Monk of the cold spirit order — ARCHIVED

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Sunrise Samurai
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Monk of the cold spirit order — ARCHIVED

Post by Sunrise Samurai »

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
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

Post by Puss_in_Boots »

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.
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Re: Spiritmancer

Post by Sunrise Samurai »

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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Re: Spiritmancer

Post by Puss_in_Boots »

Sure, 4 is fine.

4 cost
4 range

It summons weaker units that fly
And the unit itself is quicker than the necromancer.
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Typhoon
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Re: Spiritmancer

Post by Typhoon »

How about changing his name to Spectromancer?
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Alexander82
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Re: Spiritmancer

Post by Alexander82 »

What about 4 summons around the caster? Also they might be faster (like 5 or 6)
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Re: Spiritmancer

Post by Alexander82 »

We might also add a tech to make them explode. Like them:

Image
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Re: Spiritmancer

Post by Sunrise Samurai »

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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Re: Spiritmancer

Post by Alexander82 »

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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Re: Spiritmancer

Post by Sunrise Samurai »

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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Re: Spiritmancer

Post by Alexander82 »

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... :twisted:
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Re: Spiritmancer

Post by Sunrise Samurai »

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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Re: Spiritmancer

Post by Puss_in_Boots »

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.
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Re: Spiritmancer

Post by Alexander82 »

I agree with puss. Also I'd like more to have many less powerful ghosts than a few big fireball
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Re: Spiritmancer

Post by Sunrise Samurai »

Fixed. You can target the area you want the phantoms to explode around.
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Re: Spiritmancer

Post by Alexander82 »

lol targeting enemy phantoms? This is probably not going to end well xD
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Re: Spiritmancer

Post by Sunrise Samurai »

Why ever not? It's not like they're as likely to be near the enemy troops as your own are or anything :twisted: 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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Re: Spiritmancer

Post by Alexander82 »

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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Re: Spiritmancer

Post by Sunrise Samurai »

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

Post by Alexander82 »

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 :D
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Re: Spiritmancer

Post by Alexander82 »

This is my shaolin monk image: Image
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Re: Spiritmancer

Post by Sunrise Samurai »

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

Post by Alexander82 »

Yeah. I was thinking dark and pale

Also it might have some basic combat skill
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Re: Spiritmancer

Post by Sunrise Samurai »

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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Re: Spiritmancer

Post by Alexander82 »

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
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Re: Spiritmancer

Post by Sunrise Samurai »

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

Post by Alexander82 »

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
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Re: Spiritmancer

Post by Alexander82 »

Alexander82 wrote: Maybe add a kamehamehaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa xD

or use that one for a saiy... human unit
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Re: Spiritmancer

Post by Sunrise Samurai »

Dwarf unit. I'm already thinking a few different types of dwarven monks already
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Re: Monk of the cold spirit order

Post by Sunrise Samurai »

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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