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Tomb King
Posted: Fri Feb 16, 2018 10:43 am
by makazuwr32
Death itself.
Trainable at crypts and mansions.
Cost - 4 turns
Hp - 15 (halved)
Attack - 1
Armor - 0/2
Speed - 3
Actions/turn - 1
Spell resist - 80%
Abilities:
Touch of Death - Poisons unit (3 turns, 4 damage each turn) and when unit dies it instantly raises as a skeleton (which one is depends of corpse type, only if unit still had this effect, we can also change unit it raises to flesh golem or something else...). 4 tiles range, cooldown 1 turn. Doesn't work on buildings and undeads.
Gift of Undeath - gives a shield to friendly undead, that negates 12 damage before it disappears (999 turns lifetime of shield). 3 tiles range, cooldown 3 turn.
Can be burned.
Re: Grim reaper
Posted: Fri Feb 16, 2018 2:15 pm
by Puss_in_Boots
It's spells are clearly op. Give it one single peirce armor. That way archers can hit them harder when it closes in to use its spells. Otherwise, raise his cost to 10.
Re: Grim reaper
Posted: Fri Feb 16, 2018 2:19 pm
by makazuwr32
1. He must be infantry - so additional damage from Cavalry.
2. He is burnable so fire archer will have good bonus to him.
3. He has melee range for spells.
4. He needs Mansion to begin for training.
5. For his second spell: the spell lasts only one turn and expires on the next turn so only until your next turn and only one unit will get the shield. It is also dispellable.
Re: Grim reaper
Posted: Fri Feb 16, 2018 2:31 pm
by Puss_in_Boots
Now that I think about it.
It sounds good, but not until someone sends invincible death knights to wreck havoc for a turn and retreat undamaged to safety. They could also go around in wagon destroying your giants, dragons, sentinels.
Burning certainly makes them easier to kill.
I believe their spell success should be affected by spell resistance, so it doesn't become another assassin unit. Imperials would make a good counter measure.
Re: Grim reaper
Posted: Fri Feb 16, 2018 2:38 pm
by makazuwr32
You have dispel for elves and humans.
Also i think that not first but instead second spell must be affected by spell resistance - and it can't be used (it will miss always) on 100% spell resist units...
Re: Grim reaper
Posted: Fri Feb 16, 2018 2:49 pm
by Puss_in_Boots
I don't think spell resistance works conversely with allied units. It's a good idea, but I don't think it has been coded. Since it was never tried.
Re: Grim reaper
Posted: Mon Feb 19, 2018 8:08 am
by Alexander82
I think that we already have the spectral rider that is pretty similar so I don't agree with putting in another clone of an existing unit.
Re: Grim reaper
Posted: Mon Feb 19, 2018 9:59 am
by makazuwr32
Nope. They are not clones.
Read first post:
makazuwr32 wrote:Death itself.
Trainable at mansions only.
Cost - 8 turns
Hp - 30
Attack - 1
Armor - 0/2
Speed - 3
Actions/turn - 1
Spell resist - 80%
Abilities:
Touch of Death - kills unit instantly. Melee range. Cooldown 1 turn. Doesn't work on buildings and undeads.
Gift of Undeath - gives a shield to friendly undead, that negates all damage and spells for 1 turn. Melee range, cooldown 1 turn.
Can be burned.
It can't raise dead, walk on water and so on.
And it has minimal attack as Wagons.
It is like frontline Caster.
This one is more like Infinite burnable assasin, vurable to cavalry.
Re: Grim reaper
Posted: Mon Feb 19, 2018 12:42 pm
by LordOfAles
They are absolutely different comcepts
Re: Grim reaper
Posted: Mon Feb 19, 2018 1:10 pm
by Puss_in_Boots
He clearly means they look the same.
Black cloak and a big scythe. Only difference is the blue flames.
I agree they are completely different concepts, but we may need to find an image that looks extravagantly different from spectral riders. That image is gonna be hard to find.
Re: Grim reaper
Posted: Mon Feb 19, 2018 1:37 pm
by makazuwr32
I have few images from WC3.
A bit later i'll attach them here in good resolution.
Re: Grim reaper
Posted: Tue Feb 20, 2018 9:19 am
by patroid
Hi,
Name it Tomb King.
Concept fits to that one aswell. Maybe he instant rises guys he kills with his touch of death?
So its more of a conversion somehow.
Patroid
Re: Grim reaper
Posted: Tue Feb 20, 2018 10:57 am
by makazuwr32
Good idea and great image!
i also thought through and changed a bit abilities, stats (halved hp and cost) and places for a training it (added crypt)
Re: Tomb King
Posted: Tue Feb 20, 2018 4:17 pm
by General Brave
Sounds good.
Re: Tomb King
Posted: Wed Feb 21, 2018 8:12 pm
by StormSaint373
Nice!
Re: Tomb King
Posted: Tue Apr 24, 2018 12:49 pm
by Ayush Tiwari
TO JUSTICE
Gift of undeath,it should remain two turns,or if I use it in a turn,and it dissapears next turn,there won't be much use.
I mean,just see,this unit can be destoryed easily,so it won't be a good thing to send it to frontlines.Next,if it is used on the back areas,it will give the damage reducing shield,but it will dissappear by the time the units reaches borderlines.
Either he needs +1/1 armour,or the shield should remain for more than 1 turn
Re: Tomb King
Posted: Tue Apr 24, 2018 1:32 pm
by makazuwr32
I think to remove limit of life for shield but it will have 15 health negate and cooldown 1 turn (it can be used once per 2 turn).
How about this idea?
Re: Tomb King
Posted: Wed Apr 25, 2018 2:13 am
by Ayush Tiwari
This sounds good!They can't hit you,till they break the shield.
But yes,cooldown should be 3
Re: Tomb King
Posted: Tue Nov 06, 2018 3:09 pm
by Typhoon
Sounds like a rather interesting idea