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Re: Blood knight
Posted: Sun Aug 19, 2018 10:01 pm
by makazuwr32
Some of 'em WILL be cavalry units.
Plague knight and cursed knight if to be clear.
Re: Blood knight
Posted: Sun Aug 19, 2018 10:11 pm
by LordOfAles
I like the Blood Vanguard name.
Re: Blood knight
Posted: Sun Aug 19, 2018 10:15 pm
by makazuwr32
So others will be:
Curse vanguard (cav unit)
Chill vanguard
Plague vanguard (cav unit)
Right?
Re: Blood knight
Posted: Sun Aug 19, 2018 10:18 pm
by Tankhead
Topic needs to change to something else since its not just gonna be one unit.
So this is like another faction for undead?
Phantoms
Cultist
Blood pack ( current one and name i made up )
Tomb servants
Re: Blood knight
Posted: Sun Aug 19, 2018 10:18 pm
by LordOfAles
Yes, why not? (Mak)
Re: Blood knight
Posted: Sun Aug 19, 2018 10:19 pm
by makazuwr32
Not yet for now.
I am thinking about other units for now, their abilities, stats.
Re: Blood knight
Posted: Mon Aug 20, 2018 6:51 am
by Lynx Shafir
General Brave wrote: ↑Sun Aug 19, 2018 9:59 pm
It seems most people usually associate knights with Calvary.
Than they will learn a lesson.
Not all knight are mounted!!!
Re: Blood knight
Posted: Mon Aug 20, 2018 7:57 am
by LordOfAles
I think we agreed they will be Blood Vanguard, not Blood Knights.
Re: Blood knight
Posted: Mon Aug 20, 2018 8:14 am
by makazuwr32
That was only one vote — yours.
Re: Blood knight
Posted: Wed Oct 03, 2018 5:02 pm
by Savra
Maybe we should make this unit a vampire knight. Yes most knights aren't cavalry, but knights tend to be known to be cavalry being that they are mainly commanders. Who wait at bridges for unsuspecting peasants to drive so that they may take some of their stuff or fill anotheir group of knights come by and then they come out and have a dual.
Basically knights were medieval gangsters with few of them being actually honorable. In truth that is, they, like samurai's, had their own code of honour style, that didn't include peasants.
Back in topic, this guy sounds like a vampire knight which would be more interesting. We could add him to the new vampire pack along with the hive.
Re: Blood knight
Posted: Wed Oct 03, 2018 5:51 pm
by StormSaint373
I heard about This! In Warhammer... They were vampire cav who were highly dangerous especially in prolonged combat.
Re: Blood knight
Posted: Wed Oct 03, 2018 7:04 pm
by Gral.Sturnn
StormSaint373 wrote: ↑Wed Oct 03, 2018 5:51 pm
I heard about This! In Warhammer... They were vampire cav who were highly dangerous especially in prolonged combat.
They are lesser forms of vampires but yes.
Re: Blood knight
Posted: Thu Oct 04, 2018 6:14 pm
by Dagravian
Probably vampire knights should be a great topic to have, someone should make a post to that.
To settle things, the blood knight will be or not a mounted unit?
Re: Blood knight
Posted: Thu Oct 04, 2018 6:37 pm
by makazuwr32
It was designed as infantry.
Also please don't set this one to vampires.
I want make "knights of the damned" mini guild where few more specific knights (both mounted and non) would be. All of them would be trainable in summoning circle.
Also updated stats, lowered them a bit, removed self strengthen.
Re: Blood knight
Posted: Thu Oct 04, 2018 9:46 pm
by Dagravian
-My impressions of this one weren't about an unit with vampiric traces, but as death knight soaked in blood and lusting for more... Like a evil black Stormsaint hero img with blood everywhere.
-Oh i see, like an evil knighthood guild? (Probably loyal guards of some evil tyrant that refused the death of his reign).
Re: Blood knight
Posted: Fri Oct 05, 2018 4:54 am
by makazuwr32
I just imagine them as expansion of death knight.
Like death knight was their leader in life and now they serve him in afterlife.
As for "guild" - there would be only 5 units as i see:
Death knight (cavalry)
Blood knight (infantry)
Plague knight (infantry)
Chill knight (cavalry)
Cursed knight (cavalry)
Re: Blood knight
Posted: Fri Oct 05, 2018 1:06 pm
by StormSaint373
makazuwr32 wrote: ↑Fri Oct 05, 2018 4:54 am
I just imagine them as expansion of death knight.
Like death knight was their leader in life and now they serve him in afterlife.
As for "guild" - there would be only 5 units as i see:
Death knight (cavalry)
Blood knight (infantry)
Plague knight (infantry)
Chill knight (cavalry)
Cursed knight (cavalry)
Maybe have each one serve a different purpose
Ex:
1 be Archer
1 be Swordsman
1 carry a bardiche
Another set of name suggestions
Blackguard,
Warrior of Chaos
In D&D they are the pinnicle black knights.
Synnonyms: Fallen Paladin, Anti paladin, Anti hero
Re: Blood knight
Posted: Fri Oct 05, 2018 1:26 pm
by makazuwr32
Who said that they all will be melee?
Re: Blood knight
Posted: Fri Oct 05, 2018 4:03 pm
by StormSaint373
makazuwr32 wrote: ↑Fri Oct 05, 2018 1:26 pm
Who said that they all will be melee?
I said:
Ex:
1 be
Archer
1 be Swordsman
1 carry a bardiche
These were examples.
Implement various roles for maximum effectiveness.
Re: Blood knight
Posted: Fri Oct 05, 2018 4:14 pm
by makazuwr32
Infantry i meant that they will be on foot.
Not that they will be melee units.
I am planning one lancer, one pike/ranged (will be able to change), one knight and this as normal swordman.
Re: Blood knight
Posted: Tue Jan 22, 2019 9:21 am
by makazuwr32
Time to bring some life to this topic.
makazuwr32 wrote: ↑Fri Oct 05, 2018 4:54 am
I just imagine them as expansion of death knight.
Like death knight was their leader in life and now they serve him in afterlife.
As for "guild" - there would be only 5 units as i see:
Death knight (cavalry)
Blood knight (infantry)
Plague knight (infantry)
Chill knight (cavalry)
Cursed knight (cavalry)
Death knight demands his former servants to raise again!
makazuwr32 wrote: ↑Fri Feb 16, 2018 10:51 am
Bloodlusted ex-human knight after death.
Trainable at summoning circle
Cost - 5 turns
Hp - 33, immune to fire.
Attack - 11
Armor - 2/4
Speed - 3
Sight - 6
Spell resist - 30%
Has 100% bonus to infantries. Counts as melee infantry.
Abilities:
Self-lifelink for 2 turns, cooldown 4 turns
Group attack 2 - as usual.
"Pain and hit" (or like that, lich's ability that deals damage to enemy at cost of your own) - as usual.
Chill knight:
Cost - 6 turns, trainable at summoning circle
Hp - 40, immune to all dot effects (poison, burning, chilling, bleeding, etc...)
Attack - 19
Armor - 3/3
Speed - 5
Sight - 6
Spell resist - 50%
Has 100% bonus to giants. Counts as melee cavalry.
Abilities:
Chilling presence (aura) — every enemy in range 3 gains -1 speed (slowing 1 effect). Non-stackable.
Chilling weapon (passive on-hit effect) — on hit apllies "chilling" effect that gives -1 speed, -4 attack and deals 4 damage for 3 turns.
Cursed knight:
Cost - 7 turns, trainable at summoning circle
Hp - 28, immune to fire.
Attack - 10
Armor - 1/3
Speed - 4
Sight - 6
Spell resist - 100%
Has 50% bonus to infantries. Counts as melee cavalry.
Abilities:
Scream (banshee ones)
Curse (same as mummy's one)
Unholy pact - sacrifices allied unit to fully heal another friendly unit.
Plague knight:
Cost - 6 turns, trainable at summoning circle
Hp - 30, immune to fire
Attack - 9 (in pike form) / 8 (in crossbow form)
Range - 2 (in pike form) / 7 (in crossbow form)
Armor - 1/4
Speed - 3
Sight - 9
Spell resist - 20%
Has 300% bonus to cavalry in pike form (also 400% to imperial knight and 500% to elephants) and 50% bonus to dragons in crossbow form. Counts as infantry (melee/archer).
Abilities:
Disease cloud (aura) — deals to all enemy living units 6 damage/turn while they are in range 3 from this unit.
Poison weapon (passive on-hit effect, in both forms)
Poison cloud (normal, range 3)
Transform (change weapons)
Re: Expansion of death knight
Posted: Thu Jan 24, 2019 7:37 am
by Tankhead
NOTE
Several Files Required to make to get any of these in let alone started
You can choose to ignore this Comment, im just making note of what's required ( new ) to do it
Re: Expansion of death knight
Posted: Mon Mar 04, 2019 2:31 pm
by makazuwr32
Updated first post.