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King's Mage — ARCHIVED
Posted: Sat Aug 04, 2018 11:04 pm
by LordOfAles
Description: Only the most talented and skilled mages are seletced to be king's court mages. Their spells are varied, powerful and unmatched.
Stats:
Cost: 10
Hp: 20
Attack: 5
Power Range: 7
Armor: 0/0
Spell Resistance: 100%
Speed: 3
Actions/Turn: 2
No bonuses
Abilities:
Fireball
Poisonball
Magic Arrow
Fear
Disenchant
Regeneration
Strenghten
Double Strike
Trample
Spell need no cooldown
This idea completely random.
Re: King's Mage
Posted: Sat Aug 04, 2018 11:29 pm
by General Brave
Perhaps it should have a staff.
Re: King's Mage
Posted: Sat Aug 04, 2018 11:31 pm
by LordOfAles
Maybe. Althou powerful wizards don't need tools to prove how great their power is.
Re: King's Mage
Posted: Sat Aug 04, 2018 11:35 pm
by General Brave
Then he shouldn't have a dagger eater.
Re: King's Mage
Posted: Sat Aug 04, 2018 11:35 pm
by General Brave
Perhaps allow me to make the image a bit more better and it's stats.
Also I already made this idea.
Re: King's Mage
Posted: Sat Aug 04, 2018 11:36 pm
by LordOfAles
Where
Re: King's Mage
Posted: Sat Aug 04, 2018 11:40 pm
by General Brave
Re: King's Mage
Posted: Sun Aug 05, 2018 12:28 am
by LordOfAles
Agreed. @Alexander82 merge please
Re: King's Mage
Posted: Sun Aug 05, 2018 12:29 am
by LordOfAles
We can modify this image and agree about stats.
Re: King's Mage
Posted: Sun Aug 05, 2018 12:39 am
by General Brave
I can agreed it should have a lot of spells, perhaps powerful versions of the regular ones.
Re: King's Mage
Posted: Sun Aug 05, 2018 12:39 am
by LordOfAles
I was wondering if it should have cooldowns on fireball and such
Re: King's Mage
Posted: Sun Aug 05, 2018 12:41 am
by General Brave
You think it shouldn't?
Re: King's Mage
Posted: Sun Aug 05, 2018 12:42 am
by LordOfAles
I think it should have no cooldown so it can be offensive and have self defense at all times. And be worth about 10 turn cost.
Re: King's Mage
Posted: Sun Aug 05, 2018 12:43 am
by General Brave
Perhaps it should have three-4 action.
Re: King's Mage
Posted: Sun Aug 05, 2018 12:46 am
by LordOfAles
In that case 10 cost. And not too op other stats.
Re: King's Mage
Posted: Sun Aug 05, 2018 12:47 am
by General Brave
Perhaps it also should summon creatures.
Re: King's Mage
Posted: Sun Aug 05, 2018 12:47 am
by General Brave
let's discuss what spells
Re: King's Mage
Posted: Sun Aug 05, 2018 3:37 pm
by LordOfAles
Some kind of staff added
Re: King's Mage
Posted: Sun Aug 05, 2018 3:44 pm
by LordOfAles
New stats
Cost: 10
Hp: 25
Attack: 5
Power Range: 7
Armor: 0/0
Spell Resistance: 100%
Speed: 3
Actions/Turn: 3
Unique Unit
No bonuses
Builders: Castle
Abilities:
Fireball
Poisonball
Magic Arrow
Fear
Summon Blue Dragon (vanishing 3, cooldown 3)
Disenchant
Disarmor
Lifelink
Regeneration
Strenghten
Double Strike
Trample
Arcane Shield (100% spell resistance to unit, lasts 3 turns)
Mageshield (+5/+5 Armor, lasts 3 turns)
Meteor Rain (30 damage, ignores armor, radius 6, burns burnable targets, cooldown 5)
Re: King's Mage
Posted: Sun Aug 05, 2018 3:59 pm
by makazuwr32
Well....
This unit is the most op one of all.
I completely against this unit in any form of.
Re: King's Mage
Posted: Sun Aug 05, 2018 4:04 pm
by General Brave
I'm sure that the reason he made It.
Re: King's Mage
Posted: Sun Aug 05, 2018 4:09 pm
by LordOfAles
In that case cost raised to 15 and unique unit.
Re: King's Mage
Posted: Sun Aug 05, 2018 4:11 pm
by General Brave
No and yes.
Re: King's Mage
Posted: Sun Aug 05, 2018 4:15 pm
by LordOfAles
Alright. Let's hear why mak doesn't like it now
Re: King's Mage
Posted: Sun Aug 05, 2018 4:59 pm
by Lynx Shafir
Too many skills - more than a row, no CD
all sort of effect.
Such stats and 3 action I'm not surprised he doesn't like it.
Try something simpler, not for unique unit whit one of last skills what human casters don't have right now.
May work.
And only 1 action/turn
Re: King's Mage
Posted: Sun Aug 05, 2018 5:13 pm
by General Brave
That would be something too downgrading.
Re: King's Mage
Posted: Sun Aug 05, 2018 5:15 pm
by LordOfAles
Me and General discussed stats and that's why i posted it. It's 10 turn worth unit and easy to kill.
Re: King's Mage
Posted: Sun Aug 05, 2018 5:23 pm
by Lynx Shafir
Considering its spell and actions and that u won't send it in front line it's not so easy to kill.
Its More than op in this form....
Re: King's Mage
Posted: Sun Aug 05, 2018 5:26 pm
by LordOfAles
Elves can easily kill him with ranged, Humans probably won't have enough troops to block all the orcs, Undead can resurrect behind enemy lines to reach him, Kobolds have their flying dragons and dwarves their boar riders. Also you will need a castle first, then spend 10 turns building it. And its unique.
Re: King's Mage
Posted: Sun Aug 05, 2018 5:27 pm
by General Brave
That's why I suggested it should be a semi-assault unit. Make it spells have less range so it has to be close to the front line.