Tomb King
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Tomb King
Death itself.
Trainable at crypts and mansions.
Cost - 4 turns
Hp - 15 (halved)
Attack - 1
Armor - 0/2
Speed - 3
Actions/turn - 1
Spell resist - 80%
Abilities:
Touch of Death - Poisons unit (3 turns, 4 damage each turn) and when unit dies it instantly raises as a skeleton (which one is depends of corpse type, only if unit still had this effect, we can also change unit it raises to flesh golem or something else...). 4 tiles range, cooldown 1 turn. Doesn't work on buildings and undeads.
Gift of Undeath - gives a shield to friendly undead, that negates 12 damage before it disappears (999 turns lifetime of shield). 3 tiles range, cooldown 3 turn.
Can be burned.
Trainable at crypts and mansions.
Cost - 4 turns
Hp - 15 (halved)
Attack - 1
Armor - 0/2
Speed - 3
Actions/turn - 1
Spell resist - 80%
Abilities:
Touch of Death - Poisons unit (3 turns, 4 damage each turn) and when unit dies it instantly raises as a skeleton (which one is depends of corpse type, only if unit still had this effect, we can also change unit it raises to flesh golem or something else...). 4 tiles range, cooldown 1 turn. Doesn't work on buildings and undeads.
Gift of Undeath - gives a shield to friendly undead, that negates 12 damage before it disappears (999 turns lifetime of shield). 3 tiles range, cooldown 3 turn.
Can be burned.
Last edited by makazuwr32 on Fri Jul 27, 2018 9:41 am, edited 5 times in total.
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...
© by Makazuwr32™.
- Puss_in_Boots
- Posts: 3209
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- Location: New Jersey
Re: Grim reaper
It's spells are clearly op. Give it one single peirce armor. That way archers can hit them harder when it closes in to use its spells. Otherwise, raise his cost to 10.
OLÉ
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Grim reaper
1. He must be infantry - so additional damage from Cavalry.
2. He is burnable so fire archer will have good bonus to him.
3. He has melee range for spells.
4. He needs Mansion to begin for training.
5. For his second spell: the spell lasts only one turn and expires on the next turn so only until your next turn and only one unit will get the shield. It is also dispellable.
2. He is burnable so fire archer will have good bonus to him.
3. He has melee range for spells.
4. He needs Mansion to begin for training.
5. For his second spell: the spell lasts only one turn and expires on the next turn so only until your next turn and only one unit will get the shield. It is also dispellable.
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...
© by Makazuwr32™.
- Puss_in_Boots
- Posts: 3209
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- Location: New Jersey
Re: Grim reaper
Now that I think about it.
It sounds good, but not until someone sends invincible death knights to wreck havoc for a turn and retreat undamaged to safety. They could also go around in wagon destroying your giants, dragons, sentinels.
Burning certainly makes them easier to kill.
I believe their spell success should be affected by spell resistance, so it doesn't become another assassin unit. Imperials would make a good counter measure.
It sounds good, but not until someone sends invincible death knights to wreck havoc for a turn and retreat undamaged to safety. They could also go around in wagon destroying your giants, dragons, sentinels.
Burning certainly makes them easier to kill.
I believe their spell success should be affected by spell resistance, so it doesn't become another assassin unit. Imperials would make a good counter measure.
OLÉ
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Grim reaper
You have dispel for elves and humans.
Also i think that not first but instead second spell must be affected by spell resistance - and it can't be used (it will miss always) on 100% spell resist units...
Also i think that not first but instead second spell must be affected by spell resistance - and it can't be used (it will miss always) on 100% spell resist units...
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...
© by Makazuwr32™.
- Puss_in_Boots
- Posts: 3209
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- Location: New Jersey
Re: Grim reaper
I don't think spell resistance works conversely with allied units. It's a good idea, but I don't think it has been coded. Since it was never tried.
OLÉ
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Grim reaper
I think that we already have the spectral rider that is pretty similar so I don't agree with putting in another clone of an existing unit.
Age of Fantasy design leader
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Grim reaper
Nope. They are not clones.
Read first post:
And it has minimal attack as Wagons.
It is like frontline Caster.
This one is more like Infinite burnable assasin, vurable to cavalry.
Read first post:
It can't raise dead, walk on water and so on.makazuwr32 wrote:Death itself.
Trainable at mansions only.
Cost - 8 turns
Hp - 30
Attack - 1
Armor - 0/2
Speed - 3
Actions/turn - 1
Spell resist - 80%
Abilities:
Touch of Death - kills unit instantly. Melee range. Cooldown 1 turn. Doesn't work on buildings and undeads.
Gift of Undeath - gives a shield to friendly undead, that negates all damage and spells for 1 turn. Melee range, cooldown 1 turn.
Can be burned.
And it has minimal attack as Wagons.
It is like frontline Caster.
This one is more like Infinite burnable assasin, vurable to cavalry.
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...
© by Makazuwr32™.
- LordOfAles
- Posts: 3694
- Joined: Tue Jul 18, 2017 12:27 pm
- Location: Balkans, Montenegro
Re: Grim reaper
They are absolutely different comcepts
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
- Puss_in_Boots
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- Location: New Jersey
Re: Grim reaper
He clearly means they look the same.
Black cloak and a big scythe. Only difference is the blue flames.
I agree they are completely different concepts, but we may need to find an image that looks extravagantly different from spectral riders. That image is gonna be hard to find.
Black cloak and a big scythe. Only difference is the blue flames.
I agree they are completely different concepts, but we may need to find an image that looks extravagantly different from spectral riders. That image is gonna be hard to find.
OLÉ
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Grim reaper
I have few images from WC3.
A bit later i'll attach them here in good resolution.
A bit later i'll attach them here in good resolution.
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...
© by Makazuwr32™.
Re: Grim reaper
Hi,
Name it Tomb King.
Concept fits to that one aswell. Maybe he instant rises guys he kills with his touch of death?
So its more of a conversion somehow.
Patroid
Name it Tomb King.
Concept fits to that one aswell. Maybe he instant rises guys he kills with his touch of death?
So its more of a conversion somehow.
Patroid
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- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Grim reaper
Good idea and great image!
i also thought through and changed a bit abilities, stats (halved hp and cost) and places for a training it (added crypt)
i also thought through and changed a bit abilities, stats (halved hp and cost) and places for a training it (added crypt)
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...
© by Makazuwr32™.
- General Brave
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- StormSaint373
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- Ayush Tiwari
- Posts: 1221
- Joined: Wed Sep 20, 2017 5:30 am
- Location: Gorakhpur,a rural city in North India
Re: Tomb King
TO JUSTICE
Gift of undeath,it should remain two turns,or if I use it in a turn,and it dissapears next turn,there won't be much use.
I mean,just see,this unit can be destoryed easily,so it won't be a good thing to send it to frontlines.Next,if it is used on the back areas,it will give the damage reducing shield,but it will dissappear by the time the units reaches borderlines.
Either he needs +1/1 armour,or the shield should remain for more than 1 turn
Gift of undeath,it should remain two turns,or if I use it in a turn,and it dissapears next turn,there won't be much use.
I mean,just see,this unit can be destoryed easily,so it won't be a good thing to send it to frontlines.Next,if it is used on the back areas,it will give the damage reducing shield,but it will dissappear by the time the units reaches borderlines.
Either he needs +1/1 armour,or the shield should remain for more than 1 turn
Homo homini lupus
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Tomb King
I think to remove limit of life for shield but it will have 15 health negate and cooldown 1 turn (it can be used once per 2 turn).
How about this idea?
How about this idea?
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...
© by Makazuwr32™.
- Ayush Tiwari
- Posts: 1221
- Joined: Wed Sep 20, 2017 5:30 am
- Location: Gorakhpur,a rural city in North India
Re: Tomb King
This sounds good!They can't hit you,till they break the shield.
But yes,cooldown should be 3
But yes,cooldown should be 3
Homo homini lupus