Tomb King

Post Reply
User avatar
makazuwr32
Posts: 4506
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Tomb King

Post by makazuwr32 » Fri Feb 16, 2018 10:43 am

Death itself.

Trainable at crypts and mansions.

Cost - 4 turns
Hp - 15 (halved)
Attack - 1
Armor - 0/2
Speed - 3
Actions/turn - 1
Spell resist - 80%
Abilities:
Touch of Death - Poisons unit (3 turns, 4 damage each turn) and when unit dies it instantly raises as a skeleton (which one is depends of corpse type, only if unit still had this effect, we can also change unit it raises to flesh golem or something else...). 4 tiles range, cooldown 1 turn. Doesn't work on buildings and undeads.
Gift of Undeath - gives a shield to friendly undead, that negates 12 damage before it disappears (999 turns lifetime of shield). 3 tiles range, cooldown 3 turn.

Can be burned.
Last edited by makazuwr32 on Fri Jul 27, 2018 9:41 am, edited 5 times in total.

User avatar
Puss_in_Boots
Posts: 2732
Joined: Fri Apr 21, 2017 1:23 am

Re: Grim reaper

Post by Puss_in_Boots » Fri Feb 16, 2018 2:15 pm

It's spells are clearly op. Give it one single peirce armor. That way archers can hit them harder when it closes in to use its spells. Otherwise, raise his cost to 10.
RED, WHITE and BLUE!

User avatar
makazuwr32
Posts: 4506
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Grim reaper

Post by makazuwr32 » Fri Feb 16, 2018 2:19 pm

1. He must be infantry - so additional damage from Cavalry.
2. He is burnable so fire archer will have good bonus to him.
3. He has melee range for spells.
4. He needs Mansion to begin for training.
5. For his second spell: the spell lasts only one turn and expires on the next turn so only until your next turn and only one unit will get the shield. It is also dispellable.

User avatar
Puss_in_Boots
Posts: 2732
Joined: Fri Apr 21, 2017 1:23 am

Re: Grim reaper

Post by Puss_in_Boots » Fri Feb 16, 2018 2:31 pm

Now that I think about it.
It sounds good, but not until someone sends invincible death knights to wreck havoc for a turn and retreat undamaged to safety. They could also go around in wagon destroying your giants, dragons, sentinels.

Burning certainly makes them easier to kill.

I believe their spell success should be affected by spell resistance, so it doesn't become another assassin unit. Imperials would make a good counter measure.
RED, WHITE and BLUE!

User avatar
makazuwr32
Posts: 4506
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Grim reaper

Post by makazuwr32 » Fri Feb 16, 2018 2:38 pm

You have dispel for elves and humans.
Also i think that not first but instead second spell must be affected by spell resistance - and it can't be used (it will miss always) on 100% spell resist units...

User avatar
Puss_in_Boots
Posts: 2732
Joined: Fri Apr 21, 2017 1:23 am

Re: Grim reaper

Post by Puss_in_Boots » Fri Feb 16, 2018 2:49 pm

I don't think spell resistance works conversely with allied units. It's a good idea, but I don't think it has been coded. Since it was never tried.
RED, WHITE and BLUE!

User avatar
Alexander82
Posts: 6757
Joined: Thu Feb 26, 2015 8:18 pm

Re: Grim reaper

Post by Alexander82 » Mon Feb 19, 2018 8:08 am

I think that we already have the spectral rider that is pretty similar so I don't agree with putting in another clone of an existing unit.
Age of Fantasy design leader

User avatar
makazuwr32
Posts: 4506
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Grim reaper

Post by makazuwr32 » Mon Feb 19, 2018 9:59 am

Nope. They are not clones.
Read first post:
makazuwr32 wrote:Death itself.

Trainable at mansions only.

Cost - 8 turns
Hp - 30
Attack - 1
Armor - 0/2
Speed - 3
Actions/turn - 1
Spell resist - 80%
Abilities:
Touch of Death - kills unit instantly. Melee range. Cooldown 1 turn. Doesn't work on buildings and undeads.
Gift of Undeath - gives a shield to friendly undead, that negates all damage and spells for 1 turn. Melee range, cooldown 1 turn.

Can be burned.
It can't raise dead, walk on water and so on.
And it has minimal attack as Wagons.
It is like frontline Caster.

This one is more like Infinite burnable assasin, vurable to cavalry.

User avatar
LordOfAles
Posts: 3659
Joined: Tue Jul 18, 2017 12:27 pm
Location: Montenegro

Re: Grim reaper

Post by LordOfAles » Mon Feb 19, 2018 12:42 pm

They are absolutely different comcepts
The Crusade never ends...

User avatar
Puss_in_Boots
Posts: 2732
Joined: Fri Apr 21, 2017 1:23 am

Re: Grim reaper

Post by Puss_in_Boots » Mon Feb 19, 2018 1:10 pm

He clearly means they look the same.
Black cloak and a big scythe. Only difference is the blue flames.

I agree they are completely different concepts, but we may need to find an image that looks extravagantly different from spectral riders. That image is gonna be hard to find.
RED, WHITE and BLUE!

User avatar
makazuwr32
Posts: 4506
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Grim reaper

Post by makazuwr32 » Mon Feb 19, 2018 1:37 pm

I have few images from WC3.
A bit later i'll attach them here in good resolution.

User avatar
patroid
Posts: 1178
Joined: Fri Aug 08, 2014 10:58 am
Location: Germany, Berlin

Re: Grim reaper

Post by patroid » Tue Feb 20, 2018 9:19 am

Hi,
Name it Tomb King.
Concept fits to that one aswell. Maybe he instant rises guys he kills with his touch of death?
So its more of a conversion somehow.

Patroid
Attachments
TombKing.png
TombKing.png (1.08 KiB) Viewed 1879 times

User avatar
makazuwr32
Posts: 4506
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Grim reaper

Post by makazuwr32 » Tue Feb 20, 2018 10:57 am

Good idea and great image!
i also thought through and changed a bit abilities, stats (halved hp and cost) and places for a training it (added crypt)

User avatar
General Brave
Posts: 4591
Joined: Thu Oct 19, 2017 3:12 am
Location: The Four Point Military Academy.

Re: Tomb King

Post by General Brave » Tue Feb 20, 2018 4:17 pm

Sounds good.
Wise, Might, Loyalty. Forever stands Warfell.

User avatar
StormSaint373
Posts: 1665
Joined: Mon Nov 27, 2017 5:35 pm
Location: USA, East Ohio

Re: Tomb King

Post by StormSaint373 » Wed Feb 21, 2018 8:12 pm

Nice!
Beware the calm before the Tempest. . .

User avatar
Ayush Tiwari
Posts: 1203
Joined: Wed Sep 20, 2017 5:30 am
Location: Gorakhpur,a rural city in North India

Re: Tomb King

Post by Ayush Tiwari » Tue Apr 24, 2018 12:49 pm

TO JUSTICE
Gift of undeath,it should remain two turns,or if I use it in a turn,and it dissapears next turn,there won't be much use.
I mean,just see,this unit can be destoryed easily,so it won't be a good thing to send it to frontlines.Next,if it is used on the back areas,it will give the damage reducing shield,but it will dissappear by the time the units reaches borderlines.

Either he needs +1/1 armour,or the shield should remain for more than 1 turn
Homo homini lupus

User avatar
makazuwr32
Posts: 4506
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Tomb King

Post by makazuwr32 » Tue Apr 24, 2018 1:32 pm

I think to remove limit of life for shield but it will have 15 health negate and cooldown 1 turn (it can be used once per 2 turn).
How about this idea?

User avatar
Ayush Tiwari
Posts: 1203
Joined: Wed Sep 20, 2017 5:30 am
Location: Gorakhpur,a rural city in North India

Re: Tomb King

Post by Ayush Tiwari » Wed Apr 25, 2018 2:13 am

This sounds good!They can't hit you,till they break the shield.
But yes,cooldown should be 3
Homo homini lupus

User avatar
Typhoon
Posts: 524
Joined: Thu Mar 16, 2017 3:28 pm

Re: Tomb King

Post by Typhoon » Tue Nov 06, 2018 3:09 pm

Sounds like a rather interesting idea
Im not coming. Im impending

Post Reply

Return to “Undead”