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Dark knight — ARCHIVED
Posted: Thu Dec 08, 2016 7:06 pm
by Constantin
This elite undead unit
Active effects: aura group attack(+ 2 attack)
Cost: 7-8
Hp: 65
Attack: 23
Armor: 5
P. Armor: 5
Speed: 3
Spell resist: 70%
Spells: Fear, Strengthen.
P. S. This is my first job, therefore guys your opinion about my art.
Re: Dark knight
Posted: Thu Dec 08, 2016 7:17 pm
by Alpha
Looks cool.
Re: Dark knight
Posted: Thu Dec 08, 2016 7:18 pm
by Midonik
Isnt stats too op? I will propose to make it cost 5-6,25 Hp,attack 20 Armor and p armor 2,and mayby remove speels.
Re: Dark knight
Posted: Thu Dec 08, 2016 7:20 pm
by Alpha
But the Cost is good, It seems reasonable to have it in such a high position
Re: Dark knight
Posted: Thu Dec 08, 2016 9:11 pm
by Constantin
Midonik wrote:Isnt stats too op? I will propose to make it cost 5-6,25 Hp,attack 20 Armor and p armor 2,and mayby remove speels.
Midonik, I want that was an elite unit.
Re: Dark knight
Posted: Thu Dec 08, 2016 9:49 pm
by Midonik
I still will be elite. For my his stats sounds too strong for single,not gigant unit.
Re: Dark knight
Posted: Sat Dec 10, 2016 9:28 am
by MightyGuy
btw, about the art... I suggest make the blade sharper and longer.
Re: Dark knight
Posted: Sat Dec 10, 2016 10:34 am
by Constantin
Ok edited version
Re: Dark knight
Posted: Sat Dec 10, 2016 12:16 pm
by MightyGuy
goodjob!

pls add a team color, use magenta as a default color
Re: Dark knight
Posted: Sat Dec 10, 2016 12:27 pm
by Constantin
Ok i add a team color.
Re: Dark knight
Posted: Sat Dec 10, 2016 2:30 pm
by MightyGuy
A.)
Cost: 7
Hp: 55
Attack: 18
Armor: 3
P. Armor: 3
Speed: 3
Spell resist: 80%
Spells: Fear, Strengthen.
B.)
Cost: 7
Hp: 55
Attack: 22
Armor: 3
P. Armor: 3
Speed: 3
Spell resist: 80%
Spells: Fear, Strengthen.
C.)
Cost: 7
Hp: 55
Attack: 16
Armor: 3
P. Armor: 3
Speed: 4
Spell resist: 80%
Spells: Fear, Strengthen.
D.)
Cost: 7
Hp: 60
Attack: 23
Armor: 3
P. Armor: 3
Speed: 3
Spell resist: 70%
Spells: Fear, Strengthen.
Re: Dark knight
Posted: Sat Dec 10, 2016 2:32 pm
by MightyGuy
Constantin wrote:Ok i add a team color.
Goodjob!
Re: Dark knight
Posted: Thu Oct 11, 2018 4:33 pm
by Savra
So anyone want to talk about the shady knight with image and stats that seem ready?
Re: Dark knight
Posted: Wed Sep 09, 2020 2:26 am
by Savra
Decided to make this, basically I planned to add it to the cursed knights, I'll figure out an ability later, maybe dark presence but with a different effect.
Re: Dark knight
Posted: Wed Sep 09, 2020 2:34 am
by Savra
Dark Knight:

Desc: Fallen Knights who've dabbled in the use of dark magic in order to aid them in combat, they use the shadows to hide them and whatever horrors that accompanies them from the enemies sight.
Trains: mansion, dark alter
Cost:7
Hp:40
Atk:15
Rng:1
Sight:7
Spd:6
Dge:C:10%/M:10%/R:10%
Arm:3
P.arm:6
Res:100%
Bonuses:
100% cavalry
Auras:
Dark presence: rng:1, grants allies +10% to all dodges.
Re: Dark knight
Posted: Wed Sep 09, 2020 3:21 am
by Anchar
Just not evasion. I think that there should be no evasions in this game at all, since this is a strategy, but in a strategy you need to plan, but how will you plan if killing an enemy depends on luck from randomness?
Re: Dark knight
Posted: Wed Sep 09, 2020 3:27 am
by Savra
Evasions fine, strategy revolves around many things, including how to work around difficult situations that include evasion, in the case of evasive enemies you simply look for alternative methods of fighting like magic for example.
Aside from that this is just 10% evasion which at 1 rng, makes it fine for this unit.
Re: Dark knight
Posted: Wed Sep 09, 2020 3:40 am
by Anchar
if most of the fighters have the ability to dodge then it will be a game of luck and not of ingenuity.
If you think about it, all skeletons should instead of armor have evasion so arrows just have to fly through them.
In addition, I see no reason why this particular rider gives such an effect, does he emit smoke so much that skeletons are not visible near him?
Re: Dark knight
Posted: Wed Sep 09, 2020 3:50 am
by Anchar
I think that instead of dodging, he should be given some other aura, for example, an attack boost.
Re: Dark knight
Posted: Wed Sep 09, 2020 3:59 am
by Savra
Too generic, and doesn't coincide with the unit well, evasions are fine being that it would help undead to sneak up on the enemy.
Unless @Alexander82, or @Stratego (dev), think they can make an aura effect that turns allies invisible around the unit.
@makazuwr32 your thoughts would also be needed in this being that your the balancer.
Re: Dark knight
Posted: Wed Sep 09, 2020 4:02 am
by Savra
Anchar wrote: ↑Wed Sep 09, 2020 3:40 am
if most of the fighters have the ability to dodge then it will be a game of luck and not of ingenuity.
If you think about it, all skeletons should instead of armor have evasion so arrows just have to fly through them.
In addition, I see no reason why this particular rider gives such an effect, does he emit smoke so much that skeletons are not visible near him?
More like he's surrounded, or shrouded in a dark fog that covers allies as well, hence why it also has evasion.
I already mentioned the Skeleton dodge thing but Alex shot it down.
Re: Dark knight
Posted: Wed Sep 09, 2020 4:18 am
by Anchar
I believe that such a fighter should look different.
In 1, he needs to make a dark trail, as if a dark aura is coming from him, in 2 his spear looks a little bent (I downloaded your image and seemed to fix it by removing a couple of pixels),at 3, I think it is necessary to slightly change his armor and shield so that he would not be a complete plagiarism of the fire knight
Re: Dark knight
Posted: Wed Sep 09, 2020 4:29 am
by Savra
Their from the same group so the shield, and armour are fine, it doesn't necessarily need the dark trail really but if you want to change that part then it is fine. I planned also to update the spear anyways sense, yes as you said, it looks bent.
Re: Dark knight
Posted: Wed Sep 09, 2020 10:28 am
by Alexander82
On Discord I had brought up the need for a lancer for the unholy knights (cause they will be the only sub with cavalry units and undeads are still lacking an elite lancer unit).
One of my concepts was the thorn knight but we ended up considering it a better concept for an infantry unit than a cavalry unit (The unit itself would be based on counterattacks and negative auras in range 1).
We need another concept for it that isn't already taken by other knights so feel free to make some suggestions.
The current unit seems a bit generic in terms of name and its image is basically a death knight with a different weapon, so it won't be good.
About randomness and strategy: In reality there is no such a thing as a certain outcome and statistics can actually be part of a strategy (We already have a certain degree of randomness when we choose what to train without knowing what the enemy is training on his side).
Re: Dark knight
Posted: Wed Sep 09, 2020 1:20 pm
by Savra
Alright, I have some additions to throw on this that I just thought about.
About the name, I think it matches because dark knights were said to have used dark magic in combination with their other skills. So to me it fits, but if you want I could make the dark knight an infantry and turn this into a spectral knight with the same ability.
Re: Dark knight
Posted: Wed Sep 09, 2020 1:38 pm
by Savra
I could also make it into a storm knight too...

Re: Dark knight
Posted: Wed Sep 09, 2020 2:20 pm
by Alexander82
We already have a spectral knight though. xD
Re: Dark knight
Posted: Wed Sep 09, 2020 2:20 pm
by Alexander82
Savra wrote: ↑Wed Sep 09, 2020 1:38 pm
I could also make it into a storm knight too...
Lightning based?
Re: Dark knight
Posted: Wed Sep 09, 2020 2:23 pm
by Savra
Yes, btw that's a spectral "RIDER" not a spectral "KNIGHT," 2 different things.
Re: Dark knight
Posted: Wed Sep 09, 2020 9:03 pm
by Alexander82
ok but they would seem too similar anyway
