Magister Paladin
Posted: Thu Jul 26, 2018 5:55 am
Magister paladin
Magister of all paladins.
Cost - 12 turns, castle only.
Hp - 70
Damage - 19, 50% bonus to giants and dragons.
Range - 1
Actions/turn - 2
Armor - 5/5
Speed - 4
Sight - 6
Spell resist - 100%
Abilities:
Holy light - heals living ally for 15 hp or deals enemy undead/demon 10 magic damage, range 3, no cooldown.
Divine shield - caster gains +1000/+1000 armors, duration - 2 turns, cooldown - 5 turns. (100% longer than regular paladin's divine shield)
Ritual of divine protection - same as normal paladin's one but magister's has range 4 tiles and in this form magister has 2/2 armor.
Chain healing - same as regular paladin's, range 3 tiles, no cooldown.
Thunder strike - deals to target enemy 20 melee type damage and stuns hims for 1 turn (curse-like effect, ignores spell resist). Can't be casted on mechanical units, range - 1 (melee), cooldown - 3.
Divine guardian - passive self ressurection ability: if unit gains critical damage to die — remove all effects, restore hp to max. Cooldown 8 turns.
Disenchant weapon passive ability - applies disenchant to enemy on hit.
Affected by human blacksmith upgrades as usual (Infantry ones).
Magister of all paladins.
Cost - 12 turns, castle only.
Hp - 70
Damage - 19, 50% bonus to giants and dragons.
Range - 1
Actions/turn - 2
Armor - 5/5
Speed - 4
Sight - 6
Spell resist - 100%
Abilities:
Holy light - heals living ally for 15 hp or deals enemy undead/demon 10 magic damage, range 3, no cooldown.
Divine shield - caster gains +1000/+1000 armors, duration - 2 turns, cooldown - 5 turns. (100% longer than regular paladin's divine shield)
Ritual of divine protection - same as normal paladin's one but magister's has range 4 tiles and in this form magister has 2/2 armor.
Chain healing - same as regular paladin's, range 3 tiles, no cooldown.
Thunder strike - deals to target enemy 20 melee type damage and stuns hims for 1 turn (curse-like effect, ignores spell resist). Can't be casted on mechanical units, range - 1 (melee), cooldown - 3.
Divine guardian - passive self ressurection ability: if unit gains critical damage to die — remove all effects, restore hp to max. Cooldown 8 turns.
Disenchant weapon passive ability - applies disenchant to enemy on hit.
Affected by human blacksmith upgrades as usual (Infantry ones).