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Re: Electric eels
Posted: Mon Dec 17, 2018 6:38 am
by Savra
Hmm, this is effected by swimming, nature tech and I believe one other. Hp increase should be +4 maybe.
Besides that I don't see anything else that needs work on this except maybe give it dodge but otherwise paid all stats and image together and let's stick it on the ready list.
Re: Electric eels
Posted: Sat Jan 19, 2019 5:17 am
by General Brave
This should be ready if the stats are finalized.
Re: Electric eels
Posted: Tue May 28, 2019 11:31 am
by Alexander82
what about that unit?
Re: Electric eels
Posted: Tue May 28, 2019 9:52 pm
by makazuwr32
Lynx Shafir wrote: ↑Fri Dec 14, 2018 10:28 am
Ah, I initially wanted a 3 cost one..
(The bonus was about elemental dmg as producing electricity - we may introduce later)
Id like to be affected by those nature upgrades - like wolves
After all is animal - wud be woerd if not, also add more usage for those.
I'll lower statrs if 2 cost
Hp 7
Attak 5(stun weapon)
Arm 0/0
Dodges 0/30/100%
Speed 5 water
Sight 4
S.res 20%
Stun - last 1 turns (affect flesh and blood units
Affected by techs for hp and attack
(considering merlock and pikers stats isn't much)
These stats are fine as for me. Maybe lower attack a bit if affected by nature upgrade.
Re: Electric eels
Posted: Wed May 29, 2019 7:01 am
by Alexander82
What is stun?
Re: Electric eels
Posted: Wed May 29, 2019 8:53 am
by makazuwr32
Curse-like effect that can't be disenchanted but can be healed.