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Mad scientist

Posted: Tue Aug 31, 2021 6:25 am
by MrLich
Unit name:Mad scientist(or doctor, alchemist depending on copyright) cooldown:4 production building:experimental butchery. Hp:64 dmg:15(poison. Spd:3. Armor and pierce armor:0. Range and sight:4. Abilities:Overcharge:give skeleton or zombie in range 4 1 extra attack, 1 speed, 20 bonus dmg, target dies at the end of the turn.(cooldown 1)
No pain no gain:target unit in range 4 gets a 3 turn 12 dmg buff and takes 6dmg (cannot be lowered by armor, )each turn (cooldown1) Mutate:turn a skeleton in range 4 into a skeleton monster of the same variant(has a chance to fail and kill skeleton instead, dunno if it should be 30% or more) (cooldown 4, starts on cooldown)

Re: Mad scientist

Posted: Tue Aug 31, 2021 6:44 pm
by makazuwr32
"target dies at the end of turn" — not possible right now, will require coding from stratego
Mutate: it is not possible to kill unit on fail right now.
Also monster skeletons will later get a different way of obtaining — by merging of 2 same type skeletons.

Re: Mad scientist

Posted: Tue Aug 31, 2021 7:00 pm
by MrLich
Then better replace mutate with a ud version of heal, (blood serum, weaker than human heal) as for overcharge, any kind of heavy drawback will do(deal heavy damage, like 60 or so, vanishing seems bad, as Necromancer can just keep unit alive)

Re: Mad scientist

Posted: Tue Aug 31, 2021 7:10 pm
by MrLich
Maybe heal isnt a good idea on a sadist support thougt, dunno