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Corrupted treant - ANSWERED

Posted: Tue Aug 25, 2020 12:23 pm
by Vārimathras Ashegūl
Treants corrupted with darkeness by the undead ir may act as a weaker treants
Trained at Towns
Cost 4
Hp 40
Att 10
Spd 2
Armours 0/1
Sifht 3
Bonuses
80% infantry

Burnable

Re: Corrupted treant

Posted: Tue Aug 25, 2020 12:26 pm
by Alexander82
Same as the previous topic :D

Re: Corrupted treant - ANSWERED

Posted: Wed Aug 26, 2020 12:02 am
by Savra
I had a similar idea planned for this, but it corresponded with a building I wanted to make for undeads. But I'm holding off till after the buildings update and the unit wouldn't be a corrupted treant but more of a haunted treant (Similar to an ent, but instead it's just a normal tree that was possessed by ghosts and is able to move and the such. It, and a few other units would be produced in this factory once it reached its final stage [it would have 3 stages, 1-2 will just be fortifications, while the 3rd would be a factory/fortification. It would make use of the suspend transformation ability and in total will probably take a player 12 turns to get it but that's the cost for a factory that wouldn't require a tc.] This might be locked behind a sub race though or just a simple tech, and would give us a place to put forest skeletons and other units corresponding with Undead a place to produce. It has its fancy quarks. But again, you'd have to wait a while to access them.)