Corpse Unit: Skeleton Mage - IMPLEMENTED

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MightyGuy
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Corpse Unit: Skeleton Mage - IMPLEMENTED

Post by MightyGuy »

Description: A Corpse who summoned by a Necromancer.
Skeleton Mage Is A Weak And Cheap But Can Cast Powerful Magics.
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Image

Latest STATS:
cost: 0
HP: 10
Attack Damage: 5
Speed: 3
Range: 1
Action Turn: 1
Armor: 0
P. Armor: 2
Spell Resistance: 50%
Casting Ranges: 3

Spell And Abilities:
-Fear 100&
-Disenchant 100%
Last edited by MightyGuy on Tue Nov 07, 2017 2:04 pm, edited 4 times in total.
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Alexander82
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Re: Corpse Unit: Skeleton Mage

Post by Alexander82 »

I'm not much fond of the idea of skeleton casting. Also the unit seems a bit too powerful to be a summoned unit. Those spells are pretty powerful and some are new for the race.
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MightyGuy
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Re: Corpse Unit: Skeleton Mage

Post by MightyGuy »

How about just slowing and disarmor? the effects he will cast is just 2 turns then vanish. Agree?
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Puss_in_Boots
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Re: Corpse Unit: Skeleton Mage

Post by Puss_in_Boots »

Undeads can cast fear which already decreases the armor value of units.

Lets give him disenchant instead.
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MightyGuy
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Re: Corpse Unit: Skeleton Mage

Post by MightyGuy »

Thanks. so the abilities of skeleton mage, Fear and disenchant and vanish for 2 turns. Agree?
Last edited by MightyGuy on Mon Nov 06, 2017 11:16 pm, edited 1 time in total.
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MightyGuy
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Re: Corpse Unit: Skeleton Mage

Post by MightyGuy »

HP: 10
Attack Damage: 5
Speed: 3
Action Turn: 1
Armor: 0
P. Armor: 2
Spell Resistance: 50%

Spell And Abilities:
-Fear 100& (Vanish In 2 Turns)
-Disenchant 100% (Vanish In 2 Turns)
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Puss_in_Boots
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Re: Corpse Unit: Skeleton Mage

Post by Puss_in_Boots »

Does the skeleton vamish in 2 turns after be cast? Or do you mean that each spell will last 2 turns?

I think skeletons would be particularly weak casters, so lets just make the effects last 1 turn.
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MightyGuy
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Re: Corpse Unit: Skeleton Mage

Post by MightyGuy »

Spell.

Good Idea.
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MightyGuy
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Re: Corpse Unit: Skeleton Mage

Post by MightyGuy »

HP: 10
Attack Damage: 5
Speed: 3
Action Turn: 1
Armor: 0
P. Armor: 2
Spell Resistance: 50%

Spell And Abilities:
-Fear 100& (The Spell Will Vanish In 1 Turn)
-Disenchant 100% (The Spell Will Vanish In 1 Turn)
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Puss_in_Boots
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Re: Corpse Unit: Skeleton Mage

Post by Puss_in_Boots »

Okay, now edit that in with the cost.

It's best to keep a current update on the unit's stats in the first page.
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MightyGuy
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Re: Corpse Unit: Skeleton Mage

Post by MightyGuy »

Edited.
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Sunrise Samurai
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Re: Corpse Unit: Skeleton Mage

Post by Sunrise Samurai »

Puss_in_Boots wrote:Does the skeleton vamish in 2 turns after be cast? Or do you mean that each spell will last 2 turns?

I think skeletons would be particularly weak casters, so lets just make the effects last 1 turn.
Some time ago, skeleton archers were summoned with vanishing 3, and dropped corpses. They turned out to be pretty weak, and vanishing was dropped. I actually think it might be alright to give these guys vanishing 3 when summoned, then give spells fear, disenchant, and clockspinning, all as per normal, plus a direct damage spell for 5 damage.

The idea is that the magic animating them is powerful and unstable, and they use clockspinning to preserve​ themselves. Under the influence of a spirit tower, this gets easier, and they can actually become a valuable tool to give endurance to golems, or else add to their own lives to eventually join the battle.
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Alexander82
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Re: Corpse Unit: Skeleton Mage

Post by Alexander82 »

I think they should use the same logic of other reanimatable units. Specific corpse, no vanishing and such. Simply just balance them to be simply weak supporters. Also nice image.
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MightyGuy
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Re: Corpse Unit: Skeleton Mage

Post by MightyGuy »

OK, Do you have an idea how it will make truly balanced?
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Alexander82
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Re: Corpse Unit: Skeleton Mage

Post by Alexander82 »

I think we can give it no vanishing but a low casting range (since its spells are debuffs it can be killed easily by the enemy unless well defended).

Its pierce armor can still defend it against a couple of arrows tough.
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MightyGuy
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Re: Corpse Unit: Skeleton Mage

Post by MightyGuy »

I Agree, How about 4 Ranges?
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Alexander82
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Re: Corpse Unit: Skeleton Mage

Post by Alexander82 »

I was thinking more 3.

Basically slightly more than melee.

You need to risk the unit if you want to debuff a strong unit in that range (remember that spellcasters never cost less than 3)
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Re: Corpse Unit: Skeleton Mage

Post by MightyGuy »

so it is 4?

I just think it should be 4 since he can walk at 3 speed and other enemies can kill this easily with minimum of arrows that possibility kill him
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Alexander82
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Re: Corpse Unit: Skeleton Mage

Post by Alexander82 »

4 seems too much because this is a unit that should never be left alone (and consider that it has cost 0)

btw i've made a corpse
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MightyGuy
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Re: Corpse Unit: Skeleton Mage

Post by MightyGuy »

uhm. So It should be 3 Ranges? If yes, Still Agree.

The corpse image is Cool. :)
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Alexander82
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Re: Corpse Unit: Skeleton Mage

Post by Alexander82 »

yep, thanks
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Re: Corpse Unit: Skeleton Mage

Post by MightyGuy »

New STATS:

cost: 0
HP: 10
Attack Damage: 5
Speed: 3
Range: 3
Action Turn: 1
Armor: 0
P. Armor: 2
Spell Resistance: 50%

Casting Ranges: 3

Spell And Abilities:
-Fear 100&
-Disenchant 100%
Last edited by MightyGuy on Tue Nov 07, 2017 1:57 pm, edited 1 time in total.
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Alexander82
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Re: Corpse Unit: Skeleton Mage

Post by Alexander82 »

specify casting range
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Re: Corpse Unit: Skeleton Mage

Post by MightyGuy »

cost: 0
HP: 10
Attack Damage: 5
Speed: 3
Range: 3
Action Turn: 1
Armor: 0
P. Armor: 2
Spell Resistance: 50%
Casting Ranges: 3
Spell And Abilities:
-Fear 100&
-Disenchant 100%

About the skeleton image, can you make the staff animated (glowing or color changing) ??
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Alexander82
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Re: Corpse Unit: Skeleton Mage

Post by Alexander82 »

normal range must be 1 ...
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Re: Corpse Unit: Skeleton Mage

Post by MightyGuy »

Sorry, I Forgot...

Latest STATS:
cost: 0
HP: 10
Attack Damage: 5
Speed: 3
Range: 1
Action Turn: 1
Armor: 0
P. Armor: 2
Spell Resistance: 50%
Casting Ranges: 3

Spell And Abilities:
-Fear 100&
-Disenchant 100%
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Alexander82
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Re: Corpse Unit: Skeleton Mage

Post by Alexander82 »

ok i'm setting it as finalized
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Re: Corpse Unit: Skeleton Mage - ACCEPTED

Post by Stratego (dev) »

ACCEPTED!
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makazuwr32
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Re: Corpse Unit: Skeleton Mage - IMPLEMENTED

Post by makazuwr32 »

Implemented
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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