Shaman

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Inbreak
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Shaman

Post by Inbreak »

I know it's already an AoF unit. BUT! It's just a matter of belief so if long time ago people had a creed that shamans could rule the weather, fate etc. it was real for them. concept is: another primal "wizard" for primitive hut but not as priest, more herbalist stuff. The most important ability - some sort of wheather changing. There were discussions on this topic (weather effects) but for beginning it can be an effect crucially decreasing sight. Like artificial fog of war. So sight can become just one for enemy units. This ability can be casted by this shaman in any point of the map even if it is unseen and covers units and structures in an area like 3x3 or more. An exclusive unit like inquisitor so you can train only one of this. And cooldown of course. For other abitilities it can be a herbalist regen and may be an option to enrage other units (lesser berzerk casted on the others). :roll:
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Shark guy 35
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Re: Shaman

Post by Shark guy 35 »

So a more primal healer basically?
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Inbreak
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Re: Shaman

Post by Inbreak »

The key ability is connected with vision for me. But to be more versatile healing is also included
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Morningwarrior
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Re: Shaman

Post by Morningwarrior »

He have exclusive ability?
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Re: Shaman

Post by Inbreak »

Should have. If not its senseless to create another healer with the different skin
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Hyuhjhih
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Re: Shaman

Post by Hyuhjhih »

I have a better idea. I have done some go through and i think its perfect.
MY IDEA Shaman
Cost 6
Hp 15
Att 3
Rng 1
Arm 0/0
MR 70%

Passive effects
  • pleasant weather
    +2 sight , +1 speed affect foot
    Rng 5
  • Endangered
    -.25 × heal bonus effect enemies
    Rng 5
Active effect
  • Cursed
    (On hit, on counter)
    -5 att -2/2 arm effect enemies
    Last 2
Abilities
  • Heal
    +7 hp
    Rng 5
    Cd _
  • Herb Protection
    +2 hp per turn
    Remove random active effect from ally
    Rng 4 Last 3 cd _
  • Enchant *//researched enchantments//*
    Apply random buff (from poison , slowing, weakening)
    Requires Enchantments
    Rng 4 cd 2 last 1
Trained at TC , monastery, priory

* Enchantments
Cost 3
Enables Enchant ability
Requires slowing weapon, weakening weapon
Researched at priory
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Hyuhjhih
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Re: Shaman

Post by Hyuhjhih »

I made a unit sprite, not that great i think but seems pretty nice for a quick draw.
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Shaman Alpha 1 by hyuhjhih.png
Shaman Alpha 1 by hyuhjhih.png (1.74 KiB) Viewed 1648 times
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Badnorth
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Re: Shaman

Post by Badnorth »

Hyuhjhih wrote: Sat Jan 16, 2021 5:50 am I made a unit sprite, not that great i think but seems pretty nice for a quick draw.
Yes.
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Squirrel5555
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Re: Shaman

Post by Squirrel5555 »

Definitely looks like AOF unit :lol:
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Hyuhjhih
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Re: Shaman

Post by Hyuhjhih »

Squirrel5555 wrote: Sat Jan 16, 2021 2:44 pm Definitely looks like AOF unit :lol:
Atleast shamans are fantasia.
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Badnorth
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Re: Shaman

Post by Badnorth »

I think shamans could be an enchanting unit for the primitive faction. Currently Aztec Priest is the only one with buffer abilites, i think the primitives need another one soon, because most of them are weak and all. But i appreciate the maori warrior buff, makes the maori warrior a bit useful than it is now.

Thinking maybe some voodoo magic thingies or like blows a powder that grants +3 attack to allied melee units hit in the area , or empowered enchant attacks on allies. And maybe curses some enemies. Just like the omnyonji but primitive.
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Hyuhjhih
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Re: Shaman

Post by Hyuhjhih »

Hyuhjhih wrote: Sat Jan 16, 2021 5:09 am I have a better idea. I have done some go through and i think its perfect.
MY IDEA Shaman
Cost 6
Hp 15
Att 3
Rng 1
Arm 0/0
MR 70%

Passive effects
  • pleasant weather
    +2 sight , +1 speed affect foot
    Rng 5
  • Endangered
    -.25 × heal bonus effect enemies
    Rng 5
Active effect
  • Cursed
    (On hit, on counter)
    -5 att -2/2 arm effect enemies
    Last 2
Abilities
  • Heal
    +7 hp
    Rng 5
    Cd _
  • Herb Protection
    +2 hp per turn
    Remove random active effect from ally
    Rng 4 Last 3 cd _
  • Enchant *//researched enchantments//*
    Apply random buff (from poison , slowing, weakening)
    Requires Enchantments
    Rng 4 cd 2 last 1
Trained at TC , monastery, priory

* Enchantments
Cost 3
Enables Enchant ability
Requires slowing weapon, weakening weapon
Researched at priory
I already made some similar abilities and auras
LIE = Love Is Eternal.

Design leader of the variants Age of Gods and Age Of Civilization, and live heartedly contributing to AoS.

AoC discord server is up AoC
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