Corpse Unit: Skeleton Mage - IMPLEMENTED
Corpse Unit: Skeleton Mage - IMPLEMENTED
Description: A Corpse who summoned by a Necromancer.
Skeleton Mage Is A Weak And Cheap But Can Cast Powerful Magics.
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%
Skeleton Mage Is A Weak And Cheap But Can Cast Powerful Magics.
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.
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Corpse Unit: Skeleton Mage
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.
Age of Fantasy design leader
Re: Corpse Unit: Skeleton Mage
How about just slowing and disarmor? the effects he will cast is just 2 turns then vanish. Agree?
- Attachments
-
- 32_unit_undead_skeleton_mage.png (1.09 KiB) Viewed 4243 times
- Puss_in_Boots
- Posts: 3209
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
Re: Corpse Unit: Skeleton Mage
Undeads can cast fear which already decreases the armor value of units.
Lets give him disenchant instead.
Lets give him disenchant instead.
OLÉ
Re: Corpse Unit: Skeleton Mage
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.
Re: Corpse Unit: Skeleton Mage
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)
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)
- Puss_in_Boots
- Posts: 3209
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
Re: Corpse Unit: Skeleton Mage
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.
I think skeletons would be particularly weak casters, so lets just make the effects last 1 turn.
OLÉ
Re: Corpse Unit: Skeleton Mage
Spell.
Good Idea.
Good Idea.
Re: Corpse Unit: Skeleton Mage
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)
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)
- Puss_in_Boots
- Posts: 3209
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
Re: Corpse Unit: Skeleton Mage
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.
It's best to keep a current update on the unit's stats in the first page.
OLÉ
Re: Corpse Unit: Skeleton Mage
Edited.
- Sunrise Samurai
- Posts: 2678
- Joined: Thu Jun 18, 2015 11:21 pm
- Location: Florida, U.S.
Re: Corpse Unit: Skeleton Mage
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.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.
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.
The glorious sun rises again
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Corpse Unit: Skeleton Mage
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.
Age of Fantasy design leader
Re: Corpse Unit: Skeleton Mage
OK, Do you have an idea how it will make truly balanced?
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Corpse Unit: Skeleton Mage
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.
Its pierce armor can still defend it against a couple of arrows tough.
Age of Fantasy design leader
Re: Corpse Unit: Skeleton Mage
I Agree, How about 4 Ranges?
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Corpse Unit: Skeleton Mage
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)
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)
Age of Fantasy design leader
Re: Corpse Unit: Skeleton Mage
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
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
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Corpse Unit: Skeleton Mage
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
btw i've made a corpse
- Attachments
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- Mage corpse.png (17.29 KiB) Viewed 4213 times
Age of Fantasy design leader
Re: Corpse Unit: Skeleton Mage
uhm. So It should be 3 Ranges? If yes, Still Agree.
The corpse image is Cool.
The corpse image is Cool.
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Corpse Unit: Skeleton Mage
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%
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.
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Corpse Unit: Skeleton Mage
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) ??
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) ??
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Corpse Unit: Skeleton Mage
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%
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%
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
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- Site Admin
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- makazuwr32
- Posts: 7830
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- Location: Moscow, Russia
Re: Corpse Unit: Skeleton Mage - IMPLEMENTED
Implemented
AoF Dev Co-Leadermakazuwr32 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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