Paladin

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Lynx Shafir
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Paladin

Post by Lynx Shafir » Tue Jun 26, 2018 11:54 am

Paladins, holy warrior fighting with a hammer , has healing ability and different holy buffs.
A protecctor committed to fight evil.

Image
Stats
Gem cost 6
Cost - 6 turns, trainable at church and castle.
Hp - 40
Attack - 14 (melee type), 50% bonus to giants, infantries.
Range - 1
Actions/turn - 1
Armor - 4/4
Speed - 3
Sight - 6
Spell resist - 90%
Abilities:
Holy light - heals target non-undead ally for 15 hp or damages enemy undead for 10 hp. No cooldown. Can be self casted. Range 3.
Divine Shield - paladin gains +1000/+1000 to armors and 100% all dodges for 1 turn. Cooldown - 5 turns.
Ritual of divine protection - transform ability: paladin looses attack range and speed, gains -1/-1 armor but gains aura with range 3 that gives all friendly units in range +5/+5 armor. Can't affect himself or other paladins in transformed variant.
Chain Heal - heals 4 targets for 10/8/6/4 hp, targets must be adjust to previous one. Range of cast for first target – 2.
Last edited by Lynx Shafir on Tue Oct 30, 2018 7:50 am, edited 6 times in total.
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Lynx Shafir
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Re: Paladin

Post by Lynx Shafir » Sun Jul 08, 2018 6:42 am

Paladin

Cost:6
Buildings:church, -
Hp 55
Atk 15
Speed 4
Arm 3/3
Sight 5
Spell res 100%
Action /turn -?
Skill :
Heal :heals 10-15hp to a single target (self too)
Holy shield :boost allied unit armor (flesh and blood), get 4/4 normal and 3magical (decrease dmg from magic, elemental attacks. (fireball works as mellee or not?)
CD 3 last 2-3
Smash paladins wield a big hammer to crush it's foe +5 dmg to attack, +3holy dmg (bonus to undead) CD 2
Last edited by Lynx Shafir on Tue Jul 10, 2018 5:23 am, edited 4 times in total.
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General Brave
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Re: Paladin

Post by General Brave » Sun Jul 08, 2018 6:44 am

Quite powerful.
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makazuwr32
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Re: Paladin

Post by makazuwr32 » Sun Jul 08, 2018 6:50 am

I think i can improve and expand this unit into better one.
I'll post my suggestion later today.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
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Re: Paladin

Post by makazuwr32 » Mon Jul 09, 2018 4:52 am

My suggestion stats for this:

Cost - 6 turns, trainable at church and castle.
Hp - 40
Attack - 14 (melee type), 50% bonus to giants, infantries.
Range - 1
Actions/turn - 1
Armor - 4/4
Speed - 4
Sight - 6
Spell resist - 90%
Abilities:
Holy light - heals target non-undead ally for 15 hp or damages enemy undead for 10 hp. No cooldown. Can be self casted. Range 3.
Divine shield - paladin gains +1000/+1000 to armors and 100% all dodges for 1 turn. Cooldown - 5 turns.
Ritual of divine protection - transform ability: paladin looses attack range and speed, gains -10/-10 armor but gains aura with range 3 that gives all friendly units in range +5/+5 armor. Can't affect himself or other paladins in transformed variant.
Chain healing - heals 4 targets for 10/8/6/4 hp, targets must be adjust to previous one. Cooldown 1 turn.

Upd.: Reduced range and actions/turn to 1.
For this unit we can actually use templar image.
Last edited by makazuwr32 on Thu Sep 20, 2018 9:23 am, edited 6 times in total.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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General Brave
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Re: Paladin

Post by General Brave » Mon Jul 09, 2018 5:05 am

This sounds unique.
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makazuwr32
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Re: Paladin

Post by makazuwr32 » Mon Jul 09, 2018 7:22 am

Actually no. That is regular paladin.

I am thinking of making a grand paladin as well, unique one.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
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Lynx Shafir
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Re: Paladin

Post by Lynx Shafir » Mon Jul 09, 2018 8:39 am

Divine Shield is quite powerful although last 1 turn. I would like smtg between mine and yours. to can cast ally.
Chain Heal is good for cleric too.
May needs a weapon attack skill. Since is fighter.
What is holy light range?

An other skill idea . - - sacrifices half hp to gain +6 attack, last 2 turns CD 5

The Templar imagine isn't bad but I associate it to Aos.
May change weapon to hammer.
Last edited by Lynx Shafir on Tue Jul 10, 2018 5:25 am, edited 1 time in total.
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Re: Paladin

Post by makazuwr32 » Mon Jul 09, 2018 6:50 pm

Divine shield can protect only paladin himself. For protecting others you need to use transform ability.
Holy light range 3 tiles (forgot that).
He don't need any so called "weapon skills" because he is not a frontline damage dealer - he is supporter who can if needed to bash someone (and has pretty poor health for 6 turns). but main priority for him is supporting others with healing and aura.
Grand paladin though will have weaker version of divine shield castable on others.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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General Brave
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Re: Paladin

Post by General Brave » Mon Jul 09, 2018 9:29 pm

We should have a Battle Paladin.
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Re: Paladin

Post by makazuwr32 » Tue Jul 10, 2018 5:29 am

Remember that this one can provide +5/+5 armors to all friendly units in a range around him. Imperial shielder will get with all upgrades 13/15 armor and also he can use holy light against undeads to deal 10 magic damage to them.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Lynx Shafir
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Re: Paladin

Post by Lynx Shafir » Wed Jul 25, 2018 6:08 pm

Variant C
Cost 6-church and Castle
Hp 45
Attack 12- melee (bonus giant and infantries)
Range 1
Action 1/turn
Arm 3/4
Speed 3
Sight 6
Spell res 80%

Divine Shield -target and adjected ones gains + 5/5arm - (max 5 unit) cast on self or ally last 2 CD 3 ,range 3
Holy light - range 2
heals ally(living) - 15 hp, dmges undeads.

Sacrifice -lose half max hp -gains Aura - all friendly units around him (range 3) gain +6atk, last 2 turns CD 5.
Its a front fighter unit n group support

I think u should leave the +1000/1000 to Great paladin as unique u.
And chain or splash Heal for cleric (I will make stats tomorrow)
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Re: Paladin

Post by makazuwr32 » Wed Jul 25, 2018 10:38 pm

Nonono. Divine shield can be casted only on self one because heaven protects only caster, not other units and DEFINATELY not as an aura.
Also this ability is availible for all paladins regardless of their status. The difference is in its length.

Aaand i don't like third ability of your suggestion for paladin - he is warrior of the light!!! He can't use tricks with his own health to gain power and this ability will work better for demonic units.

Divine shield in YOUR VARIANT is op as hell as well.
Just think about army of imperial shielders with 13/15 armor and no downgrades! Paladin himself also gains armor and can move freely! Nononononononononono.

And another no is that in your variant most valuable spells have pretty good range so i if i used your variant then i spammed them a lot, casted on my frontlines aura for armor and ran away waiting for cooldown. And he can do it due to his range 3 for that and his great hp and armor. It is ridicilously hard to kill him.
makazuwr32 wrote:
Mon Jul 09, 2018 4:52 am
My suggestion stats for this:

Cost - 6 turns, trainable at church and castle.
Hp - 40
Attack - 14 (melee type), 50% bonus to giants, infantries.
Range - 1
Actions/turn - 1
Armor - 4/4
Speed - 3
Sight - 6
Spell resist - 90%
Abilities:
Holy light - heals target non-undead ally for 15 hp or damages enemy undead for 10 hp. No cooldown. Can be self casted. Range 3.
Divine shield - paladin gains +1000/+1000 to armors and 100% all dodges for 1 turn. Cooldown - 5 turns.
Ritual of divine protection - transform ability: paladin looses attack range and speed, gains -1/-1 armor but gains aura with range 3 that gives all friendly units in range +5/+5 armor. Can't affect himself or other paladins in transformed variant.
Chain healing - heals 4 targets for 10/8/6/4 hp, targets must be adjust to previous one. Range of cast for first target – 2.

Upd.: Reduced range and actions/turn to 1.
For this unit we can actually use templar image.
These stats are balanced and not op. Maybe in the ritual change only his armor to -1/-1 instead of -10/-10.
And why this is balanced:
1. Stat wise. He is melee support. His main role is to heal, damage undeads and support friends with bonus armor. Divine shield is "save guard" ability to save your paladin's ass in dark time due to high cooldown and 1 turn length.
2. About abilites:
Ritual of divine protection: why is it more balanced than your divine shield:
a) paladin becomes statue that gives to other units +5/+5 to armors. It can't affect other paladins at all. Also this statue can only return to normal state and can't move or use other abilities.
b) he looses armor, attack range and speed in this form and this means: you can use him at choke point to give near units better armor and that enemy will need to kill him at first. Gives great protection but at great cost because he becomes pretty vurable unit and main target for enemy archers.
c) yes this effect last forever (as long as your paladin is alive and in this form) but it only affects few units and can't move to other place easily: after you used transform ability to move paladin he will be able to moving only on next turn.
Divine shield - "save my ass" ability because paladin (of my version) is really useful unit and players who knows that will try to kill him in first place for sure. Not op because of long cooldown.
Holy light - heals 15 hp, deals 10 damage to undeads: why not 15? Because 15 damage will be too much each turn to undeads (and demons as well if this race will be implemented) for regular unit. It is even higher than his basic attack! And it is ranged! That is why 10 damage to undeads.
Chain healing - i think you don't know how powerful this ability is actually: it heals 4 units for 28 hp in total! And it must be able to heal just 2 units (first gains 10, second 8, first 6, second 4). And with 2-4 paladins you can easily heal whole army in few turns.
3. Because of his abilities in my variant he will be real frontline unit. Not your when you can cast in range 3 on any unit aura for armor and ran away.
Last edited by makazuwr32 on Thu Jul 26, 2018 5:09 am, edited 1 time in total.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Lynx Shafir
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Re: Paladin

Post by Lynx Shafir » Thu Jul 26, 2018 4:43 am

On right, u convinced me...
But for divine Shield - gain 10/10 arm last 2 turns CD 5 and self only.
Your is invulnerable one turn, but next one can be killed as well.
Self heal - is good for "save my ass" though not as effective like invulnerabulity.
With 10/10 is less effective still great protection and last 2 turns, meantime can heal or draw back. More flexible I think.


Ritual with less penalty as u said. -1/1arm

For image is good the Templar as base.may change the weapon (they often use hammers )
(The current map editor paladin has a spear - great bonus to cavalry, also two action - range 2 - and takes down almost any mounted unit 1 turn, that would be op as buildable :) )

The stats r ok.
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makazuwr32
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Re: Paladin

Post by makazuwr32 » Thu Jul 26, 2018 5:06 am

No. I want exactly an invurability.
Like in warcraft 3 - this ability makes them invurable to any damage at all but for only a short period of time.

And because only 1 turn.
Remember that he is frontline caster but still between him and enemies there must be few units. And if they are nearly dying than for at least saving himself you can use this ability to save paladin from arrows and units with tons of damage (Like cavalry). He is more useful unit than even imperials.

And remember that in both forms he is affected by blacksmith upgrades.
Last edited by makazuwr32 on Thu Jul 26, 2018 5:14 am, edited 1 time in total.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Lynx Shafir
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Re: Paladin

Post by Lynx Shafir » Thu Jul 26, 2018 5:12 am

Ok than agreed on.

Also please check the prophet topic, I made some changes. tanks
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Savra
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Re: Paladin

Post by Savra » Tue Aug 21, 2018 4:44 pm

Here's a paper on that might match your description. Found it in your libary.
Last edited by Savra on Tue Oct 30, 2018 5:50 pm, edited 1 time in total.

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Lynx Shafir
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Re: Paladin

Post by Lynx Shafir » Tue Aug 21, 2018 4:51 pm

I feel needs smtg...
Aside team colour.
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Re: Paladin

Post by Savra » Tue Aug 21, 2018 8:33 pm

How's this?
Last edited by Savra on Tue Oct 30, 2018 5:51 pm, edited 1 time in total.

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makazuwr32
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Re: Paladin

Post by makazuwr32 » Tue Aug 21, 2018 8:49 pm

Uhm... is he a hobbit paladin?
He must be bigger. Of similar size as imperial shielder.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Savra
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Re: Paladin

Post by Savra » Tue Aug 21, 2018 9:31 pm

Like this?
Last edited by Savra on Tue Oct 30, 2018 5:51 pm, edited 1 time in total.

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Re: Paladin

Post by Patrol3110 » Tue Aug 21, 2018 9:47 pm

makazuwr32 wrote:
Tue Aug 21, 2018 8:49 pm
Uhm... is he a hobbit paladin?
lol, hobbit paladin. Sounds like a very unique unit
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makazuwr32
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Re: Paladin

Post by makazuwr32 » Wed Aug 22, 2018 5:01 am

A bit better. But still he is smaller than imperial shielder.

Also i don't like that weird color of armor.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Lynx Shafir
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Re: Paladin

Post by Lynx Shafir » Wed Aug 22, 2018 5:04 am

Better if u modify the Templar image
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Savra
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Re: Paladin

Post by Savra » Wed Aug 22, 2018 1:59 pm

makazuwr32 wrote:
Wed Aug 22, 2018 5:01 am
A bit better. But still he is smaller than imperial shielder.

Also i don't like that weird color of armor.
He's actually bigger, I did a size comparison.

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Alexander82
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Re: Paladin

Post by Alexander82 » Wed Aug 22, 2018 2:00 pm

I was already working on a redesign of the templar

We might merge the 2 ideas and make the templar learn new spells with his level ups
Attachments
Human templar.png
Human templar.png (18.71 KiB) Viewed 2021 times
Human templar 2.png
Human templar 2.png (19.08 KiB) Viewed 2021 times
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Human templar 1.png (18.83 KiB) Viewed 2021 times
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Savra
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Re: Paladin

Post by Savra » Wed Aug 22, 2018 2:07 pm

Would you prefer it to look like this?
Last edited by Savra on Tue Oct 30, 2018 5:51 pm, edited 1 time in total.

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Alexander82
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Re: Paladin

Post by Alexander82 » Wed Aug 22, 2018 2:11 pm

Edited the skirts
Attachments
Human templar.png
Human templar.png (18.71 KiB) Viewed 2020 times
Human templar 2.png
Human templar 2.png (19.07 KiB) Viewed 2020 times
Human templar 1.png
Human templar 1.png (18.83 KiB) Viewed 2020 times
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Alexander82
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Re: Paladin

Post by Alexander82 » Wed Aug 22, 2018 2:11 pm

Savra wrote:
Wed Aug 22, 2018 2:07 pm
Would you prefer it to look like this?
This might be an "imperial" variant but the image is far from being acceptable at the moment
Age of Fantasy design leader

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Savra
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Re: Paladin

Post by Savra » Wed Aug 22, 2018 2:18 pm

Ya, I posted it while you were doing yours and so didn't see you're at first.

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