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Plague Priest
Posted: Mon Aug 27, 2018 11:44 pm
by StormSaint373
Recruit: (DARK ALTER, BARROW, CRYPT)
Gem Cost: 5
Cost: 6
Hp: 37
Attack Power: 13
Range: 1
Armor: 3
Pierce Armor: 5
Speed: 2
Sight: 4
Action/Turn: 1/1
Spell Resistance: 100%
Bonuses:
Dragons: 50%
Buildings: 100%
Passive Effects: Immune to poison, Flammable, Weapon of Plague: 10 points of poison per turn for 5 turns, if slain by poison in that time... Spreads to poison units in range of 2.
Spells:
Convert: range: 3, 30% possibility
Death Coil: Heals undead, 20hp
Lifelink: Duration 3 turns, range 4
Rotten: Range 7, 10 poins of damage to 1 enemy
Raise Zombies: Range 3, advanced animation turns them to ghouls
Re: Death Priest
Posted: Mon Aug 27, 2018 11:48 pm
by StormSaint373
The game needs an undead healer, and a unique unit!
This character can fill both slots, and be a formidable force to be reckoned with!

Re: Death Priest
Posted: Tue Aug 28, 2018 5:01 am
by makazuwr32
I don't like 3 things:
1. Speed 2. Raise to 3.
2. Regeneration 50%. Replace with "Death coil" spell: can heal undeads (only) for 20 hp.
3. Remove bonus to heroes.
Re: Death Priest
Posted: Tue Aug 28, 2018 6:09 am
by Lynx Shafir
If u want a healer support may not an unique unit is the answer.
But
Without reference to this. There will be cultists for healing.
So should compre it's abilities with em.(cheap and ready to sacrifice )
2)For a priest" has high attack with strange bonuses.
3)lifelink self or ally?
(blood knight will have it as Aura)
Re: Death Priest
Posted: Tue Aug 28, 2018 12:54 pm
by StormSaint373
Can't really change speed and feel good about it. Most undead who are spellcasters are slow.
He is not to be a "fire and forget".
He is the undead equivalent of a human warmage.
His powers should be prized, and not easily cast aside.
Lifelink will be optional for self and others, That's why there is a range...
Edited!
Re: Death Priest
Posted: Wed Aug 29, 2018 3:29 pm
by StormSaint373
Removed Aura of Dread, instead applied poison...
He is around Cadavers... A lot! Especially if he is raising zombies.
Re: Death Priest
Posted: Wed Aug 29, 2018 3:30 pm
by makazuwr32
Uhm. There can be only 1 on-hit effect appliable. Either poison or fear in this case.
Re: Death Priest
Posted: Wed Aug 29, 2018 3:31 pm
by StormSaint373
Poison it is!
Being around Diseased Undead, he is likely to be a carrier.

Re: Death Priest
Posted: Wed Aug 29, 2018 3:36 pm
by makazuwr32
Maybe not a regular poison?
What about Disease/Plague - more potent potion variant, upon death of unit appled to other units in range 2?
deals 10 damage/turn for 4 turns.
Re: Death Priest
Posted: Wed Aug 29, 2018 3:48 pm
by StormSaint373
Wouldn't that be OPd?
He already has an arsenal of spells, decent martial prowess, and healing for him and other undead...
But, if not, I will edit. I like the idea.
Re: Death Priest
Posted: Wed Aug 29, 2018 3:51 pm
by makazuwr32
Remember that effect is applied on hit, can be healed or disenchanted and will affect only living units.
And this caster has only melee range.
Re: Plague Priest
Posted: Wed Aug 29, 2018 3:59 pm
by StormSaint373
Edited name! Over looked stats and thought it sounded better for this unit.
Re: Plague Priest
Posted: Tue Sep 04, 2018 12:50 pm
by StormSaint373
Finished images! Pick one and enjoy!
Personally, I like #2. . .
Re: Plague Priest
Posted: Tue Sep 04, 2018 1:51 pm
by Typhoon
StormSaint373 wrote: ↑Tue Sep 04, 2018 12:50 pm
Finished images! Pick one and enjoy!
Personally, I like #2. . .
Great #2 indeed looks good
Re: Plague Priest
Posted: Tue Sep 04, 2018 5:23 pm
by StormSaint373
Edited Spells, again

Re: Plague Priest
Posted: Tue Sep 04, 2018 5:47 pm
by Lynx Shafir
Skills need still cool down.
For a converter is pretty strong.
Counting 2 actions!!!
Re: Plague Priest
Posted: Tue Sep 04, 2018 6:09 pm
by General Brave
I prefer the first one with the second one hammer.
Re: Plague Priest
Posted: Tue Sep 04, 2018 6:37 pm
by StormSaint373
Lynx Shafir wrote: ↑Tue Sep 04, 2018 5:47 pm
Skills need still cool down.
For a converter is pretty strong.
Counting 2 actions!!!
1. Don't need it, with limited action / turn, there will be no need. He will fill roles, but strategy is required to determine what to do with the Plague Priest in different situations or he will die. Not to mention, the cost requirements to recruit him.
3. Fixed! Forgot I had it that way when working.
Re: Plague Priest
Posted: Tue Sep 04, 2018 8:19 pm
by StormSaint373
So, skeleton with bone club or hooded with flanged mace?
Re: Plague Priest
Posted: Tue Sep 04, 2018 8:21 pm
by makazuwr32
Hooded as for me is better.
Re: Plague Priest
Posted: Tue Sep 04, 2018 8:28 pm
by StormSaint373
So, you're number 2?
NOT poop either!
Re: Plague Priest
Posted: Wed Sep 12, 2018 8:38 pm
by StormSaint373
I'll make changes, skeleton with bone mace!
Re: Plague Priest
Posted: Wed Sep 12, 2018 8:52 pm
by StormSaint373
Done!
Re: Plague Priest
Posted: Mon Sep 17, 2018 3:33 pm
by StormSaint373
What is next?
Re: Plague Priest
Posted: Mon Sep 17, 2018 8:03 pm
by General Brave
Call for alexander.
Re: Plague Priest
Posted: Mon Sep 17, 2018 8:17 pm
by StormSaint373
StormSaint373 wrote: ↑Mon Aug 27, 2018 11:44 pm
Recruit: (DARK ALTER, BARROW, CRYPT)
Gem Cost: 5
Cost: 6
Hp: 37
Attack Power: 13
Range: 1
Armor: 3
Pierce Armor: 5
Speed: 2
Sight: 4
Action/Turn: 1/1
Spell Resistance: 100%
Bonuses:
Dragons: 50%
Buildings: 100%
Passive Effects: Immune to poison, Flammable, Weapon of Plague: 10 points of poison per turn for 5 turns, if slain by poison in that time... Spreads to poison units in range of 2.
Spells:
Convert: range 3, 30% possibility
Death Coil: Heals undead, 20hp
Lifelink: Duration 3 turns, range 4
Rotten: Range 7, 10 poins of damage to 1 enemy
Raise Zombies: Range 3, advanced animation turns them to ghouls
@Alexander82, it is finished. Ready for review to be implemented/voted on.
Re: Plague Priest
Posted: Wed Oct 17, 2018 4:21 pm
by StormSaint373
Can this be put on ready list?
Re: Plague Priest
Posted: Wed Oct 17, 2018 4:53 pm
by Savra
Added.
Re: Plague Priest
Posted: Wed Oct 17, 2018 5:54 pm
by Lynx Shafir
Actually I don't think it's ready.
1.if Plague - than plague weapon - applies plague - on death infects nearby units
10dmg/turn for 4 turn don't stack
can be healed - can't be Disenchant
I think 5 is good as planned for this effect/poison variant.
2.two units will get lifelink castable
Witch and Blood knight - both can go at dark altar.
So better remove.
3.zombie raise
We are revamping all Zombie group.
Will get 2 who can raise.
4.rotten? Same as troll Shaman?
5.not sure about conversion for this...
6.can reduce cost to 5 and add only crypt/Barrow
Because
phantoms will get stronger units for 4 cost
Spertral rider(same place) and 3 giants 6 cost(so bonuses similar as yours, full counter on flying)
Armor and hp - maybe won't be favored if keep it so.
7.
Speed 3 ,1water (mellee needs better movement)
Spell res to 60%
8.Healing can be "dark Healc tipe - so affects only undead (may damages living so can get 2 in one) For 15 hp
As planned for cultists
And the inverse of this for holy units.
9.eat up corps as usual
Re: Plague Priest
Posted: Wed Oct 17, 2018 6:05 pm
by StormSaint373
Recruit: (DARK ALTER, BARROW, CRYPT)
Gem Cost: 5
Cost: 5
Hp: 30
Attack Power: 7
Range: 1
Armor: 1
Pierce Armor: 3 (Undead are resistant to arrows)
Speed: 2 (1 water) spellcasters are slow
Sight: 4
Action/Turn: 1/1
Spell Resistance: 100%
Bonuses: zombie equivalent bonuses
Effects: Immune to poison, Flammable, Weapon of Plague: treat as zombie poison.
Spells:
Convert: range 3, 30% possibility (they are considering removing convert from Lich. Priest is next most logical choice)
Dark Healing: Heals undead, 20hp
Rotten: Range 7, 10 points of damage to 1 enemy (look it up, it's there. Serves as ranged weapon for priest)
Raise Zombies: Range 3, advanced animation turns them to ghouls (Spread disease, make even more zombies than cemetary ripper)
Eat up corpse?