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Monk of the cold spirit order — ARCHIVED

Posted: Tue Sep 26, 2017 1:24 am
by Sunrise Samurai
Research cost 6, must research to build.
Cost 6
Hp 30
Armors 0
Power 6
Actions 3
Speed 4
Dodge counterattack: 100%
Dodge arrows: 30%
Spell resistance 70%
Spells: summon cold spirit (1 in target adjacent space) Spirit bomb (requires research, range 5. All cold spirits in radius 3 from​ target space explode in a chill wave, dealing damage and inflicting fear on everything within 2 spaces of themselves. Can target enemy cold spirits.)

Cold spirit
Hp 1
Power 6, fear on hit
Range 1
Speed 4 (flying)
Ai controlled (like green dragon) but no vanishing

Re: Spiritmancer

Posted: Tue Sep 26, 2017 1:28 am
by Puss_in_Boots
If it's summonables are going to be one shotted, and create cheap and effective swarms, I suggest increasing spell range because I find 3 to be annoying for that.
Then decrease it's cost, as to be a fun alternative to the the necromancer path.

Re: Spiritmancer

Posted: Tue Sep 26, 2017 1:48 am
by Sunrise Samurai
Sorry, raise dead at range 3. I didn't specify a range for the summons. And they are meant to support your troops, not replace, so we can't make the spiritmancer too cheap or else it will be too many to even one shot them all. Maybe 4 cost?

Re: Spiritmancer

Posted: Tue Sep 26, 2017 2:35 am
by Puss_in_Boots
Sure, 4 is fine.

4 cost
4 range

It summons weaker units that fly
And the unit itself is quicker than the necromancer.

Re: Spiritmancer

Posted: Tue Sep 26, 2017 12:21 pm
by Typhoon
How about changing his name to Spectromancer?

Re: Spiritmancer

Posted: Tue Sep 26, 2017 4:57 pm
by Alexander82
What about 4 summons around the caster? Also they might be faster (like 5 or 6)

Re: Spiritmancer

Posted: Tue Sep 26, 2017 5:00 pm
by Alexander82
We might also add a tech to make them explode. Like them:

Image

Re: Spiritmancer

Posted: Tue Sep 26, 2017 5:08 pm
by Sunrise Samurai
Edited: now summons 4 of them. Raised their speed to 4 to help give a chance to hit before being shot down. Added some power, and trample (for the explode factor) to make it worth shooting at. The big drawback is the ai control, so they charge in like lemmings whether you want them to or not.

Re: Spiritmancer

Posted: Tue Sep 26, 2017 5:17 pm
by Alexander82
I think we might start with normal attack. After that a first upgrade to increase speed or the amount of ghosts, the final upgrade fo explosions, what do you think?

Re: Spiritmancer

Posted: Tue Sep 26, 2017 6:21 pm
by Sunrise Samurai
Interesting. Upgrades would be a good idea. Start with 1 phantom​, 3 speed, 5 power and no trample. First upgrade gives 4 phantoms, 4 speed, and the second upgrade gives 8 power and trample? Or did you have a different idea?

Re: Spiritmancer

Posted: Tue Sep 26, 2017 6:24 pm
by Alexander82
I'm having a more evil idea in mind...
What about a detonation spell that detonates all spirits in range? They are unpredictable since you can't control them, but if they reach the right spots... :twisted:

Re: Spiritmancer

Posted: Tue Sep 26, 2017 6:59 pm
by Sunrise Samurai
You are evil. That being said, all spirits in range 9 from the spiritmancer maybe? And it acts just like​ goblin grenade. Might be a little hard to control though, if it can hurt your troops.

Re: Spiritmancer

Posted: Tue Sep 26, 2017 7:30 pm
by Puss_in_Boots
I think the spirit bomb should have some smaller power though. A ghastly pale explosion instead of the chemical explosion. Then give their explosion a range of 2. That way they aren't too harming for the enemy or your team.

Re: Spiritmancer

Posted: Tue Sep 26, 2017 8:08 pm
by Alexander82
I agree with puss. Also I'd like more to have many less powerful ghosts than a few big fireball

Re: Spiritmancer

Posted: Tue Sep 26, 2017 9:02 pm
by Sunrise Samurai
Fixed. You can target the area you want the phantoms to explode around.

Re: Spiritmancer

Posted: Tue Sep 26, 2017 9:56 pm
by Alexander82
lol targeting enemy phantoms? This is probably not going to end well xD

Re: Spiritmancer

Posted: Tue Sep 26, 2017 11:48 pm
by Sunrise Samurai
Why ever not? It's not like they're as likely to be near the enemy troops as your own are or anything :twisted: besides, they can do it back to you, so it's only fair right? Mwahaha it's just a case of a unit being it's own counter.

Re: Spiritmancer

Posted: Wed Sep 27, 2017 6:42 am
by Alexander82
What i would have liked (but might be difficult to code) is some sort of chain reaction. When you kill one it explodes and makes other ghosts near it explode as well. But that might be too much of a downside against archers.

Re: Spiritmancer

Posted: Wed Sep 27, 2017 10:36 am
by Sunrise Samurai
Eek. That would probably be hard no matter what. Too much drawback for a swarm creature.

Re: Spiritmancer

Posted: Wed Sep 27, 2017 12:56 pm
by Alexander82
Yeah, but that would be too fun to see xD

Also i've got an idea for the spiritmancer image.

I think to make it some sort of evil monk (like my old shaolin monk image) that uses his KI to summon spirits :D

Re: Spiritmancer

Posted: Wed Sep 27, 2017 12:58 pm
by Alexander82
This is my shaolin monk image: Image

Re: Spiritmancer

Posted: Wed Sep 27, 2017 6:00 pm
by Sunrise Samurai
Interesting idea. If you could darken the robes a bit, I think it might work

Re: Spiritmancer

Posted: Wed Sep 27, 2017 6:08 pm
by Alexander82
Yeah. I was thinking dark and pale

Also it might have some basic combat skill

Re: Spiritmancer

Posted: Wed Sep 27, 2017 6:22 pm
by Sunrise Samurai
Hmm. Maybe put cooldown 1 on all it's skills to prevent overuse, then 2 actions and power 8, plus 30% all dodge? Tentative idea anyway. What do you think?

Re: Spiritmancer

Posted: Wed Sep 27, 2017 6:30 pm
by Alexander82
I would make even 3 action and 6 damage and 80% dodge counter only (it is the most important part for multiattack units)
He might have some bonus against archers and/or infantry

I would then change the name in something like Dark monk or Death monk

Re: Spiritmancer

Posted: Wed Sep 27, 2017 6:39 pm
by Sunrise Samurai
Ok. Maybe even immunity to counterattacks. I would say some ranged dodge chance though. See deflect arrows, d&d. It's a monk thing.

Re: Spiritmancer

Posted: Wed Sep 27, 2017 6:41 pm
by Alexander82
It is true but we might end up having more of a melee unit than a spellcaster lol xD

We might rethink cost or spell cooldown though.

Maybe add a kamehamehaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa xD

Re: Spiritmancer

Posted: Wed Sep 27, 2017 6:47 pm
by Alexander82
Alexander82 wrote: Maybe add a kamehamehaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa xD

or use that one for a saiy... human unit

Re: Spiritmancer

Posted: Wed Sep 27, 2017 6:56 pm
by Sunrise Samurai
Dwarf unit. I'm already thinking a few different types of dwarven monks already

Re: Monk of the cold spirit order

Posted: Wed Sep 27, 2017 7:31 pm
by Sunrise Samurai
Heavily edited. The monk idea probably changed the who concept. Summons 1 spirit at a time, for 3 actions per turn, translates to 3 summons if dedicated to that purpose.