range is a splash range. NOT the spell range.
For example Green dragons have 2 power range.
Spell range is called same way - "Spell range"
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Re: Cryomancer

Post by Midonik » Sat Feb 17, 2018 1:39 pm

Exacly. Every spell have its own range.
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LordOfAles
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Re: Cryomancer

Post by LordOfAles » Sat Feb 17, 2018 2:03 pm

ok, the first post is updated
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Ayush Tiwari
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Re: Cryomancer

Post by Ayush Tiwari » Sun Feb 18, 2018 8:42 am

Can we use slowing,after the ice wall breaks(not vanishes),to make melting kind of thing...
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Re: Cryomancer

Post by Midonik » Sun Feb 18, 2018 9:41 am

Cooodddinnggg
There so such option to make effect appear around a unit that dies,JSONs are not map triggers (well,you cant do somethink like that with triggers even thought)
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patroid
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Re: Cryomancer

Post by patroid » Sun Feb 18, 2018 9:46 am

Hi,
Well its not that beasty guy but more or less
Some not to heavy foreign creature.

I hope you like it.

Patroid

Well looking on it it reminds me a bit of MewTwo
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Ayush Tiwari
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Re: Cryomancer

Post by Ayush Tiwari » Sun Feb 18, 2018 10:30 am

Could be better,with magical instrument
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LordOfAles
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Re: Cryomancer

Post by LordOfAles » Sun Feb 18, 2018 11:48 am

Cool! Thanks patroid!
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patroid
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Re: Cryomancer

Post by patroid » Sun Feb 18, 2018 12:08 pm

Hi,
Beast version.

Patroid
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Ayush Tiwari
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Re: Cryomancer

Post by Ayush Tiwari » Sun Feb 18, 2018 12:43 pm

patroid wrote:Hi,
Beast version.

Patroid
Looks great
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Puss_in_Boots
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Re: Cryomancer

Post by Puss_in_Boots » Sun Feb 18, 2018 12:45 pm

Cool! Amazing work as always Patroid. :)
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General Brave
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Re: Cryomancer

Post by General Brave » Sun Feb 18, 2018 4:29 pm

What creature is that? It almost remind me of a cat, it does look like it has a tail.
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makazuwr32
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Re: Cryomancer

Post by makazuwr32 » Sun Feb 18, 2018 4:48 pm

As for me looks like some kind of ice demon
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LordOfAles
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Re: Cryomancer

Post by LordOfAles » Sun Feb 18, 2018 7:16 pm

Both can be used, its not like cryomancers have their own setting in fantasy world
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Sunrise Samurai
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Re: Cryomancer

Post by Sunrise Samurai » Sun Feb 18, 2018 9:36 pm

I believe I prefer the first one. It looks pretty good. I would like some animation for the ice ball, but it isn't necessary.
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Ayush Tiwari
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Re: Cryomancer

Post by Ayush Tiwari » Mon Feb 19, 2018 2:07 am

He wills to go in desert :D
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