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Corpse Unit: Skeleton Mage - IMPLEMENTED
Posted: Mon Nov 06, 2017 10:22 pm
by MightyGuy
Description: A Corpse who summoned by a Necromancer.
Skeleton Mage Is A Weak And Cheap But Can Cast Powerful Magics.
Latest STATS:
cost: 0
HP: 10
Attack Damage: 5
Speed: 3
Range: 1
Action Turn: 1
Armor: 0
P. Armor: 2
Spell Resistance: 50%
Casting Ranges: 3
Spell And Abilities:
-Fear 100&
-Disenchant 100%
Re: Corpse Unit: Skeleton Mage
Posted: Mon Nov 06, 2017 10:30 pm
by Alexander82
I'm not much fond of the idea of skeleton casting. Also the unit seems a bit too powerful to be a summoned unit. Those spells are pretty powerful and some are new for the race.
Re: Corpse Unit: Skeleton Mage
Posted: Mon Nov 06, 2017 11:10 pm
by MightyGuy
How about just slowing and disarmor? the effects he will cast is just 2 turns then vanish. Agree?
Re: Corpse Unit: Skeleton Mage
Posted: Mon Nov 06, 2017 11:11 pm
by Puss_in_Boots
Undeads can cast fear which already decreases the armor value of units.
Lets give him disenchant instead.
Re: Corpse Unit: Skeleton Mage
Posted: Mon Nov 06, 2017 11:13 pm
by MightyGuy
Thanks. so the abilities of skeleton mage, Fear and disenchant and vanish for 2 turns. Agree?
Re: Corpse Unit: Skeleton Mage
Posted: Mon Nov 06, 2017 11:14 pm
by MightyGuy
HP: 10
Attack Damage: 5
Speed: 3
Action Turn: 1
Armor: 0
P. Armor: 2
Spell Resistance: 50%
Spell And Abilities:
-Fear 100& (Vanish In 2 Turns)
-Disenchant 100% (Vanish In 2 Turns)
Re: Corpse Unit: Skeleton Mage
Posted: Mon Nov 06, 2017 11:17 pm
by Puss_in_Boots
Does the skeleton vamish in 2 turns after be cast? Or do you mean that each spell will last 2 turns?
I think skeletons would be particularly weak casters, so lets just make the effects last 1 turn.
Re: Corpse Unit: Skeleton Mage
Posted: Mon Nov 06, 2017 11:18 pm
by MightyGuy
Spell.
Good Idea.
Re: Corpse Unit: Skeleton Mage
Posted: Mon Nov 06, 2017 11:18 pm
by MightyGuy
HP: 10
Attack Damage: 5
Speed: 3
Action Turn: 1
Armor: 0
P. Armor: 2
Spell Resistance: 50%
Spell And Abilities:
-Fear 100& (The Spell Will Vanish In 1 Turn)
-Disenchant 100% (The Spell Will Vanish In 1 Turn)
Re: Corpse Unit: Skeleton Mage
Posted: Mon Nov 06, 2017 11:34 pm
by Puss_in_Boots
Okay, now edit that in with the cost.
It's best to keep a current update on the unit's stats in the first page.
Re: Corpse Unit: Skeleton Mage
Posted: Tue Nov 07, 2017 12:20 am
by MightyGuy
Edited.
Re: Corpse Unit: Skeleton Mage
Posted: Tue Nov 07, 2017 2:22 am
by Sunrise Samurai
Puss_in_Boots wrote:Does the skeleton vamish in 2 turns after be cast? Or do you mean that each spell will last 2 turns?
I think skeletons would be particularly weak casters, so lets just make the effects last 1 turn.
Some time ago, skeleton archers were summoned with vanishing 3, and dropped corpses. They turned out to be pretty weak, and vanishing was dropped. I actually think it might be alright to give these guys vanishing 3 when summoned, then give spells fear, disenchant, and clockspinning, all as per normal, plus a direct damage spell for 5 damage.
The idea is that the magic animating them is powerful and unstable, and they use clockspinning to preserve themselves. Under the influence of a spirit tower, this gets easier, and they can actually become a valuable tool to give endurance to golems, or else add to their own lives to eventually join the battle.
Re: Corpse Unit: Skeleton Mage
Posted: Tue Nov 07, 2017 6:34 am
by Alexander82
I think they should use the same logic of other reanimatable units. Specific corpse, no vanishing and such. Simply just balance them to be simply weak supporters. Also nice image.
Re: Corpse Unit: Skeleton Mage
Posted: Tue Nov 07, 2017 1:01 pm
by MightyGuy
OK, Do you have an idea how it will make truly balanced?
Re: Corpse Unit: Skeleton Mage
Posted: Tue Nov 07, 2017 1:21 pm
by Alexander82
I think we can give it no vanishing but a low casting range (since its spells are debuffs it can be killed easily by the enemy unless well defended).
Its pierce armor can still defend it against a couple of arrows tough.
Re: Corpse Unit: Skeleton Mage
Posted: Tue Nov 07, 2017 1:27 pm
by MightyGuy
I Agree, How about 4 Ranges?
Re: Corpse Unit: Skeleton Mage
Posted: Tue Nov 07, 2017 1:31 pm
by Alexander82
I was thinking more 3.
Basically slightly more than melee.
You need to risk the unit if you want to debuff a strong unit in that range (remember that spellcasters never cost less than 3)
Re: Corpse Unit: Skeleton Mage
Posted: Tue Nov 07, 2017 1:38 pm
by MightyGuy
so it is 4?
I just think it should be 4 since he can walk at 3 speed and other enemies can kill this easily with minimum of arrows that possibility kill him
Re: Corpse Unit: Skeleton Mage
Posted: Tue Nov 07, 2017 1:41 pm
by Alexander82
4 seems too much because this is a unit that should never be left alone (and consider that it has cost 0)
btw i've made a corpse
Re: Corpse Unit: Skeleton Mage
Posted: Tue Nov 07, 2017 1:46 pm
by MightyGuy
uhm. So It should be 3 Ranges? If yes, Still Agree.
The corpse image is Cool.

Re: Corpse Unit: Skeleton Mage
Posted: Tue Nov 07, 2017 1:51 pm
by Alexander82
yep, thanks
Re: Corpse Unit: Skeleton Mage
Posted: Tue Nov 07, 2017 1:53 pm
by MightyGuy
New STATS:
cost: 0
HP: 10
Attack Damage: 5
Speed: 3
Range: 3
Action Turn: 1
Armor: 0
P. Armor: 2
Spell Resistance: 50%
Casting Ranges: 3
Spell And Abilities:
-Fear 100&
-Disenchant 100%
Re: Corpse Unit: Skeleton Mage
Posted: Tue Nov 07, 2017 1:56 pm
by Alexander82
specify casting range
Re: Corpse Unit: Skeleton Mage
Posted: Tue Nov 07, 2017 1:58 pm
by MightyGuy
cost: 0
HP: 10
Attack Damage: 5
Speed: 3
Range: 3
Action Turn: 1
Armor: 0
P. Armor: 2
Spell Resistance: 50%
Casting Ranges: 3
Spell And Abilities:
-Fear 100&
-Disenchant 100%
About the skeleton image, can you make the staff animated (glowing or color changing) ??
Re: Corpse Unit: Skeleton Mage
Posted: Tue Nov 07, 2017 1:59 pm
by Alexander82
normal range must be 1 ...
Re: Corpse Unit: Skeleton Mage
Posted: Tue Nov 07, 2017 2:01 pm
by MightyGuy
Sorry, I Forgot...
Latest STATS:
cost: 0
HP: 10
Attack Damage: 5
Speed: 3
Range: 1
Action Turn: 1
Armor: 0
P. Armor: 2
Spell Resistance: 50%
Casting Ranges: 3
Spell And Abilities:
-Fear 100&
-Disenchant 100%
Re: Corpse Unit: Skeleton Mage
Posted: Tue Nov 07, 2017 5:35 pm
by Alexander82
ok i'm setting it as finalized
Re: Corpse Unit: Skeleton Mage - ACCEPTED
Posted: Sun Dec 03, 2017 3:34 pm
by Stratego (dev)
ACCEPTED!
Re: Corpse Unit: Skeleton Mage - IMPLEMENTED
Posted: Wed Aug 04, 2021 1:01 pm
by makazuwr32
Implemented